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[CS2] Noel Vermillion Combo Discussion: Please let this land!


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Posted

Wonder if this was added/used. Not practical but fun nevertheless.

Corner

j.4D d.6C d.6A 214A 2B 6C 22B x6 22C 66 6C(2) 6C sjc j.D d.6D d 6B d.5D d.5C BT (4.8k, 52 heat)

If you use Fenfir with that heat, it goes up to 6k.

Posted

Guys, what's the best combo for 2D max range where 2D > d.5C > d.6C won't connect? Standing and crouching ones please.

Posted
Guys, what's the best combo for 2D max range where 2D > d.5C > d.6C won't connect? Standing and crouching ones please.

2D > d.5C > d.6A > d.6C usually works, from there go right into muzzle filter or Optic Barrel, not exactly max damage, but if you normally do 2D > d.5C, by that time you can usually confirm that you would need that 6A to get closer.

Posted (edited)

Moin Leute! Anyone find a good 3C corner combos for characters like Jin or Raichi whose hitbox won't allow a 3C>22BBBBC at point blank?

Best i found so far was

3C>22C>6C>4D>d.6C>d.2D>623D>6C(2)>6C>5D>236D>6C>j.D>d.6D>d.6B>d.5D>d.5C>236D 4279dmg

not that great, though.

Edited by Eng_08
Posted
Moin Leute! Anyone find a good 3C corner combos for characters like Jin or Raichi whose hitbox won't allow a 3C>22BBBBC at point blank?

Best i found so far was

3C>22C>6C>4D>d.6C>d.2D>623D>6C(2)>6C>5D>236D>6C>j.D>d.6D>d.6B>d.5D>d.5C>236D 4279dmg

not that great, though.

If you are doing 3C by itself, then that's a pretty good one given the starter and situation.

Posted

Yeah, what Sky said is right. I just tried a few variations of the combo and that one does the most damage.

The only thing I can say you should do to make it better is do 3C > 22BC instead of just 22C (but that only adds on like, 100-200 more damage anyway).

Posted (edited)

Here's another one for jin, etc.

3C > 22C > 6C > B+C > 6C > B+C > 6C > B+C > 6C > B+C > 6C > 22B > 22BBBBBBBC~66 > 6C > 5D > d.2D > 623D > 6C(2) > 6C > j.D > d.6D > d.6B > d.5D > d.5C > 236D | 4374 damage

edit

just tested the combo on every character except Flatinum (non-CH)

It does not work on Karuru, Ramuda, Tsubaki and Makoto and is ineffective on Tao.

Edited by Eng_08
Posted
Moin Leute! Anyone find a good 3C corner combos for characters like Jin or Raichi whose hitbox won't allow a 3C>22BBBBC at point blank?

Best i found so far was

3C>22C>6C>4D>d.6C>d.2D>623D>6C(2)>6C>5D>236D>6C>j.D>d.6D>d.6B>d.5D>d.5C>236D 4279dmg

not that great, though.

errr i dont know the exact damage count but

3C 22C 6C 4D 6C 2D 623D 6C(2) 4D(whiff) 5D 5C 4D 236D dash 6C jD 6D 6B 236D

Posted
Question about Bullet Rain corner dashing follow up... is this character specific? or the timing is just :vbang:

It's a bit of both, for some characters, you can only follow up with Dash 6C if they are REALLY high up, on those characters you can Dash 2A > 6C for a modified bit of damage, on bigger characters or characters with longer hitboxes you can follow up with Dash 6C pretty easy though.

Posted
Moin Leute! Anyone find a good 3C corner combos for characters like Jin or Raichi whose hitbox won't allow a 3C>22BBBBC at point blank?

Best i found so far was

3C>22C>6C>4D>d.6C>d.2D>623D>6C(2)>6C>5D>236D>6C>j.D>d.6D>d.6B>d.5D>d.5C>236D 4279dmg

not that great, though.

You do know that you can do 3C 2B 6C (B+C) 6C in order to push yourself out a little bit when you're in the corner right?

You can try stuff with that if you want.

I'll try some new stuff out when I'm not busy.

Posted

Just tried that, Runis. Came up with this:

3C > 2B > 6C > [b+C(whiff) > 6C] x2 > 22B > 22BBBBBBBC~66 > 6C > 4D > d.6C > d.623D > 6C(2) > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D - 4,329

Not really worth the extra effort really since the damage is almost identical and getting the 22Bs on Litchi is still somewhat awkward. Thanks for the tip though.

Posted

You do know that at that distance you'd be at the sweet spot to do 22B 6C 22B 6C right? and on the small hit boxes, 22B 2B 6C 22B 2B 6C or something silly like that. That'd add like 400+ damage I think.

Posted

Not at point blank range though. It's pretty annoying just landing the first 22B, let alone going into haida.

For the tiny bit of extra damage that combo might gain, it's really not worth the hassle.

Posted

In my experience even if a point blank 22B wont connect, a 22C will, so if you aren't positive that a 22B will hit, just do a 22BC, and even if the 22B wiffs, the 22C will connect and launch them. Sure you wont get the crazy damage that 22BBBBBBBBBBBBBBBBBBBBBBBB gives you, but you still get the 120% Bonus proration from 22C, and the eventual 120% bonus proration that the second hit of 6C gives as well.

tl;dr just hit buttons and stuff happens for big damage.

Posted

tested on ragna - Point blank 3C in corner

3C 22B 2B [6C (B+C)] x 2 6C(2) 6C 22B 6C 22B 6C 22B 6C 22B 66C 22B 6C 22B 6C 22B 22BBBC 66 6C sjc j.D d.6D d.6B d.5D d.5C 236D 4.6ish damage shit loads of meter I didn't record though[hands were cold and after I fucked up the first time I couldn't be bothered resetting to find out meter since its 1am you can prob get another rep in but I think the proration would be super tight]

won't work on Jin the same way in that his hit box is far more annoying to pick up, but you should be able to do 2 reps into 22BBBBBBC dash 6C ~4D d.6C 623D combo.

Against anyone other than ragna/makoto it wouldn't be worth it. against those two its meter central and not insanely hard to do either.

Posted

FC 4D against an aerial opponent goes to something like FC 4D d.6A d.6C d.5D 236A 66C sjc j.D [d.6D d.6B d.5D d.5C 236D]_[2B 6C HAIDA COMBO]

but it depends heavily on their height. Otherwise you'll have to spend some meter at the d.6C and dash into 6C sjc j.D -> Haida. Just remember that you have to start the drive portion with 5D off of a 22B 66C pick up.

Posted

got this after some toying around for corner j.4D on crouching opponent (cant 214A to switch back out of corner):

j.4D->d.6C->d.2D->623D->66C(2)->6C->4D->236D->66C->236A->66C->j.D->6D->d.6B->d.5D->d.5C->236D->6C->Fenrir (6k with fenrir, 4.8k without. Builds exactly 50 heat after the last 236D)

Its universal and not particularly hard. d.2D goes over opponent and sets them back in corner.

Any1 got anything better?

Posted
Any1 got anything better?

j.4D > d.6C > d.2D > 623D > 66C(2) > 6C > j.D > d.4D > 236D > 66C > 5D > d.6B > d.5B> d.5D > d.5C > 236D

Can't actually test it out right now, but I think this does a bit more damage. If you get a fatal counter, you can do j.D > d.4D > d.236D > 6C > 22B > 22BBBBBC~66 > 6C > 5D > Ender as well for even more damage.

Posted

if you're using j.4D I might suggest that you use

j.4D d.2D d.6A d.6C 623D if you can't hit confirm the j.4D into d.6C Tokido blocked the low cross-up on me. Thank god for double cross-ups eh?

Posted
got this after some toying around for corner j.4D on crouching opponent (cant 214A to switch back out of corner):

j.4D->d.6C->d.2D->623D->66C(2)->6C->4D->236D->66C->236A->66C->j.D->6D->d.6B->d.5D->d.5C->236D->6C->Fenrir (6k with fenrir, 4.8k without. Builds exactly 50 heat after the last 236D)

Its universal and not particularly hard. d.2D goes over opponent and sets them back in corner.

Any1 got anything better?

I could have sworn I posted this combo before :/

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