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


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Posted

We're looking about about anywhere from 7-9k I reckon depending on what's thrown in (GBs, double Fenrir, etc.) such as this impratical combo that nets 7k. In terms of big corner damage though, it looks like anti-air/CH 6C is where it's at, as the rest of this video proves.

That being said, once CS2 comes to consoles, looking at how much damage our new 2D can reach will definitely be something interesting to look at.

Posted

Alright I did some testing and found some high damaging practical combos off of 2D for both midscreen and corner. These are all haidaless, meaning no loops, but Silencer is involved, the combos will be listed with both the meterless, and 50 heat variations. These were all tested on Jin, but they SHOULD work on all characters, give or take a couple of points of damage for when moves like d.6C don't connect with ever single hit.

Normal Hit 2D, Midscreen (4923 Damage, 55 Heat)

2D > d.5C > d.6C > d.2D > d.6A > 214A > 2B > 6C > BC > 6C > 22B > 22BC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger

Normal Hit 2D Midscreen With Super (6006 Damage, -2 Heat)

2D > d.5C > d.6C > d.2D > d.6A > 214A > 2B > 6C > BC > 6C > 22B > 22BC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Fenrir

Counter Hit 2D Midscreen (5086 Damage, 55 Heat)

2D > d.6C > d.2D > d.5B > d.6A > 214A > 2B > 6C > BC > 6C > 22B > 22BC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger

Counter Hit 2D Midscreen With Super (6158 Damage, -1 Heat)

2D > d.6C > d.2D > d.5B > d.6A > 214A > 2B > 6C > BC > 6C > 22B > 22BC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Fenrir

Normal Hit 2D Corner (5034 Damage, 60 Heat)

2D > d.5C > d.6C > d.2D > Spring Raid > 66C(2) > 6C > BC > 6C > BC > 6C > 5D > Bloom Trigger > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger

Normal Hit 2D Corner With Super(6191 Damage, 4 Heat)

2D > d.5C > d.6C > d.2D > Spring Raid > 66C(2) > 6C > BC > 6C > BC > 6C > 5D > Bloom Trigger > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Fenrir (Note that if you do the second Bloom Trigger, your opponent will be able to tech before the bullets of Fenrir can hit them, due to using both d.5C and Bloom Trigger twice each in the same combo, so it's better to just delay Fenrir after the last d.5C)

Counter Hit 2D Corner (5300 Damage, 58 Heat)

2D > d.6C > d.2D > Spring Raid > 66C(2) > 6C > BC > 6C > BC > 6C > 5D > Bloom Trigger > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger

Counter Hit 2D Corner With Super (6488 Damage, 8 Heat)

2D > d.6C > d.2D > Spring Raid > 66C(2) > 6C > BC > 6C > BC > 6C > 5D > Bloom Trigger > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger > Fenrir

Counter Hit 2D Corner With Two Supers (7.2 Damage(Left ambiguous due to how many bullets may connect), -57 Heat)

2D > d.6C > d.2D > Spring Raid > 66C(2) > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger > Fenrir > Fenrir

  • 3 weeks later...
Posted (edited)

my little combo thread, I use it to take note for me and share it with you :p

Corner :

5.664 (5.580 from 5C counter)

3C > 22B(*11)C > 6C > 4D > d.6C > d.623D > 6C(2) > 6C > 5D > d.236D > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D

4.955 (6.143 with fenrir)

Throw RC > 6A > 6C (2) > j.4D > d.2D > d.623D > 6C > 4.D > d.236D > 6C > 22BBBBBBBC > 66 > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D

5.531

Throw RC > 3C > 22B(*11)C > 6C > 4D > d.6C > d.623D > 6C(2) > 6C > 5D > d.236D > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D

(whiff on certain hit box if too close to the corner)

(tested on Ragna and Noel)

3817

CH 6A 2B(whiff) 66 6C(2) j.4D d.2D d.623D 66C 4D 236D 6C 22B 22BBBBBBC 66 6C j.D d.6D d.6B d.5D d.5C d.236D

Edited by 7r17r1
Posted
Is there any real use to the corner 6C(2) j.4D d.2D d.623D ~... combo ?

Not really. You shouldn't really be doing that in game as it's really iffy to pull off. Good combo video material, but otherwise forget about it.

Posted

I edited my first post :p

here is the combo anyway :

3817

CH 6A 2B(whiff) 66 6C(2) j.4D d.2D d.623D 66C 4D 236D 6C 22B 22BBBBBBC 66 6C j.D d.6D d.6B d.5D d.5C d.236D

Posted
I edited my first post :p

here is the combo anyway :

3817

CH 6A 2B(whiff) 66 6C(2) j.4D d.2D d.623D 66C 4D 236D 6C 22B 22BBBBBBC 66 6C j.D d.6D d.6B d.5D d.5C d.236D

Why did people replace D~5B with 5D durind the end of her corner combos ?.? is D~5B not good anymore or what. Also why am i seeing 2D(x2) in combos ?.?

Posted (edited)
Why did people replace D~5B with 5D durind the end of her corner combos ?.? is D~5B not good anymore or what. Also why am i seeing 2D(x2) in combos ?.?
1. Probably because it's more "stable" and/or it gives maximizes the damage.

2. Most likely because the extra 2D doesn't mess with the combo's damage and/or put the combo in any risk of making the opponent tech out early despite the "general rule of thumb" for Chain Revolver being that it's discouraged to repeat the same input in CR combo. Read Sky's #2.

Edited by Ichipoo
Posted
Why did people replace D~5B with 5D durind the end of her corner combos ?.? is D~5B not good anymore or what. Also why am i seeing 2D(x2) in combos ?.?

1. It's all a preference of heat gain vs. damage. d.5D > d.5C enders do a bit more damage, so that one is the preferred ender.

2. If it's 2D and d.2D, they count as separate moves, so they don't count towards the same move penalty.

Posted

Ahh ok... Also how much would this give

3c>22BC>66>6c(2)>J.4D>D.4D>236D>6c>22B>22BBBC>66>6c>2D>D.623d>6c(2)>J.d>2D>d.6B>d.5D>d.5c>236D>DD

Feel free to edit/optimize the combo anyway u feel necessary.... Cause i dont own CS2 so all i have are theoretical combos :(

Posted
Ahh ok... Also how much would this give

3c>22BC>66>6c(2)>J.4D>D.4D>236D>6c>22B>22BBBC>66>6c>2D>D.623d>6c(2)>J.d>2D>d.6B>d.5D>d.5c>236D>DD

Feel free to edit/optimize the combo anyway u feel necessary.... Cause i dont own CS2 so all i have are theoretical combos :(

The combo is dropping on me on the d.2D > 236D.

Posted
Ahh ok... Also how much would this give

3c>22BC>66>6c(2)>J.4D>D.4D>236D>6c>22B>22BBBC>66>6c>2D>D.623d>6c(2)>J.d>2D>d.6B>d.5D>d.5c>236D>DD

Feel free to edit/optimize the combo anyway u feel necessary.... Cause i dont own CS2 so all i have are theoretical combos :(

It's worth noting that 22C has repeat proration, so the 22B > 22BBBC portion will basically force everything after it to fail. If someone can get up to that point, it'd be best to cut it out.

Posted

2D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 5D > BT > 6C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.9k)

4D(Normal hit, not fatal) > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 5D > BT > 6C > j.D > d.6D > d.6B > d.5D > d.5C > BT(5k)

5D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.7k)

6D > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.6k)

j.4D(Out of the corner crossup) > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.7k)

j.D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > 5D > d.6B > d.5B > d.5D > d.5C > BT(4.7k)

Some corner combos off of every drive starter(starter), some of them(mainly the 2D one) may be repeats of what we already have though.

Posted (edited)

Lol i am srry i posted it wrong,,, the 2D was suppose to be 6D... i kept thinking low=2 anyway

3c>22BBBC>66>6c(2)>J.4D>D.4D>Bloom.T>6c>22B>6D>D.2D>SR>6c(2)>J.D>D.5D>d.6B>D.5B>d.5C>Bloom.T>DD

Edited by Akira-Shiro
Posted
Lol i am srry i posted it wrong,,, the 2D was suppose to be 6D... i kept thinking low=2 anyway

3c>22BBBC>66>6c(2)>J.4D>D.4D>Bloom.T>6c>22B>6D>D.2D>SR>6c(2)>J.D>D.5D>d.6B>D.5B>d.5C>Bloom.T>DD

I'll try this out tomorrow if no-one else can do it now. Just remember that you can't use 6C(2) twice in a combo because the proration will make it impossible to do the rest of the combo. Change SR > 6C(2) into SR > 6C and it should work fine.

I'll get some damage numbers for you tomorrow.

Posted

Okay, I had to change the above combo in a few ways to make it work:

3C > 22BBBBBC > 66C(2) > j.4D > d.2D> d.623D > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D - 4,220

The rest of the combo wouldn't work and any alterations I made to try and extend it ended up with the opponent teching. It's flashy I guess, but somewhat impractical and not worth doing in a match since there are other combos that do similar damage and are much easier to pull off.

Posted (edited)

Nah, you can gain more than 1k damage with this combo :

5.451

3C 22B(x11)C 66 6C(2) 6C 4.D d.6C d.2D d.623D 6C j.D d.6D d.5B d.5D d.5C d.236D

If you add fenrir : 6639 damage

(tested on Ragna and Noel)

Edited by 7r17r1
Posted
Nah, you can gain more than 1k damage with this combo :

5.451

3C 22B(x11)C 66 6C(2) 6C 4.D d.6C d.2D d.623D 6C j.D d.6D d.5B d.5D d.5C d.236D

If you add fenrir : 6639 damage

(tested on Ragna and Noel)

Oh, I know all that stuff works. I was just assuming he wanted the j.4D in there for some reason. I know 3C leads into more damage in the corner, but I figured he wanted something flashier lol.

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