LunaKage Posted May 25, 2011 Posted May 25, 2011 I'm pretty sure they did that solely for following up after Thor. I wish there was someway to use Fenrir missle by itself, maybe for like 100 meter or something lol. Shit almost does 5k alone and I'm sure it can hit 10k in the corner like Thor can (supposedly) The Fenrir missile prorates horribly, but stand alone it nets about the same damage as Tager's 720, you can follow up into a really short drive combo though, doesn't add too much as far as damage however.
GunslingerSonic Posted May 26, 2011 Posted May 26, 2011 (edited) http://www.youtube.com/watch?v=qiotaA7eTWU&feature=feedu In this video, Noel can combo her Back Throw to 2B if you run a little. Side Note: On Midscreen Tested it with Jin: Backwards Throw > 66 > 2B > 5C> sj.B > j.C > j.B > dj.B > dj.C > Revolver Blast - 14 Hits - 2257. Weak but kinda cool. Works on: The Entire Cast. Side Note: On Makoto, After 2B > 5C.... Start with sj.C. Edited May 26, 2011 by GunslingerSonic
Mizzet Posted May 26, 2011 Posted May 26, 2011 What do you guys do when you hit a drive on a crouching opponent? Apart from 4d which forces your opponent to stand, I've just been substituting 214a for 236a and going 66c j.d > the usual. You still get 4k'ish because her drives hit like a truck for some reason, just wondering if people are doing anything else I haven't thought of. Kind of sad to lose her JC'able d.5c, it had so much combo potential, but her improved abare in CS2 is making up for that, it's nice being able to combo off normals like a proper character.
Runis Posted May 26, 2011 Posted May 26, 2011 (edited) If you absolutely must haida, you can do ALMOST any combo on a croucher into d.6C d.6D 236A 6C (s)jc j.D reload 2B 6C(B+C 6C) 22B 22BBBC 66 ~6C 5D d.6B 236D. Just the timing on the 2B 6C is extremely tight, you have to delay the 66 6C so that the 5D will hit and I think you get roughly the same damage doing a normal combo anyway. If you do a normal jc you'll need a second 6C o get them low enough, other wise you're spaced well enough so that you just need to delay for a 22B. I don't think it works if you do 6C(2) after the 22BBBC but it might just be tight timing/you need a d.5B d.6B delayed 236D in the corner. edit: Had to change the any part. Some combos have too much proration on them. Edited May 26, 2011 by Runis
HexaNoid Posted May 26, 2011 Author Posted May 26, 2011 Noel can combo her Back Throw to 2B if you run a little. Back Throw > 662B > 6C also works in the corner, which means you can either go into 4D > d.6C > SR or 6C(2) > 6C > j.D things. What do you guys do when you hit a drive on a crouching opponent? I've been trying out a bunch of different combos and so far the one that does the most damage and works on everyone is this: 2D > d.5C > d.6C > d.6D > 236A > 66C > j.D > d.6B > d.5D > d.236D - 3,840 Like Runis said, if you can use a j.D > reload to get a 22B > 22BBBBC~66 > 6C > xx in the combo, but you have to be confident in your 5D timing. Using j.D > reload in the above combo boosts the damage up to 4,404, so it's potentially worth it if you can pull it off. Otherwise, just go for that safe damage.
GunslingerSonic Posted May 26, 2011 Posted May 26, 2011 Bored and came up with a Bloom Trigger 2nd Hit Counter Hit on the Corner Combo. (Bad English......) Anyways, Bloom Trigger 2nd Hit CH > 6C (2 Hits) > 6C > 4D > d.6C > d.2D > Spring Raid > 6C > Throw Miss > 6C > Throw Miss > 6C > Throw Miss > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger > 6C - 28 Hits - 5028 Damage. If you apply Fenrir after 6C - 42 Hits - 6216 Damage Try it out.
HexaNoid Posted May 27, 2011 Author Posted May 27, 2011 (edited) Remember the old xx > j.D > d.4D > 236D > 66C > 5D > xx ender we had in CS1? I've just been play around with it and it still seems to work with our main corner combos and does slightly more damage than the enders we're using now. For example: (Anti-air) 6C(2) - 6C - 4D - d.6C - d.2D - d.623D - 6C - [b+C - 6C] x3 - 5D - d.236D - 6C - j.D - d.6D - d.6B - d.5D - d.5C - d.236D - 5,554 Compared to: (Anti-air) 6C(2) - 6C - 4D - d.6C - d.2D - d.623D - 6C - [b+C - 6C] x3 - j.D - d.4D - d.236D - 66C - 5D - d.6B - d.5B - d.5D - d.5C - d.236D - 5,619 Damage increase isn't that great, but it's not a difficult ender to pull off and it does give more damage so check it out. I'm gonna see if there's any combos this ender won't work on and then update the thread. EDIT: Doesn't work with 3C. Edited May 27, 2011 by HexaNoid
skd Posted May 27, 2011 Posted May 27, 2011 i did a 7k, 50 meter combo off of CH revolver blast to punish ID. Ask me anything. Also, whats noel's best damage option for punishes? Ive really been gimping myself on punishes, normally i would go to 3C but it seems not to prorate nearly as well as it did in CS1. I am not haida looping, as i have not gone into training mode yet or anything despite the game being out for a whole week (lol) I mean, it seems obvious to go to fatals but i havent really tested out the damage overall. Revolver blast seems to prorate something GDLK.
Mizzet Posted May 27, 2011 Posted May 27, 2011 I usually punish with 2d or CH 5c into 2d if I don't have as much time. Quick and easy 4k+ damage until I get her harder shenanigans down.
HexaNoid Posted May 27, 2011 Author Posted May 27, 2011 Combo discussion only please. If you have questions about Noel there's a thread for that.
Arcknight Posted June 7, 2011 Posted June 7, 2011 As far as using the 5D starter mid-combo in the corner what's the best way to prevent sliding under the opponent? This easily goes right under Jin and for that reason I don't find this very practical. 5D is much harder to time now that they changed it to a slide start-up. Does this occur for anyone other than Jin? I think I found out why my corner combos were black beating. Standards in the mid-screen don't necessarily work in the corner after proration has taken its toll. Also /shakes fist at Spring Raid input. Stupidest. Change. Ever.
LunaKage Posted June 7, 2011 Posted June 7, 2011 As far as using the 5D starter mid-combo in the corner what's the best way to prevent sliding under the opponent? This easily goes right under Jin and for that reason I don't find this very practical. 5D is much harder to time now that they changed it to a slide start-up. Does this occur for anyone other than Jin? I think I found out why my corner combos were black beating. Standards in the mid-screen don't necessarily work in the corner after proration has taken its toll. Also /shakes fist at Spring Raid input. Stupidest. Change. Ever. You gotta make sure you hit 6C when they are just below Noel's head, the 6C > BC loop works well for this, that way you can use 5D Starter.
Arcknight Posted June 8, 2011 Posted June 8, 2011 Thanks. I will try that out soon. Possibly tomorrow. I am having serious black beat combo issues in the corner. Gotta practice!
skd Posted June 12, 2011 Posted June 12, 2011 i am pretty sure that most corner combos will black beat at bloom trigger stuff like 5D > 236D at the end of a long corner combo so you might want to just do something like jD 6D 5C 6B 5B 236D, i am pretty sure that both both hits will connect on everyone and you can still dash in fenrir :c is there any point to using 5D starter mid combo? :O in what cases would it be optimal to use it? (aside from like, jD combo starter lol)
HexaNoid Posted June 12, 2011 Author Posted June 12, 2011 is there any point to using 5D starter mid combo? :O in what cases would it be optimal to use it? (aside from like, jD combo starter lol) I only ever really use it after I've used j.D to allow me to use a haida mid combo. For example: XX > j.D > Reload > 2B > 6C > 22B > 22BBBC~66 > 6C > 5D > XX XX > j.D > d.4D > d.236D > 6C > 22B > 22BBBBBBC~66 > 6C > 5D > XX
LunaKage Posted June 12, 2011 Posted June 12, 2011 I use it after comboing from non drive starters midscreen, for example: 5A > 6A > 6C > BC > 66C > BC > 66C > 5D > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger Or during corner combos with good starters: 2D > d.5C > d.6C > d.2D > Spring Raid > 66C(2) > 6C > 5D > Bloom Trigger > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger Both combos allow for double fenrir if you use fenrir after d.6B, assuming it's in the corner. Those are only a few examples, a couple of posts back I made a list of corner combos off of every drive starter, and most of them include using 5D mid combo, it's not a bad tool for combos, you just need to have the timing right.
Deviru Dahlia Posted June 14, 2011 Posted June 14, 2011 (edited) Dunno if this is posted, and this may be highly impratical and many better alternatives are there, but it was a pretty fancy way to end into Revolver Blast. I just took a Fatal 4d starter and derped around and got the following. D. 4D, d.6C d.2C d.5B d.6A Muzzle 2B 6C 22B x3-4 22C 66~6C Optic Barrel sj j.d reload 2B 6C sj j.B jc J.B Revolver Blast. 5k and over 50 heat. I'll try with throw whiff and see if I can land a j.C in it later and see if it connects. If it does, I'll post the results. Edited June 14, 2011 by Deviru Dahlia
SkyKing Posted June 14, 2011 Posted June 14, 2011 Dunno if this is posted, and this may be highly impratical and many better alternatives are there, but it was a pretty fancy way to end into Revolver Blast. I just took a Fatal 4d starter and derped around and got the following. D. 4D, d.6C d.2C d.5B d.6A Muzzle 5B 6C 22B x3-4 22C 66~6C Optic Barrel sj j.d reload 2B 6C sj j.B jc J.B Revolver Blast. 5k and over 50 heat. I'll try with throw whiff and see if I can land a j.C in it later and see if it connects. If it does, I'll post the results. I'm guessing you meant 2B here. If you can only end it in RB, then I suppose it's fine. I think you can actually land the standard ender here though.
Deviru Dahlia Posted June 14, 2011 Posted June 14, 2011 (edited) Woops, yep I meant 2B. Typed fast. Yeah, a standard ender usually does the trick, but I wanted to see if Revolver blast worked with it, and wanted to try something fancy just for kicks(Had inspiration). ;w; Edited June 14, 2011 by Deviru Dahlia
GunslingerSonic Posted June 15, 2011 Posted June 15, 2011 I don't know if anyone aleady post this. A 4D Fatal with a Twist. 4D (FC), d.6C, d.2D, d.5B, d.6A, 214A, 2B, 6C, Throw Miss, 6C, 22B, 22BBBBC, Dash Cancel, 6C, 22B, 6D, 236A, 66C, sj.D, d.6D, d.6B, d.5D, d.5C, Bloom Trigger 37 Hits - 5310
LunaKage Posted June 15, 2011 Posted June 15, 2011 I don't know if anyone aleady post this. A 4D Fatal with a Twist. 4D (FC), d.6C, d.2D, d.5B, d.6A, 214A, 2B, 6C, Throw Miss, 6C, 22B, 22BBBBC, Dash Cancel, 6C, 22B, 6D, 236A, 66C, sj.D, d.6D, d.6B, d.5D, d.5C, Bloom Trigger 37 Hits - 5310 See that's cool and all, but a standard fatal combo does the same damage. Not worth the risk. Plus that would be character specific. /Tough Love Not bad for a combo video though. /Pet The Dog
Nini Heart Posted June 16, 2011 Posted June 16, 2011 What's the best midscreen combo off a close range 2A?
HexaNoid Posted June 16, 2011 Author Posted June 16, 2011 (edited) Meterless 2A > 2B > 6A > 6C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D - 2,428 50 Heat 2A > 2B > 2C > 5C > RC > 66A > 6C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D - 2,674 OR 2A > 2B > 6A > 66C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 632146D - 3,458 100 Heat 2A > 2B > 2C > 5C > RC > 66A > 6C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 632146D 3,732 Edited June 16, 2011 by HexaNoid
DC Posted June 17, 2011 Posted June 17, 2011 LOL how long has Noel's 22c had a dash install? There's no way that was in CS1.
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