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LunaKage

[CP] Noel Vermillion - Combo Thread (Work In Progress)

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use this instead:

 

4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B

bleh...still struggling

2D > d.5A > d.6B > d.6A > d.5b > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B no issues at all, but with the 4D starters im still getting the 6B teched every time...ill keep at it

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For those of you that have been waiting for it, part 2 of my 4 video BnB series is done and will be uploaded by tomorrow. This video will be focusing on Normal starters(non drive).

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Hey guise, super scrub here.

 

I was just wondering about combos that have 5B > 6A > j.C > j.D, because it seems like the 5B with the 6A doesn't allow my j.D to connect since it pushes the opponent just out of reach of the j.D. It seems to work fine if I begin with just 6A, though.

 

I'd appreciate any advice, I apologize for my ignorance in advance lel .-.

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Are you super jumping? You should be super jumping after 6A.

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Oh.. can't believe I've failed to notice that.. Thanks! Feels a little awkward, having to super jump diagonally forward.

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I don't actually play this game, so when I do play, I end up dropping combos 'cause I forget to superjump. Feels stupid afterwards, 'cause you always super jump.

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Yeah. Used to be that you never did. Now you always super jump. The only time I don't super jump (a very rare event) is when I plan on finishing with Revolver Blast. Or if I just screw up and then have no choice but to use Revolver Blast.

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To be fair, super jumping wasn't really a thing for Noel until CP.

 

LOL WHAT?

 

Superjumping was always Super important for Noel, especially during combos.

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But wouldn't 6A as a start be kinda ballsdeep? Seems like 5B would be more flexible start off.. but that's coming from someone entirely new to the fighting genre haha. ^^'

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Not really. 6A - 6C - Optic Barrel A. I never super jumped in a combo. I went 4 years without doing it, so it couldn't have been THAT important.

 

You're right, super jumping wasn't needed... if you didn't like your opponent being in the corner.

 

Super jumping was important if you wanted to cross over your opponent after a j.D, this was useful to make sure you were always on the correct side to push your opponent into the closest corner, especially if you used a combo into 214A, which would put YOU into the corner, not super jumping would ensure that you just gave up your corner position.

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Yeah but that didn't always work. In cases of extra large characters like Tager, or cases where you hit the 6C at tip range.

 

Regardless this is all more or less off topic, superjumping in old games doesn't affect us now, but it's required in CP. It's not hard to get used to, just practice it for awhile.

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4D FC punish in corner, resourceless. Builds 25 meter:

 

4DFC>d6B(whiff)>d5C>d5B>236D>665C>236C>5B>j.C>j.D>d4D>214D>22B>2B>6C>6B>22B

3527 Damage. More for style than damage.

 

 

3821 damage, builds 28 meter, easier:

4DFC>d6C>d2D>d6B>236D>5C>j.C>j.D>d4D>214D>22B~C>66C>6B>22B(3)

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