BBCF/Noel Vermillion/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A becomes 236A.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
RC = Rapid Cancel
OD = Overdrive
ODc / ODC / OD cancel = Overdrive cancel
EA = Exceed Accel
d.X = Drive Attack (unless specifically notated as delay)

Combo List

___ starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes


j.C > 5B > 5C > 3C > 22C |> dash 6C (1) > 5D > d.6A > 22C > dash 6C (1) > 5D > d.5C > d.6A > d.5B > d.2D > j.236C > j.2C

Video Example
Damage: 2736
Requires: Crouching Confirm
  • Jump in combo from j.C

d.6D > d.6C > d.2D > 22BC > dc 6C (1) > 5D > d.6A > d.5C > d.6A > d.5C > 22B

Video Example
Damage: 3037
  • Standard combo from opening someone up low during a drive blockstring

6B > 5D >d.5C > d.6A > d.6B > d.6D > 22BC > dc 6C (1) > 5D > d.6A > d.5C > d.6A > d.5C > 22B

Video Example
Damage: 3037
  • Standard combo from opening someone up with Noel's command normal Overhead

d.6B > d.5C > d.6C > d.6D > 22C > dc 6C(1) > 5D > d.5A > d.6B > d.2D > d.5A > d.236D

Video Example
Damage: 3019
  • Standard combo from opening someone up Noel's drive Overhead

5B > 5C > ODC > dash 5B > 5D > d.6A > d.5B > d.214D > dash 6C (1) > 5D > d.6B > d.2D > d.5B > d.2D > j.236C > j.2C

Video Example
Damage: 3826
Requires: Burst
  • A good combo to turn a normal 5B poke into a much bigger combo. You'll need a burst for the Overdrive Cancel but the combo gives great damage and corner carry, allowing you to pull ahead pretty early in the round.

Close to Corner


2B > 2C > 5C > 236C |> microdash 5B > 5C > jc j.B > j.2C |> air dash j.2C > j.D > d.4D > d.2D > d.6B > d.2D > j.236C > j.2C

Video Example
Damage: 3560
  • Standard combo from opening someone up low with 2B

2B > 5B > 5C > tk Thor > dash 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C

Video Example
Damage: 3960
Requires: 50 meter
  • Variation of the above combo that uses tk Thor for a different combo route that gives a bit more damage

Throw > tk j.D > d.4D > d.2D > d.623D > 6C (1) > 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C

Video Example
Damage: 3356
  • Standard throw combo

5B > 5C > OD > microdash 5B > 5D > d.623D |> 5D > d.236D |> 6C (1) > 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C

Video Example
Damage: 4776
Requires: Burst
  • Corner variation of the Overdrive combo from a 5B poke

2A > 5B > 5C > 5D > d.6A > d.6D > d.214D > dash 6C (1) > 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C

Video Example
Damage: 2994
Requires: Burst, 50-59% Health, Back to the Corner
  • Whiff punish combo from using Overdrive Raid

Combo Theory

Additional Notes by Sig:


As a general rule, Noel can get 2 drive strings off of any starter. The only issue is that it is hard to achieve this on standing midscreen conversions without an early 6A > 5D or a drive starter.

Generally speaking though, most midscreen combos can be thought of in terms of: Confirm > Drive Transition > Drive String > Linker > Drive Ender. Refer to the combo document linked above for Drive Strings and universal Drive Ender routes.
Examples of drive transitions include:

  • 6A > 5D
  • 6A > j.C > j.D
  • 5C > 3C (crouching only)

Examples of linkers include:

  • d.5B > 236A > dash cancel > 662A > 6C (1) > 5D > ender
  • 22C > dash cancel > 6C (1) > 5D > ender
  • 22BC > dash cancel > 6C (1) > 5D > ender

Midscreen, combo oki is rather inconsistent. The combo document above cashes out on max damage with Bloom Trigger. Any combo ender can end in d.5B > 236A to go into a neutral tech left/right mixup as covered here but that is fake. The best midscreen oki option is to use the following ender which can be followed up with 2A meaty or a 5C roll catch.

  • d.5A > d.6A > d.6B > 236A > 66 > 22B (roll check)


In the corner, things become different as it is often better to just use one drive since adding heavy attacks earlier on will do more damage or it is just more reliable to use 1 drive string route.
Examples of drive transitions include:

  • 236C > 5B > 5C > super jump cancel > j.B > j.2C > airdash cancel > j.2C > j.D
  • 6A > super jump cancel > j.C > j.D

Examples of linkers include:

  • d.623D > 6C (1) > 5D (high elevation)
  • d.623D > 2A/5A > 6C (1) > 5D (low elevation)

Corner Combo Tips
Noel's typical corner ender consists of d.5B > d.2D > d.5B > d.2D > j.214C > j.2C. If the enemy is getting high enough to fall out of the combo, delaying the d.5B can sometimes help but replacing one of the d.5B's with d.6B will always rectify the problem. Do note that using d.6B on a low elevation enemy can cause the combo to drop.

Spring Raid (d.623D) used early in a combo can always be picked up using either 2A > 6C or 6C regardless of if the enemy was knocked down prior. Be aware that sometimes enemy height can change unexpectedly if a combo is executed slowly so you must be ready to use the appropriate pickup.

A more executionally demanding but more damaging variant of the corner ender is 6C (2) > j.2C > j.D > ender. This is a universal route and will work in all instances where a 6C connects. The j.D is slightly delayed (the delay may change depending on character) and heavy hitstun decay can make it difficult to land j.2C. The safejump ender is j.2C > j.D > d.4D > d.2D > d.5B > d.4D > d.236D followed by IAD j.C.

Distortion Drives

5C can be jump cancelled into tiger knee Thor to quickly end a round. Fenrir technically does more damage but pushback could prevent this from connecting.

While in Drive with 50 meter, high elevation opponents can be comboed into Fenrir with d.6B > 632146D. Low elevation opponents can be comboed into Fenrir so long as the opponent is close enough to be hit. d.5C does an excellent job of closing the gap so refer to the various combo enders and adjust accordingly.

While in Drive with 100 meter, any d.2D can be cancelled into Thor which turns into an easy conversion by doing a fullscreen Fenrir. Fenrir could also be Rapid cancelled for some sort of 214A followup.

100 meter conversions are fairly straight forward. All of Noel's corner routes lead into d.2D in one way or another so the braindead route is to always use Thor > run up > Fenrir. Note that it gets harder to connect Fenrir after Thor if the opponent is closer to the ground but it is still possible.

50 meter conversions are more tricky. Going straight into Thor is fine but Fenrir offers better damage. High elevation opponents can be hit with d.6B to lower them. Hitting an opponent with a high d.236D will allow for Fenrir to be linked as they are falling to the ground. Refer to the Fenrir Corner Combo Enders section in the document linked above.


Note that only the first Drive move in a Drive string is Overdrive cancellable!

  • 5C > 5D combos now, making it much easier to get damage without a crouch confirm.
  • d.623D can be followed up on in midscreen with a running 6C or a lazy 5D. Can now be picked up in the corner with 5D.
  • d.236D has multiple hits, allowing for it to be picked up in the corner with a fairly lenient microdash 6C.
  • d.214D will wall bounce allowing for easy combo extensions when corner carry is prioritized.
  • d.214D will combo into 2B or other normals with similar speed on grounded targets, allowing for (albeit reactable) left/right mixups and resets.

Video Examples

BBCF2 Noel Vermillion combo collections

Noel's Max Damage Combo Routes