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


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Posted (edited)

Hey guys, I didn't see any 6D starters so I've been trying out some things to find the most optimal one. If there is a 6D combo better than this could someone let me know?

6D > d.5D > d.5C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D -3,067/20

Edited by Ch3äZy
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Posted
Hey guys, I didn't see any 6D starters so I've been trying out some things to find the most optimal one. If there is a 6D combo better than this could someone let me know?

6D > d.5D > d.5C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D -3,067/20

6D > 236A > 66C > BC > 66C > BC > 66C > BC > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 236D (3450/36)

Posted (edited)

6D > 236A > 66C > B+C > 66C > j.D > Reload > 2B > 6C > 22B > 22BBBC~66 > 6C > 5D > d.6B > d.5D > d.5C > d.236D - 3,587/41

Corner: 6D > d.623D > 6C(2) > 6C > j.D > d.4D > d.236D > 6C > 22B > 22BBBBBC~66 > 6C > 5D > d.6B > d.5B > d.5D > d.5C > d.236D - 4,515/56

I'll add these to the thread.

Edited by HexaNoid
Posted
6D > 236A > 66C > BC > 66C > BC > 66C > BC > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 236D (3450/36)

6D > 236A > 66C > B+C > 66C > j.D > Reload > 2B > 6C > 22B > 22BBBC~66 > 6C > 5D > d.6B > d.5D > d.5C > d.236D - 3,587/41

Corner: 6D > d.623D > 6C(2) > 6C > j.D > d.4D > d.236D > 6C > 22B > 22BBBBBC~66 > 6C > 5D > d.6B > d.5B > d.5D > d.5C > d.236D - 4,515/56

I'll add these to the thread.

Thanks, that's a whole lot better.

Posted
Lol Luna. I know you're just jealous of my higher damage and heat gain. :kitty:

Nah, I got higher consistency on my side.

Stay Sloppy :3

Posted

Can I get some tips on this combo:

2/5A > 2B > 6C > sj.D > Reload > 2B > 6C > 22B > 22BBBBC~66 > 66C > 5D > d.6B > d.5D > d.5C > d.236D – 2,508/39

I can't for the life of me connect 6C to sj.D.

Posted

Thanks for pointing these things out, Ch3äZy. Just noticed there aren't any 6C combos in there either, so I'll add that in later tonight.

Posted

I just want to say Hexanoid, that 4.5k, 56 heat combo sounds sweet. I wish I'd thought of that. Doesn't even sound all that hard either.

Posted

Hmm from the changes to noel so far it looks like the hida loop is gone all together,, because 22b(first hit) has same move proration. And 6c>bc>6c no longer connects. So how much of an impact will this effect you all as noel player. Cause while i play her i can still get 3k,4k,5k,&6k depending on my starter. So how do you all feel about this change

Posted
Hmm from the changes to noel so far it looks like the hida loop is gone all together,, because 22b(first hit) has same move proration. And 6c>bc>6c no longer connects. So how much of an impact will this effect you all as noel player. Cause while i play her i can still get 3k,4k,5k,&6k depending on my starter. So how do you all feel about this change

Here's the thread for CSX changes. If you wanna talk about how the changes might effect her, do it there.

  • 3 weeks later...
Posted

Since this IS the combo thread, and I figured mentioning something that was suggested in the self-critique thread would be off topic if not here, I've got to thinking. In terms of meter gain, is it ever a decent idea to change up the 214A>2B>6C>236A part of a combo to something like 214A>2B>6C>22BBC>66C, or something like that? I'm just curious. And well, keep in mind I'll probably never get the CS2 Haida down until like...the day before CSX comes out, lol.

Posted
Since this IS the combo thread, and I figured mentioning something that was suggested in the self-critique thread would be off topic if not here, I've got to thinking. In terms of meter gain, is it ever a decent idea to change up the 214A>2B>6C>236A part of a combo to something like 214A>2B>6C>22BBC>66C, or something like that? I'm just curious. And well, keep in mind I'll probably never get the CS2 Haida down until like...the day before CSX comes out, lol.

214A > 2B > 6C > throw whiff > 6C > 22B is a perfectly valid way to start Haida. It's also basically the only way you can start the Haida loop in general off of a drive starter.

Posted
Since this IS the combo thread, and I figured mentioning something that was suggested in the self-critique thread would be off topic if not here, I've got to thinking. In terms of meter gain, is it ever a decent idea to change up the 214A>2B>6C>236A part of a combo to something like 214A>2B>6C>22BBC>66C, or something like that? I'm just curious. And well, keep in mind I'll probably never get the CS2 Haida down until like...the day before CSX comes out, lol.

Well, the 22BBBC portion also give a nice chunk of damage, so when you omit that part after a 214A you are missing out on extra damage and heat gain. I've always made it a priority to stick that in whever it's possible so that you maximize your advantage when you have it.

Posted

I thought people used the 214A > 2B > 6C > 22B > 22BBBC as the standard BnB.

I mean it works on everyone, isn't very hard, and does more damage + heat gain. So yeah, BnB.

Posted

Well, yeah, but I just never noticed the Heat difference before and figured it was just easier to do 2B>6C>236A>6C>j.D instead. And plus, whenever I 22B in a combo and have the 22BBC part, I just go 22BBC instead of 22B>22BBBC because I ALWAYS mess up on the second bit or take too long with it, or drop it or something. Which is stupid because it doesn't even seem hard and it's not like I'm trying to throw in 5 reps of 66C>22B>66C either.

Posted
Well, yeah, but I just never noticed the Heat difference before and figured it was just easier to do 2B>6C>236A>6C>j.D instead. And plus, whenever I 22B in a combo and have the 22BBC part, I just go 22BBC instead of 22B>22BBBC because I ALWAYS mess up on the second bit or take too long with it, or drop it or something. Which is stupid because it doesn't even seem hard and it's not like I'm trying to throw in 5 reps of 66C>22B>66C either.

2/5A > 2B > 6A > 6C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D – 2,285/33

vs.

2/5A > 2B > 6A > 6C > sj.D > Reload > 2B > 6C > 22B > 22BBBBC~66 > 66C > 5D > d.6B > d.5D > d.5C > d.236D – 2,508/39

The second combo does more than 200 damage more and gains an extra 6 heat than the first. That's a pretty nice payoff for not leaving out the 22B portion of a combo. It's up to you whether you decide to learn to use it properly, but getting in some 22Bs in any combo is always nice even if you aren't doing loops.

Also, doing 22BBC instead of 22B > 22BBC isn't the best way of going about it. You have a fair amount of time to do the second 22B after 22B so you shouldn't mess up on timing or anything as long as you practice it. Like Luna said, it's not all that difficult. Also, don't forget to use Noel's dash cancel after 22BBBC as well since this'll get you the most reps of 22B in your combos.

  • 1 month later...
Posted

I didnt notice any air to air combos in the main post or first several pages. What are some options for air to air? Just b > c > b > dj > b > revolver? Anything that could get it grounded into some drive combos?

Posted
I didnt notice any air to air combos in the main post or first several pages. What are some options for air to air? Just b > c > b > dj > b > revolver? Anything that could get it grounded into some drive combos?

There are only three Air-to-air combos.

Air Combo into Revolver blast.

Revolver Blast > Land > 6C > Combo.

(Corner) > j.A > j.C(1 hit) > j.D > Spring Raid > 6C(2) > 6C > 4D > Bloom Trigger > 66C > 5D > d.6B > d.5B > d.5D > d.5C > Bloom Trigger

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