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LunaKage

[CSE] Noel Vermillion C-C-C-COMBO COMPILATION!!!

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It's possible that he's doing the j.4D too early after seeing the flash from 6C(2) since he claims there's no wall bound. The flash from the second hit of 6C can come out but can whiff if jump cancelled too soon.

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The flash from the second hit of 6C can come out but can whiff if jump cancelled too soon.

True but he claims that

It connects and hit counter goes up, then they tech instantly before hitting the wall/faling to the ground for the juggle part.

I'm really not sure how to solve this..

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I ended up getting it working. It wasnt actually connecting on the second hit. It just looked like it was. They were teching just as it animated. Seems to be just really tight on the timing of the dash to make it connect. HexaNoid was right on me just not dashing as soon as possible to cover the distance to keep them high enough. Apologies for any confusion over this and thanks for the help with it. I should have just practiced more when I got home from work before posting for help.

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I got Extend and try to do some combos and get comfortable with the game.

7k from a 6C Counter Hit Starter with 50% Heat

Corner:

6C CH (2) > 6C > 4D > d.6C > 214D > 446C > j.D > d.4D > 236D > 6C > 22B~C~66 > 6C > 5D > d.6B > d.5B > d.5D > d.5C > 236D > 6C > Fenrir 7k/61

EDIT: Two more 7k Combos with 50% Heat. This time with Revolver Blast counter hit starter on a jumping opponent.

Corner:

1. j.236C CH > 6C (2) > 6C > 4D > d.6C > 214D > 446C > j.D > d.4D > 236D > 6C > 22B~C~66 > 6C > 5D > d.6B > d.5B > d.5D > d.5C > 236D > Fenrir 7.7k/72

2. j.236C CH > 6C (2) > TK j.4D > d.6D > d.6C > 214D > 66C > 4D > 236D > 6C > 22B~C~66 > 6C > j.D > d.6D > d.5D > d.5C > 236D > Fenrir 7.5k/68

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Shoutouts to Chiizu for testing stuff out for us. Here's two 4D fatal counter combos Luna and myself came up with as a result:

Corner 4D(Fatal) > d.6C > d.2D > SR > 6C(2) > 6C > j.D > d.4D > d.214D > 446C > 22C~66 > 6C > 5D > d.6B > d.5B > d.5D > d.5C > d.236D - 6.1k

Noel Cornered 4D(Fatal) > d.6C > d.214D > 66A > 6C(2) > 6C > j.D > d.4D > d.236D > 6C > 22C~66 > 6C > 5D > d.6B > d.5B > d.5D > d.5C > d.236D - 6k

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Are there any stable corner throw combos for Noel? :3 I tried one from an earlier post in this thread, but I'm wondering if there is an even better one now that will work on most of the cast, if not all.

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Are there any stable corner throw combos for Noel? :3 I tried one from an earlier post in this thread, but I'm wondering if there is an even better one now that will work on most of the cast, if not all.

I found that Stuff > 4D > d.214D > 446C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D works on every member of the cast, and you can usually do all this regardless of the starter, as long as you don't prorate it with A mash into abare pickups.

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I know there are better combos for better starters, but the above combo seems to work off of anything, kind of a "just in case I forgot my starter" thing.

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4D>d.214D doesn't work all that well if you've already added a 6D>236A, for a midscreen into corner combo for instance. I dropped it more than a couple of times because of proration.

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4D>d.214D doesn't work all that well if you've already added a 6D>236A, for a midscreen into corner combo for instance. I dropped it more than a couple of times because of proration.

Strange, because I've done that exact combo quite a few times lol.

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Added a few combos in the A moves section, I don't have the exact numbers for heat and damage yet, so if someone wants to test for me I'll put them up.

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Midscreen:

A Moves:

5A:

5A > 6A > 6C > 6D > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D 2.5k/30

2A:

6A:

6A(High CH) > Throw Wiff > 66C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D 2.3k/26

6A(Medium CH) > Throw Wiff > 66 > 2A > 6C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D 2.2k/27

6A(Low CH) > 66 > 5B > j.C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D 2.4k/27

I got you Luna.

EDIT:

Assault Through Counter Hit Combos on Midscreen.

Assault Through CH > 66C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > 236D 3.1k/28

Assault Through CH > 66C > 5D > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > 236D 3.2k/31

Assault Through CH > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 236D 3.3k/32

Assault Through CH > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 236D 3.3k/33

Assault Through CH > 66C > sj.D > RC > land > 22B~C~66 > 66C > 4D > d.6A (Whiff) > d.5A > d.5D > d.5C > 236D 3.8k/32

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I was lurking and made an account(new here..well not really) and since I have Extend, I wanted to help expand the combo section. I can't remember the damage so I'll confirm it later.

DC = dash cancel

Midscreen

5A

5A > 6A > 6C(1) > 6D > 236A > 6C(1) > JD > d.6D > d.5D > d.5C > d.6B > d.236D

6A

6A > 6C(1) > 236A > 6C(1) > JD > d.6B > d.6C > d.5D > d.5C > d.236D [ 2.4k/77 ]

CH 5B/5C

5B/5C > 3C > 22BxN C > DC > 6C(1) > 236A > 6C(1) > JD > d.6B > d.6C > d.5D > d.5C > d.236D

6B

6B > 3C > 22BxN C > DC > 6C(1) > 236A > 6C(1) > JD > d.6B > d.6C > d.5D > d.5C > d.236D

4D

4D > d.623D > j.B > j.B > j.236C

4D > d.6A > d.6C > d.2D > d.5D > d.236D [ ~3k ]

FC 4D > 214A > 2B > 6C(1) > 236A > 6C(1) > JD > d.6D > d.5D > d.5C > d.6B > d.236D [ ~4k ]

*FC 4D > 214A > 2B > 6C(1) > 22BxN C > 6C(1) > 236A > 6C(1) > JD > d.6D > d.5D > d.5C > d.6B > d.236D [4.8k]

*Works on everyone except Jin, Makoto, Relius and Mu.

j.4D

FC j.4D > 214A > 2B > 6C(1) > 236A > 6C(1) > JD > d.6B > d.6C > d.5D > d.5C > d.236D [ ~3.5k ]

5D

5D > d.5C > d.6C > d.6D > d.5D > d.236D [ ~3k ]

2D

2D > d.5C > d.6C > d.6D > d.5D > d.236D

Assault Through (CH)

CH d.214D > dash > 6A > 6C (1) > 236A > 6C(1) > JD> d.6D> d.5D> d.5C> d.6B> d.236D

Grab

BC(1) > 214A > 2B > 6C(1) > 236A > 6C(1) > JD> d.6D> d.5D> d.5C> d.6B> d.236D

Note: Above combos may be done in the corner or near the corner (except the grab one; there's an entirely different one for it). If you're already in the corner during chain revolver, replace chain revolver as follows.

JD > d.6D > d.5B > d.6B > d. 5C > d.236D

Additionally, make use of 6C(2) > 6A > 6C(1) > etc.

Corner

6B

6B > 6C > 2C > 3C > 22BxN C > DC > 6C(1) > 4D > d.6C > d.214D > 6A > 6C (2) > 6A > 6C(1) > JD > d.6D > d.5B > d.6B > d.5C > d.236D (> Fenrir)

Grab

BC > 22BxN C > DC > 6C(1) > 4D > d.6C > d.214D > 6A > 6C(2) > 6A > 6C(1) > JD > d.6D > d.5B > d.6B > d.5C > d.236D (> Fenrir) [ ~4.6k(?) ~ 5.6k with Fenrir ]

and if your back is facing the corner

4BC > 22BxN C > DC > 6C(1) > 4D > d.6C > d.214D > 6A > 6C(2) > 6A > 6C(1) > JD > d.6D > d.5B > d.6B > d.5C > d.236D (> Fenrir)

6C(2)

6C(2) 6A > 6C(1) > JD > d.6D > d.5B > d.6B > d.5C > d.236D

Will try to update more (and fix any mistakes):keke:

Sorry for long post.

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Haven’t come up with much yet but I’ve been trying to work through this video and see what I could get, only gotten to the first one so far and about to leave on holidays in a few days so I won’t be getting through this anytime soon.

http://www.youtube.com/watch?v=ZVHePHzINU0&feature=channel_video_title

CH j.D

j.D (CH) > 214A > 2B > 6C > 22BBBBC > 66 > 6C > 6D > 236A > 66C > j.D > 6.D > 5.D > 5.C > 236 D 4391/46

This doesn’t work on the whole cast. It works on Ragna and I assume some other characters if you adjust the number of silencers but I couldn’t get any 22B silencers to connect with characters like Jin, Makoto or Carl. For characters that fall out before any 22Bs I have developed:

j.D (CH) > 214A > 2B > 6C > 236A > 66C > j.D > 6.D > 5.D > 5.C > 236 D 3286/32

(Probably universal: Tested and works on Lambda, Jin, Makoto, Carl, Tao, Tager)

I’m sure that someone can find a better combo than this but it’s what I’ve got so far.

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Midscreen

5A

5A > 6A > 6C (1) > j.9D > 623D > 6C (1) > (delay) > 236A > 6C > 22BBC > dc > 6C (1) > 4D > d.6A(wiff) > d.5A > d.5C > d.6B > d.236D

Damage and heat gain vary from how many times the j.D hits. For two , it's 2942/41 and for one, it's 2801/40. It's easier when you use j.9D as soon as you jump and do spring raid as soon as you can.

Doesn't work on Tager, Tsubaki, Arakune, Mu, Rachel and Makoto.

For some reason the ender in inconsistent on Ragna. You can use an air combo ender, as it does 2.8k, but you lose out on the benefits of a bloom trigger.

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Hello all of you Noel mainer people.

I just got my copy of Extend today after like two years of not playing Blazblue. After playing around for a while in vs against my brother I have deduced that I now have a negative skill level and so I decided to sign up here and get some help.

First off, the combos in this thread look a lot different than anything I've done so far in challenge mode. Are they useless in real matches? Should I not even bother learning and memorizing them or are any of them helpful?

Second, I'm wondering which of the combos are important to learn first? Which ones will I be having to use often? I'd like to start learning the bread and butter combos and I'm not sure where to start.

Third... uh... I don't really have a third right now. I'm sure I'll be asking more questions as I go along learning to play again, so expect more and more posts from me, hopefully you guys are patient. >_<'

Oh, and if any of you guys would want to add me to play Extend, PSN is CeciliasVice. Don't expect anything out of me but playing with some real people would be nice and would probably help me learn.

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Welcome to the forums, Cecilia.

Firstly, the combos in challenge mode aren't useless but they aren't the best combos Noel has either. Challenge mode should teach you a lot of fundamental skills required to do Noel's combos (how to chain drives strings together, 22C into dash-cancels, etc.) so it's definitely a good idea to try and get the hang of them if you can. But like you said, the combos here are different from the challenge ones since there are usually ways to get better damage from certain combos that aren't shown in challenge mode, so don't feel disheartened if you can't do a specific challenge or anything.

Second, since we don't have a completed combo list yet, I would recommend going through this video as well as this one for BnB material as well as a few more advanced combos for the time being. Of course, once the US/EU release of the game comes, we'll be focusing on optimising the combos in those videos and completing our compilation, so don't forget to check back later.

And third, if you have any more questions later on down the line, we have a Beginner Questions thread that you can post in. I'd like to think we're fairly patient around here, so feel free to ask as much as you need.

Good luck improving your game. :)

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well i have managed to get the SR combo down except for litchi etc, i was also wondering when the first post will be updated, theres not much info on combo wise i noticed.

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well i have managed to get the SR combo down except for litchi etc, i was also wondering when the first post will be updated, theres not much info on combo wise i noticed.

I'll update the first post closer to when the game comes out in the US, it will give me more time to find out the best BnBs for any given situation as well as how much heat/damage they offer.

The SR tutorial was made quickly as I only had a few days to play the PS3 version of the game.

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Hey people a little combo I been working on:

5b-2b-6a-236a-6c-jd-4d-236d-22(nb)c-dash 6c (2)-j4d-6b-6c-214d- then either 22(nb) dash for oki

Dash 6c-jd-5c-236d.

With no special it pulls about 4k, let me kno what u think

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