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LunaKage

[CF] Noel Vermillion Combo Thread and Discussion

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Post combos you've found here. I'll make the first post once I get my hands on the game myself.

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Credit goes to Finuve for this list of BnBs, originally posted in the changes thread:

"so I've been playing, trying to get a feel for things.

2B starter gets around 2800 with

2B > 6A > hjc > j.C > j.D > d.6C > d.6B > d.5C > d.6B > d.236D

swap the combo around in a way I already forgot and you can get 2400 and a 22B ender for oki

Most combo videos seem to be missing 6D and 4D starters so far. I havent come up with a 4D starter yet but for 6D

mid-screen to corner carry: 6D > d.6A > d.6B > d.6D > 22BC~66 > 6C > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C (can replace j.214C > j.2C with 632146D)

Far from corner: 6D > d.6A > d.6B > d.6D > 22BC~66 > 6C > 5D > d.5A > d.6A > d.5C > d.236D

6D is pretty easy to call out raw, but its extremely useful in certain matchups like Nu. I need to test it more in actual player matchups to see where else I can use it. The invul at the beginning is really strong, but the move has quite a bit of room during the final flip into attack that it can get poked.

The new 2D is really good, but I need to find out some combos starting with it still. In places where 4D gets poked out by lows 2D can vault over them.

Other notes. 22BC is extremely important for comboing like it is in BBCPE, but its timing is different. I havent decided if its easier or harder, but its different. Drive combos have less autopilot that pretty much any previous version. d.6B > d.5C > d.6B doesnt chain in all situations. Corner you use a lot of d.5B > d.2D > d.5B > d.2D. Its hard on my muscle memory that I can no longer do 4D > d.2D unless its a counter hit. 4D > d.6D works without counter and its the only real option I have found so far.

I have 8 nights left in japan, hoping to get a lot more time in."

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I've also been using this in the corner

6B > 5D > d.6A > d.5B > d.2D > d.623D > 6C(1) >5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C does 3500, or if you swap out the j.214C > j.2C with fenrir it does 4200

 

Quick correction on my credited post. That 2b starter is only 2400 damage, it's 2800 if you start with 5B. I'm also finding that the hitstun from 2B is less than 5B by a decent margin. In the corner I'm using this 5b combo

5B > 6A > hjc > j.C > j.D > d.4D > d.2D > d.632D > 6C > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C

However with a 2B starter they tech the 5D so instead I'm doing 

2B > 6A > hjc > j.C > j.D > d.4D > d.6B > d.5C > d.6B > d.236D 

Which is pretty weak for a corner combo. One other issue I'm having is that 2A is fucking useless. You can't chain it to 6A like you can from 5A so you can't use it to start the bnb I listed as a 5B/2B starter, and if you try to do 2A > 5B/2B > 6A > hjc > j.C > j.D > etc it doesn't work because they tech the j.D. So it has to be 5A/5B/2B starter,  making 2A basically useless. I haven't tried doing anything like 2A > 2B > 2C yet

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so im about out of time in japan, but one thing I wanted to mention is that d.6D/6D > d.6A > d.6B > d.6D > 22BC~66 > 6C > 5D > mid/corner version seems pretty universal. Since I'm still bad at combo making I've been using this off of every drive starter, and 6B starter outside of the corner, so its either 6D/j.D/6B > 5D/4D all combo into it

One thing I need to confirm though, the mid screen version might not work on Makoto. I could've just dropped it, but I hit a makoto with 6D and went into the version with d.5A > d.6A > d.5C and it was either the d.6A or the d.5C that dropped. Ill try and test it to be sure before I leave, and if it fails Ill look for a Makoto alternative.

Edit: it's the d.236D that drops on Makoto. Tried for a bit and didn't find an alternative so I just started doing spring raid to get something 

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No video thread yet so I will dumb this here. Noel versus Jin

if the embedded video doesnt go straight to the noel fight its at the very end of the video. 236A~66 goes to 5B now, spacing is much further than BBCP/E. It leads to that bad aircombo with revolver blast 2C ender, though its nice to see its possible to run into this combo off of a random d.5A hit.
 
The other combo I see is 5B > 5C > 3C > 22C~66 > 6C > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > 2C which does 3.6k on corner approach. This would definitely be the best 5B starter, and I would want to experiment to see if it had more options for when you are too far from the corner for the drive loop. The best part of the combo is that it works at a 5B range that 5B > 6A > j.C > j.D would whiff

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That's also a crouching combo, but that bothers me since it's much less damage than we used to get off of the 5B > 5C > 3C route.

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On 1/30/2016 at 2:10 PM, Arcus Diabolus said:

Has anyone found any good heavy punish combos surface anywhere at all? Preferably on CH 5C?

this was one place I was frustratingly stuck when I had access to the game. I'll keep my eye out on videos. I feel like it will start with (CH)5C > 214A > 2B > 6C(1)> 5D

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Don't you mean 2B > 6C? Or did they allow 5B to gatling into 6C now?

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13 hours ago, LunaKage said:

Don't you mean 2B > 6C? Or did they allow 5B to gatling into 6C now?

no, you are correct, ill edit to prevent further confusion.

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Does anyone know if the "2D > Bullet Storm just before landing" cancel trick still work in CF? It wasn't of much use in CP but since we can use 2D to apply pressure whilst staying close to the opponent in CF, it might be somewhat practical this time around.

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Hello friends, back again.

Any news on Noel's damage output? Are there any relatively easy combos that reach over 4.5k off a CH? I can live with a plethora of weaker combos that dont reach over 3k as long as I have that one heavy punish combo I can pull out of my hat when the time is right.

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unfortunately no. the highest damage ive seen is 4.7k off an OD confirm on CH. the only other is being 5.6k but requires 100 heat and OD.

·         5B > 5C > ODC > 665C > 5D > Spring Raid > 5D > Bloom Trigger > 6C > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C  /  4.7k  (in corner)

·         6B > ODC > 5C  > 5D > Sprind Raid > 5D > Bloom Trigger > 6C > 4D > d.2D > Thor > Fenrir   /   5.6k (in corner)

Theres also a 5.8k combo but requires 100 heat and needs active flow to be triggered during combo.

·         2C > 5C > j.2C > j.D > d.4D > d.2D > Spring Raid > 6C > 5D > d.5B > d.2D > d.5B > d.2D > Thor > Fenrir  /  5.8k  (In corner & AF triggered)

Overall noels damage really doesn't exceed past 3.8k at best In most situations in CF. her damage pretty much rests in 2.7~ 3.7k confirms majority of the time. This is taken into account with CH damage increase (CF mechanic added) and Active Flow as well being involved on a regular basis. last ive seen for a muzzle flitter combo was 4.5k. that's pretty much the cap on a big punish. you wont get much more than that meterless considering everyone else cant get that in CF without some form of meter involved its pretty fairly tamed compared to others whos best is like what.....3.8~ 4.3k with no meter and/or Active Flow triggered.

 

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NOEL COMBOS FOR CENTRAL FICTION - WIP

NORMAL STARTERS
5A/2A>5C>6A>2D>D.6B>D.5C>D.6B>D.2D>J.214C>J.2C (2.4K/17H) *Doesn't work on Carl*

2B>6A>6C>2D>D.6B>D.5C>D.6B>D.2D>J.214C>J.2C (2.4K/17H)

3C>22BC>66~5B>5C>SJ.5C>J.5D>D.6C>D.5A>D.6B>D.2D>J.214C>J.2C (3.3K/23H) *Doesn't work on Carl*
3C>22C>66~6C>5D>D.6A>D.5A.D.6B>D.6D>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (3.1K/22H) *Universal*

6A>SJ.5D>D.6C>D.2D>D.6A>22BC>66~6C>5D>D.5C>D.5A>D.6B>D.2D>J.214C>J.2C (2.9K/21H)

6B>5D>D.6A>D.5A.D.6B>D.6D>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (3K/21H)

5B>6A>SJ.5D>D.6C>D.2D>D.6A>22BC>66~6C>5D>D.5C>D.5A>D.6B>D.2D>J.214C>J.2C (3.2K/23H)

-Counter Hit- 5C>214A>2B>6C.2D>D.6A>D.5C>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (4K/29H)
-Counter Hit- 5C>214A>2B>6C.2D>D.5A>D.5D>22C>66~6C>5D>D.5C>D.5A.D.6B>D.2D>J.214C>J.2C (4.2K/30H)

-Crouched Opponent- 5B>2C>5C>3C>22C>66~6C>5B>D.6A>D.5A>D.6B>D.2D>J.214C>J.2C (3.6K/25H)

DRIVE STARTERS
6D>D.6C>D.2D>D.6A>D.5C>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (3.1K/22H)

4D>D.6D>D.6C>D.2D>D.6A>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (3.3K/23H)

2D>D.6A>D.5B>D.5A(Whiff)>D.6D>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (2.5K/18H)
2D>D.6A>D.5A.D.6B>D.6D>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (2.5K/17H)

5D>D.6A>D.5B>D.5A(Whiff)>D.6D>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (2.7K/19H)
5D>D.6A>D.5A.D.6B>D.6D>22BC>66~6C>5D>D.6A>D.5A.D.6B>D.2D>J.214C>J.2C (2.7K/19H)

THROWS

Ground Throw>214A>2B>6C>5D>22C>66~6C>5D>D.5C>D.5A>D.6B>D.2D>J.214C>J.2C (2.7K/19H)

Air throw>J.5D>D.6C>D.2D>D.6A>22C>66~6C>5D>D.5C>D.5A>D.6B>D.2D>J.214C>J.2C (3.3K/23H)

Command Throw(214A)>2B>6C>2D>D.5A>D.5D>22C>66~6C>5D>D.5C>D.5A>D.6B>D.2D>J.214C>2C (3.5K/25H)

Corner Throw


CORNER


METER SPENDING
5B>2C(2)>5C>236C~RC>66~6C>5D>D.5C>D.5A>D.6B>D.2D>J.214C>J.2C (3.4K/-50H)


*At the end of a combo, after 2D you can follow up with air Distortion (236236D)*
*If near corner in combo ender, you can do D.5B>D.2D instead of D.6B>D.2D for slightly more damage, in most cases*
*In all combos, after 66~6C>5D you need to gauge the hieght of the opponent. If they are high above you do D.5C, if they are below Noel's shoulders do D.6A*

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Does anyone have any idea about the details on Noel's 214A changes? Patch notes don't provide much details on that at all so its all pretty vague. Especially interested in the proration buffs, in particular. 

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