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Posted

I've been messing around with the - j.5C>[Land]>66~6A>6C starter and discovered that the following combo in the corner is possible and gives 51 heat gain, allowing Fenrir to be used indefinitely.

- j.5C>[Land]>66~6A>6C(2)>j.4D>d.6B>d.6C>214D>22C>66C>j.D>d.2D>d.5D>d.5C>236D>(Fenrir)

Without Fenrir (4.6K/51H), With Fenrir(5.5K)

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Posted (edited)

I should really try and get the combos i've developed on here already. Has anyone mentioned about this midscreen combo?

5.A>6.A>6.C>6.D>4.D>slight delay>Assault through>they wall-bounce>66.C (2)>6.C>4.D>bloom trigger>66.C>Optic Barrel>6.C>J.D>d.6D>d.5D>d.5B>d.5C>bloom trigger [3595 damage] [53 heat]

More on the way, i'm just being lazy right now

Edited by LastStarSaviour
Posted (edited)
I should really try and get the combos i've developed on here already. Has anyone mentioned about this midscreen combo?

5.A>6.A>6.C>6.D>4.D>Assault through>they wall-bounce>6.C (2)>6.C>4.D>bloom trigger>6C>Optic Barrel>6.C>J.D>d.6D>d.5D>d.5B>d.5C>bloom trigger [3595 damage] [53 heat]

More on the way, i'm just being lazy right now

Seems they have to be closer to the wall than I expected, for example it doesn't work in training mode at the starting position. Nice combo though. Can also be preformed right from 6A for 3.6K/51H

Also, When doing 4D>214D there is a small delay between them for people who have trouble performing this combo.

EDIT: Found that if you are a little too far from the wall and they still bounce just a little you can 662A>6C to continue with the combo. 3.3K/ 51H when performed in that way.

Edited by eLPointe
Posted

The best 5A corner combo is:

5A > 6A > 6C(2) > 6C > 4D > d.6C > Assault Through > 446C > 5D > d.4D > Bloom Trigger > 66C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.Bloom Trigger (3.8k)

I don't have the heat value for you guys yet, but that's the most optimal damage meterless off of corner 5A.

Posted (edited)
The best 5A corner combo is:

5A > 6A > 6C(2) > 6C > 4D > d.6C > Assault Through > 446C > 5D > d.4D > Bloom Trigger > 66C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.Bloom Trigger (3.8k)

I don't have the heat value for you guys yet, but that's the most optimal damage meterless off of corner 5A.

In Corner:

- 5A>6A>6C(2)>j.4D>d.6B>d.6C>214D>22C>66C>236A>66C>j.D>d.6D>d.5D>d.5C>236D(3.8K/53H)

About the same damage, easier to perform I find.

Edited by eLPointe
Posted
In Corner:

- 5A>6A>6C(2)>j.4D>d.6B>d.6C>214D>22C>66C>236A>66C>j.D>d.6D>d.5D>d.5C>236D(3.8K/53H)

About the same damage, easier to perform I find.

The damage of that combo also depends on the character's hitbox, since 22 wont get as many hits on some characters as it will others, especially after a j.4D combo.

Other than that though, it's all preference. I personally believe Crossunder 6C > 5D > d.4D combos are the new hotness.

Posted
The damage of that combo also depends on the character's hitbox, since 22 wont get as many hits on some characters as it will others, especially after a j.4D combo.

Other than that though, it's all preference. I personally believe Crossunder 6C > 5D > d.4D combos are the new hotness.

It looks nice, I'll give you that but the 446C is hard to perform...At least on the Vita, I will be able to practice on my PS3 tomorrow if I get the game. Than, I can judge if it is hard at all to perform.

The combo I posted was tested on Ragna, so you know.

Posted (edited)

4D/j.4D (note that for the j.4D combo to work your opponent needs to be facing the corner) combos while Noel is backed against the corner:

4D/j.4D>d.6A>d.6C>Assault Through>wall-bounce>66C (2)>jump cancel>j.D>4D>Bloom Trigger>6C>22BBBBC (It does work with various numbers of shots)>dash>6C>5D>d.6B>d.5B>d.5D>d.5C>Bloom Trigger

j.4D version: [4813 Damage] [56 Heat]

4D version: [5416] [56 Heat]

I must say though, once this thread has a full stock of combos I need to go check and see if all of these are universal or not...a grueling process ensues. :8/:

Edited by LastStarSaviour
Posted

4D Fatal > d.6C > d.2D > Spring Raid > 6C(2) > 6C > j.D > d.4D > Bloom Trigger > 6C > 22C~66 > 6C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > Bloom Trigger(Last Hit Only) Does 6k.

If you replace the j.D ender with a 5D ender, you get like 6.2 or 6.3 meterless. But this one is easy as cake.

Posted

Corner:

5D/2D > d.5C > d.2D > d.6A > d.6D > 236D > 66A > 6C(2) > 6C > 4D > 214D > 6C > 236A > 66C > sj.D > d.6B > d.5C > d.6B > d.5C/Fenrir (does around 3.7k w/o meter)

Tested on Noel, Platinum, Makoto, Lambda, Tsubaki. Can probably insert a d.6C somewhere at the start but thing is I'm not used to adding that on drives ever since CS1 when I got school'd bad with it on block. :x

Posted

What's the max damage you guys have gotten from 6C in the corner? This is what I've come up with so far.

[CH] 6C(2) > 66C > 4D > d.6C > d.214D > 446C > j.D > d.4D > d.236D > 6C > 22C~66 > 6C > j.D > d.5C > d.6B > d.236D/632146D

5,897/60 [bT Ender]

6,764/(-50)3 [Fenrir Ender]

Posted (edited)
The best 5A corner combo is:

5A > 6A > 6C(2) > 6C > 4D > d.6C > Assault Through > 446C > 5D > d.4D > Bloom Trigger > 66C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.Bloom Trigger (3.8k)

Found something slightly better. Tested on Ragna, so damage may vary depending on how many Silencer shots can connect with X's hitbox.

5A > 6A > 6C(2) > 6C > 4D > d.6C > Assault Through > 446C > j.D > d.4D > Bloom Trigger > 6C > 22C~66 > 6C > j.D > d.6B > d.5B > d.5C > Bloom Trigger - 3,974/59

Edit: Your combo does 3,903/59 when you let the last BT hit twice, by the way.

Edited by HexaNoid
Posted
Found something slightly better. Tested on Ragna, so damage may vary depending on how many Silencer shots can connect with X's hitbox.

5A > 6A > 6C(2) > 6C > 4D > d.6C > Assault Through > 446C > j.D > d.4D > Bloom Trigger > 6C > 22C~66 > 6C > j.D > d.6B > d.5B > d.5C > Bloom Trigger - 3,974/59

Edit: Your combo does 3,903/59 when you let the last BT hit twice, by the way.

Yeah I know

Silencer Combos are inconsistent depending on character hitboxes, your combo would probably barely do 3.6 on Arakune lol.

And at the end of these combos, hitting both hits of Bloom Trigger is a bad idea, because it allows your opponent to tech in the air, thus removing Noel's already bad knockdown options.

Either way, I still think it's better to omit the Bloom Trigger altogether and go for d.5C > Reload.

Posted

5A > 6A > 6C(2) > j.4D > d.6B > d.6C > Assault Through > 66C > 4D > Bloom Trigger > 6C > 22C~66 > 6C > j.D > d.6D > d.5B > d.5C > Bloom Trigger - 3,958/58

Tested on Arakune (:3) and it does 3,828/55, so not too far off from your combo either, Luna. Only the last hit of Bloom Trigger connects too so it forces emergency tech.

I'm done with 5A corner combos now, I swear~

Posted

I'll stick with the crossunder 6C > 5D combos.

Last thing I want is to cost myself the match because of j.4D silliness.

Also did you make sure Fenrir still works at the end of the combo?

Posted

Fair shout. Better to be safe than sorry, I guess.

And yeah, it works with Fenrir and does 4,940 on Ragna.

Posted

blah blah > 6A > 6C > j.D > d.6D > d.5D > d.5C > delay d.6C > 214D/236D/fenrir

Works on slime, squirrel, LUKA. Better midscreen ender? no?

Posted
blah blah > 6A > 6C > j.D > d.6D > d.5D > d.5C > delay d.6C > 214D/236D/fenrir

Works on slime, squirrel, LUKA. Better midscreen ender? no?

What's a Luka?

Anyways, the enders I use are:

j.D > d.6B > d.6C > d.5B > d.5C > BT/AT(oki)

j.D > d.6D > d.5D > d.5C > d.6B > BT/Fenrir

j.D > d.6D > d.5D > d.5C > BT/AT(oki)

j.D > d.6D > d.6A > d.6B > d.5C > BT/AT(oki)

j.D > d.6B > d.6C > d.5D > d.5C > BT/AT(oki)

It just depends on who I'm fighting or what moves I've already done in the combo as well as proration. As Noel players we need to know and make use of multiple different ending strings as the situation depends on it.

Posted

Holy crap to all of this. Uh...thanks Luna, Pointe, Hexa, and everyone else for these. Because of this, I've got an 8 page wordpad document printing out now with almost all of these combos in it. You guys are awesome.

Posted

There's more where that came from, once I finish updating the first post, you'll have a hitconfirm and combo for almost every situation.

It may take awhile though, due to the screening process :c

Posted

came up with an interesting combo from 3C opener. I have to thank LastStar for introducing me to 6C>6D>4D>214D It is an excellent corner carrying technique and can bring about a lot of damage.

3C>22C~66C>6D>4D>214D>66~6A>6C(2)>6C>>4D>236D>66C>236A>6C>j.d>d.6D>d.5D>d.5C.236D>Fenrir(optional) (5.1K/59H) (6.1k with Fenrir)

This works from the starting pos. in training and carries to the corner indefinitely.

Posted

Yeah, I normally just corner carry with 6C(2), but in some cases it is better to use 6D > d.4D > AT.

also on some characters you can just go straight up with 4D > d.6C > AT, right at midscreen for the same effect.

Posted
Yeah, I normally just corner carry with 6C(2), but in some cases it is better to use 6D > d.4D > AT.

also on some characters you can just go straight up with 4D > d.6C > AT, right at midscreen for the same effect.

That makes it easier in online play when sometimes you don't hit with enough 22B's to allow the 6D to hit confirm. 4D>AT works on what, characters with larger hit boxes? Or?

I tested it on Jin and I know it works on him.

Posted

Funny thing about Noel is that you can't just classify characters as "Larger or smaller"

MF > 2B > 6C > 22B works on Carl... but not Relius.

So basically, you just gotta test it on certain characters and see, it works on Lambda, but it's a bitch on Lambda.

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