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Alpha152

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  1. Haha woops, I used a different combo but forgot to mention it. You can do 6D > d.5C > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 5D > d.6A > d.5C > 236D midscreen
  2. The most you can get is around 3k~ and the combos are posted in the other thread.
  3. Azrael Backdash/DP OS
  4. Try doing 2C(1) > 5C > j.C and see if that works. Though this might not work depending on the starter you're using.
  5. Aksys will be providing set ups as well as the few people bringing their own set ups so we should have enough. But extra setups never hurts so anyone feel free to bring one if you have CP.
  6. Here is the database for Noel videos: http://www.dustloop.com/forums/showthread.php?15565-CP-Noel-Vermillion-Video-Thread Other notable players not mentioned there are Kouya and Shino. On YouTube, Jourdal is a great resource for up to date videos but you have to search for the matches with Noel.
  7. I'm still revising that list, making the combos more universal because at the moment those combos are kind of unstable. I'll update it once I finish testing everything, or if Luna or Lith finds a new combo route.
  8. I posted a list in the thread. http://www.dustloop.com/forums/showthread.php?17612-CP-Noel-Vermillion-Combo-Thread-(Work-In-Progress)/page3&p=1560319&viewfull=1#post1560319 There's a lot of stuff that comes to mind for tips, if you can be more precise I'd be glad to give advice. My favorite player is Shino, his abare is very good and almost always leads into the optimal combos. Kouya is also another good player to watch.
  9. Using Crush Trigger as the starter, get a 4k combo.
  10. Regardless of 6A not whiffing, I just stated it doesn't have much use in a blockstring. Using sj.C at a low AA height is good but I prefer using IAD because towards the max 6A range where your throw whiffs, allowing nothing on non-CH, doing an IAD allows a proper confirm from both CH and non-CH.
  11. I still need to change some stuff that I've noticed but as a rule of thumb for 5B > j.C, after MF this will always whiff against Tao, Makoto, Rachel, and Carl when you nuetral jump so you have to j.9C and after d.5B > OB you have to sj.C. j.C after OB > 5B works against everyone else without super jumping. I've omitted 5B > 5C to avoid the problem of TK RB but against the characters where you have to super jump doing sj.B > j.C works well.
  12. Correct. It's also generally not a good idea to use 6A in a blockstring. Most of the time you'll be confirming 6A as an anti-air and a relatively optimal way to confirm it is to 6A > IAD/5B. If the opponent gets hit by 6A non-CH, you can follow up with j.A > j.C > RB > j.2C, and it they get CH you can do an even stronger combo. If the opponent blocks 6A, you can cancel into 5B and continue pressure.
  13. Towards the bottom of this page. Yes, 5B > 6A works on everyone. Gatlings are not character specific, just specific to hit and block.
  14. He means +R, we have enough setups to run it.
  15. These combos are mostly categorized into 3 basic enders, based on the position of the opponent. Regardless of how the combos are altered, such as using things like super jumping to side swap and switching from a full screen into a corner route, they net you about the same damage and are very easy to convert from.
  16. Here are the basic things I've been doing off hit-confirms and mix-up until better routes are discovered. Mix Up 6B Starter: 6B > 5D > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3k/21) Mid Screen 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.7k/27) Corner - Omit the 2nd d.5C against Nu and Amane 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B > j.9C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (4.7k/34) Corner - Only works against Ragna, Noel, Azrael, Arakune, Tsubaki, Rachel, Bang, Kagura, Jin, and Hakumen - Works against Jin mid screen d.6B Starter: d.6B > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.7k/19) Mid Screen d.6B > d.6A > d.6B > 236D > 6C > 4D > 214D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (2.9k/21) Corner d.6D Starter: d.6D > d.5C > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3.3k/24) Mid Screen d.6D > d.6A > d.6B > 236D > 6C > 4D > 214D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.4k/24) Corner j.D Starter: j.D > d.6B > d.5C > d.6A > d.5B > 236A > 5B > 5C > sj.C > 236C > j.2C (2.9k/20) Mid Screen j.D > d.6A > d.6B > 236D > 6C > 4D > 214D > 2B > 6C > 6B > 22B > 2B > 6C(2) > 6B > 22B (2.9k/21) Corner CH j.D > 214A > 662B > 6C(2) > 2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (4.3k/31) Mid Screen CH j.D > 214A > 2B > 6C > 6B > 4D > 214D > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (4.3k/31) Corner - Does not work against Tager - Use [5D > d.6A > 22B > 662B] against Tsubaki, Amane, and Nu 214A Starter: 214A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (3.9k/28) Mid Screen 214A > 5B > 5C > sj.C > j.D > d.6A > d.6B > 236D > 6C > 5D > d.6A > d.5C > 22B > 662B > 6C(2) > 6B > 22B (4k/29) Corner j.4D Starter: j.4D > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.9k/21) Mid Screen j.4D > d.5D > d.5C > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.6A > d.5C > d.5B > 214D > 2B > 6C(2) > 6B > 22B (3.2k/23) Corner Throw Starter: BC > 214A > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > 236D (3.5k/25) Mid Screen BC > 214A > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.5k/25) Corner j.BC > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > 236D (3.1k/22) Mid Screen j.BC > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.1k/22) Corner Abare CH 6A Starter(Anti-Air): 6A > IAD > j.C > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (3.1k/22) Mid Screen 6A > IAD > j.C > 5C > sj.C > j.D > d.4D > 214D > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (3.1k/22) Corner CH j.C Starter(Air to Air): j.C > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (3.3k/23) Mid Screen j.C > 5C > sj.C > j.D > d.4D > 214D > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B(3.3k/24) Corner j.A Starter(Air to Air): j.A > j.B > dj.C > j.D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.2k/16) Mid Screen j.A > j.B > dj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (2.2k/16) Corner 5A Starter: 5A > 5B > 6A > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.4k/17) Mid Screen 5A > 5B > 6A > sj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (2.4k/17) Corner 5A > 5B > 5C > 3C > 22C > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > 236D (3k/21) Mid Screen, crouching opponent 5A > 5B > 5C > 3C > 22C > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (2.7k/20) Corner, crouching opponent 3C Starter: 3C > 22C > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > d.6B > 236D (3.3k/23) Mid Screen 3C > 22C > 6C > 5D > d.6A > d.6B > 236D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.5k/26) Corner 4D Starter: 4D > d.2D > d.5C > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3.5k/25) Mid Screen 4D > d.2D > d.6B > 236D > 5B > j.C > j.D > 4D > 214D > 2B > 6C > 6B > 22B > 2B > 6C(2) > 6B > 22B (3.4k/24) Corner CH 5C Starter: 5C > 214A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > 236D (5.4k/38) Mid Screen 5C > 5D > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3.8k/27) Mid Screen, max range 5C > 214A > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C > 5D > d.6B > 236D > 6C(2) > 6B > 22B (5.3k/38) Corner 5C > 5D > d.6A > d.6B > 236D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.9k/28) Corner, max range Overdrive Confirm: 5B > 5C > OD > 665B > 5C > 5D > 623D > 6C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (4k/2.9) Mid Screen - Omit d.2D to avoid side swap 5B > 5C > OD > 665B > 5C > 5D > 623D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (4.2k/30) Corner Notes: - Any combos that use [j.D > d.2D > d.6B], d.2D is used to maintain the same position unless noted otherwise. If your back is closer to the corner, omit d.2D to side swap and get corner carry. - Use [214A > 2B > 5C] against Tager, Amane, and Izayoi - Use [j.D > d.5C > d.6A > 22B > 662B] and [5D > d.6A > 22B > 662B] against Amane, Tsubaki, and Nu - Not all combos are limited to specified starters. 5B for example can go into a 6A combo or a 3C combo if crouching.
  17. I'm pretty sure the timing of 2B > 2B hasn't changed. I'm more surprised you're not having trouble with Fenrir > Fenrir. My timing on that is :V And 2C > 3C not working was confirmed for a while wasn't it? Rip 2C being level 3
  18. lol woops. And no you don't need to super jump to cross up. Just figured this out but neutral jumping after MF > 5B lets you stay on the same side while 9 lets you cross up.
  19. Here's a corner 6B > MF route that might be decent. This also works on Jin mid-screen, omitting the 6C(2). [Only works against Ragna, Noel, Azrael, Arakune, Tsubaki, Rachel, Bang, Kagura, Jin, and Hakumen] 6B > 5D > d.5C > d.6C > d.4D > d.6C > MF > 5B > j.9C > j.D> d.5C > 22B > 662B > 6C(2) > 6B > 22B (4.6k/33)
  20. Here's the list of characters that you can do the 6B > MF route in the corner. Ragna, Noel, Azrael, Arakune, Tsubaki, Rachel, Bang, Kagura, Jin, and Hakumen.
  21. Yes. When playing NOL Noel input 214214C for her old astral, and yes you are able to use both of them.
  22. Streaming more if anyone has stuff they want me to test or watch me fail combos :V
  23. Yes please do (I'm too lazy to find a combo that long) -_-
  24. I'll be streaming for a little bit tonight and tomorrow night! http://www.twitch.tv/fkudelta
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