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


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Posted

Alright got some more hit confirms for you guys:

CH Assault Through, how does it work?

Long Range Combo(Long Slide before corner), can also function as a less hard combo to do instead of the short range one.

CH Assault Through > 66~2B > 6C(2) > 6C > 4D > d.6C > SR > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger(4.1k)

Short Range Combo(Hit immediately into the corner), damage varies depending on how many 22Bs you got in/character you are fighting.

CH Assault Through > 66 > 22B(Mash)C~66 > 6C(2) > 6C > 4D > d.6C > SR > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger(4.6-5.1k)

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Posted

Don't know if someone posted these already but here goes. I didn't see these on the front page and some of them are just minor optimizations.

Corner d.6B starter:

d.6B d.6A d.6C SR 6C(2) [6C B+C]x3 236A 6C j.D d.6D d.5D d.5C d.5B Bloom - 3431/49

- delay the d.5B to make both hits connect

Corner 5A/6A starter:

(5A) 6A 6C(2) 6C d.4D d.6C SR 6C B+C 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 3414/50

Midscreen throw RC:

Throw RC 2D d.5C d.6C d.2D d.6A 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4630/-50+45

- pretty much the same drive combo

Midscreen 5C CH starter into drive:

5C CH 5D d.6A d.6C 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4343/51

5C CH 2D d.5C d.6C d.6A 214A 2B 6C B+C 6C 22B 22BC DC 6C 236A 6C j.D d.6D d.6B d.5D d.5C Bloom - 4529/54

Probably post more stuff later.

Posted

Thanks for all the work you guys have been doing finding and optimising combos. From this Monday onwards, I will be updating the first post more regularly - getting rid of junk combos and putting in the ones you guys have found.

For those who have been disappointed with the combo thread thus far, I'm sorry for the inconvenience.

Posted (edited)

New corner damage =D

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)

Edited by 7r17r1
Posted

Holy crap, having picked up the CS2 patch when it came out on PSN, I'm glad that there's no shortage of combos to do. This really helps me put together like a document I can look at when I'm practicing to try and get stuff down. Though, as stupid of a question as this may be, does anybody know where I'd be able to get a typed up/text version of the tutorial/mission/whatever else people call them combos from it? I mean, yeah I know they're in the game, but I can't reference all or more than one of them while playing from training mode and all that.

Posted (edited)

Here's a decent combo for 5B/5C max range:

CH 5B/5C 236A 66 5B 5C j.B j.A j.B dj.B dj.C 236C (2.2k-2.5k / ? heat)

Edit: I think it's good to have these air to air combos too:

CH j.B/j.C land (j.B) j.A j.B dj.B dj.C 236C

CH 2D d.6B d.5C d.6C d.5D 236A 66C j.D d.6D 236D

Edited by Klazzix
Posted

Addendum to my post from last page:

Corner d.6B starter:

d.6B d.6A d.6C SR 66C 4D Bloom 6C(2) 6C 236A 6C j.D d.6D d.5D d.5C d.5B Bloom - 3495/54

- delay the d.5B to make both hits connect

- this one induces repeat proration but you can't get double Fenrir at the end of the other d.6B combo anyways

Posted
j.D > reload > 2B

Sweet jesus, does Noel reload out of drive quicker or something now?

Posted
Sweet jesus, does Noel reload out of drive quicker or something now?

It's been awhile hasn't it Mizzet?

I do think it's a combination of both, plus her drive is faster now too, making drive wiffing during combos a viable option.

Posted
Sweet jesus, does Noel reload out of drive quicker or something now?

Looks like it.

I don't know about the j.D hitstun Chiizu but Noel can reload out her drive quicker in CS2.

You guys aready know you can combo it with 2B > 6C > etc etc.

Posted

I'm not really sure her reload speed has increased actually. j.D > Reload > 2B > 6C > stuff was possible in CS1 too, but it was pointless because you couldn't haida off of it without a FC and even then the damage you got from it is nowhere near as good as what you'd get without it.

In less words: CS2 made something that was already possible useful.

Posted

j.D 22b j.D 22b xN Would be amazing and so troll 3:

TSK did you come back to Noel or are you still a Soviet bro?

Posted
j.D 22b j.D 22b xN Would be amazing and so troll 3:

TSK did you come back to Noel or are you still a Soviet bro?

Would be if not for dat same move proration... D:

Posted

To lazy to check, does it actually all connect?

Might use it for trollan purposes if it is.

Posted

Wow, looked at the frames of everything... crazy. Every time I touch Noel she just seems soo good now. Lol, online, you figure out how your opponent leads his pokes, and use 4D for the high ones, and 2D for the low ones. Bam, 4D/2D counterhit combos, guaranteed to win matches alone.

Anyway, now that I've played a bit, I'll begin my "Chain Revolver Analysis" again. Would you guys like it in this topic, or in its own topic? Also, Noel's normals are very interesting, and IMO deserve an equal level of analysis. But I can only do one at a time... bah, Normals are easier to figure out, lol. I'll start with Chain Revolver. :-p

Posted
Wow, looked at the frames of everything... crazy. Every time I touch Noel she just seems soo good now. Lol, online, you figure out how your opponent leads his pokes, and use 4D for the high ones, and 2D for the low ones. Bam, 4D/2D counterhit combos, guaranteed to win matches alone.

Anyway, now that I've played a bit, I'll begin my "Chain Revolver Analysis" again. Would you guys like it in this topic, or in its own topic? Also, Noel's normals are very interesting, and IMO deserve an equal level of analysis. But I can only do one at a time... bah, Normals are easier to figure out, lol. I'll start with Chain Revolver. :-p

Use j.D > d.5C > d.6C and you have your old CR Oki setup, no need to make it's own topic, post it in the resets thread or something.

Posted

I'm actually having some trouble with a bunch of the combos listed here that...is actually kind of noobish sounding, I'm sure. I've been trying a bunch of combos that have the "22B>66C" sequence in them after and I can NEVER do it. Not once. I understand that 22C might kill damage in a combo, but 22B knocks them down flat to the floor, and 66C doesn't hit laying down opponents, so I have NO IDEA how the hell I'm supposed to integrate that thing in.

I experienced this first with the " 6A > 6C > j.D > Reload > 2B > 6C > 22B > 22BBC > 66C > 22B > 66C > 5D > d.6B > d.5C > d.6C > d.6A > d.236D " combo, and again with the "6A > 6C > J.D > d.4D > d.6A (whiff) > d.5C > 236A > 66C > 22B > 6D > d.6B > d.5D > d.236D " one.

As well, I can never made the 22B>6D connect or initiate near on time in this combo: "6B > 3C > 22BC > 66C > 22B > 6D > d.6C > 5C > 236A > 66C > j.D > d.6D > d.6B > d.236D".

Can anybody offer some help or advice on this?

Posted

where is 22b > 66c listed? if you mean 2b (the slide kick thing) > 6c I just immediately mash 6c once I hit confirm the 2b. If you mean 22b > 22bbc > 66c, I hit them with the 22b wait until she stops and then input the 22bbc, which is where you hit b twice, but instead of going pressing 22c just hit c after the 2nd b and the opponent will pop up as if hit with a 22c. Then after I see the body fly up, I input dash until I'm close enough where 6c hits. keep holding the dash button and press c.

sorry if thats not what you were looking for, it's kind of hard for me to put into words, I also couldnt find any 22b > 66c

Posted

22B>66C is listed in the 2nd Midscreen combo under "From A". However, I checked the Haida guide so hopefully that helps a little. Still though.

Posted

Oh, thought you had posted the combo. Well, at least when I do it, the input of the buttons must be quick. after you hit with the first 66c let them fall a little, but not to the floor. then you input 22b. even thouh they are not yet on the ground, they will still get hit by the bullet. This then raises them up so that another 6c can hit them. and etc. It's hard to explain everything but once you do it once ingame it is much easier to do again.

Posted (edited)

Here are some slightly better midscreen combos that I didn't see listed yet.

4d 5c 2d 6a 6c 214a 2b 6c 236a 66c j.d 6d 6b 5d 236d [4626]

6d 5d 5c 6c 236a 66c j.d 6d 6b 236d [3400]

Edit: boohoo no more jump cancellable d.5c.

Edited by Mizzet
Posted
Here are some slightly better midscreen combos that I didn't see listed yet.

4d 5c 2d 6a 6c 214a 2b 6c 236a 66c j.d 6d 6b 5d 236d [4626]

6d 5d 5c 6c 236a 66c j.d 6d 6b 236d [3400]

You should be getting more off of 4D though Miz, the standard drive combo is: Starter > 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, ranges from 4.7k to 5k depending on what drive move you used to start the combo.

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