BBCF/Noel Vermillion/Combos

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Noel Vermillion
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 that 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.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
RC = Rapid Cancel
OD = Overdrive
ODc / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
d.X = Drive Attack (unless specifically notated as delay)
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Basic Combos

The Bread and Butter Combo

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
The BnB ComboWorks against any grounded opponent.
Very Easy
2A > 5B > 5C > 236C

The most basic combo that Noel can get that gives a knockdown. Works with any starter and often acts as a fallback combo when a Noel player is unsure about what to do when they land a stray hit.

Gives decent corner carry but Noel does not get any OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. off of it. The most that Noel can do is to chase them across the screen but she can't stop her opponent if they decide to roll backwards and reset to neutral.

The Midscreen Bread and Butter Combo

The Midscreen BnB ComboWorks against any grounded opponent in the midscreen.
Easy
2A > 5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.6A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D

An easy combo that gives strong corner carry, decent OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups., and will work for your pokes at practically every range. Replace d.6A with d.5A and hold forward long enough for Noel to end up on the other side and let the back hitbox of 6C(1) hit to side switch.

Ending a combo with d.236D gives Noel access to a safe jump by doing an IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. immediately after recovery and inputting j.4C or j.1C (This gives j.C). Be warned that if Noel chooses to do the safe jump, she can't consistently catch forward rolls or back rolls midscreen. If d.236D knocks them into the corner, she also might not be able to catch forward rolls in the corner either. To discourage rolls and enforce the safe jump, she must chase them across the screen by dashing at her opponent. To learn more about Noel's okizeme, check out the strategy page.

For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual.

The Corner BnB Combo

The Corner BnB ComboWorks against any grounded opponent in the corner.
Medium
2A > 5B > 5C > 236C > 66 > 5B > 5C > sjc > j.B > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C

The basic corner combo that works from any starter and nearly all ranges. The micro dash 5B is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. Additionally, Noel can replace the super jump cancel with a normal jump cancel and j.B with j.C to increase the damage but risk losing stability at longer ranges.

To do the air dash after j.2C, do not buffer it because it is not a cancel and you must wait the full recovery of j.2C.

In some instances, certain characters may bounce higher than expected after d.4D > d.2D and make d.5B whiff. To solve this issue, slightly delay d.5B or replace it entirely with d.6B at the cost of losing a slight amount of damage.

After j.214C > j.2C, Noel can do an auto timed MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. and roll catch setup by inputting 5C > 2A. The 5C will catch forward rolls and whiff on neutral tech but Noel will have enough time for 2A to hit meaty on a neutral tech. Be careful autopiloting this setup as delay tech can put Noel at risk for a punish. To see more about this, see Noel's strategy page.


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Anti-Air Combo

The Anti-Air ComboWorks against any grounded and airborne opponent.
Easy
6A > sjc > j.C(1) > j.D > d.6C > d.2D > d.5A > d.5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D

The main anti-air combo. There are many different alternatives, but this one is the most consistent across the cast that gives a decent amount of damage.

Depending on how early the super jump cancel was done and a number of other factors such as relative height to the opponent, Noel may end up switching sides due to j.D retaining momentum. As a general rule, if the super jump cancel was done instantly, Noel will end up switching sides. If it is delayed slightly, Noel will not switch sides.

Despite being the most common anti-air route for Noel, it still ends up having some issues. It will outright not work for Carl due to him bouncing too low and for him it will require replacing d.5A with d.6A for a loss of damage. Alternatively, Noel can route d.6C > d.2D > 22B~C > dc > 6C(1) for him with the tradeoff of even less damage but added stability. It can also be tricky to land on Mu because she will bounce too high but this can be fixed by either delaying the d.5A or d.5D just enough to lower her height so 22C will not whiff.


Introductory Combos

Below are a list of combos that are meant to teach new Noel players the basics of her combo structure. Damage optimization is not the concern here and the goal is to secure the knockdown. These combos work on all opponents without regard for specifics such as crouching, standing, and so on. They should act as a good fallback and starting point for random hits.

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
2A > 5B > 5C > 236C Anywhere 1404 10 All Beginner Bread and Butter combo. Your most reliable combo. Sometimes, this is all you can really get on an awkward hit.
2A > 5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.6A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 2536 18 All Easy An easy combo that will work for your pokes at practically every range. Gives strong corner carry. Replace d.6A with d.5A to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual.
6B > 5D > d.6A > d.6B > d.6D > 22B~C > dc > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D Midscreen 3044 21 All Easy The standard overhead combo midscreen.
2A > 5B > 5C > 236C > 665B > 5C > sjc > j.B > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3000 21 All Medium Your basic corner combo that works from any starter and nearly all ranges. The microdash 5B is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. Sometimes the opponent may bounce higher than expected after d.2D, so it is recommended to delay the d.5B slightly.
6B > 5D > d.6A > d.6B > d.4D > d.6D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3618 25 All Easy The standard overhead combo in the corner.
5/4B+C > 214A > 2B > 6C(1) > 5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Anywhere 2836 20 All Easy Standard throw combo. Works from anywhere. You need to press 214A as soon as the throw animation starts the first hit.
5B+C > j.D > d.4D > d.2D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3426 24 All Easy Basic corner throw combo. You can hold up after the throw to help time the j.D

Meterless Combos

5A/2A Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
2A > 5B > 5C > 236C Anywhere 1404 10 All Beginner Bread and Butter combo. Your most reliable combo. Sometimes, this is all you can really get on an awkward hit.
2A > 5B > 5C > 3C > 22C > dc > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D Anywhere 2671 19 All Easy Basic crouching combo.
2A > 5B > 5C > 3C > 22C > dc > 6C(1) > 22B~C > 66C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Anywhere 2745 19 All Easy Slightly optimized crouching variant. Instead of doing the microdash, you can dash cancel instead to side switch.
2A > 5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.6A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 2536 18 All Easy An easy combo that will work for your pokes at practically every range. Gives strong corner carry. Replace d.6A with d.5A to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual.
2A > 5B > 6A > 5D > d.5B > d.214D > 66C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Midscreen 2671 19 All Easy Round start or closer to corner carry combo. This only works if you end up close enough to take advantage of d.214D's sliding knockdown.
2A > 5B > 5C > 236C > 665B > 5C > sjc > j.B > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3000 21 All Medium Your basic corner combo that works from any starter and nearly all ranges. The microdash 5B is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges.
2A > 5B > 5C > 3C > 22C > dc > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3015 21 All Easy The basic crouching corner combo.
2A > 5B > 5C > 3C > 22C > dc > 5B > 5C > jc > j.C(1) > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3263 23 All Easy The standard crouching corner combo.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
2A > 5B > 6A > 5D > d.5C > d.5A > d.5B(1) > 236A > dc > 662A > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 2445 17 All but Lambda, Makoto, Naoto, Nine, Nu, Platinum, Relius, Valkenhayn Medium Useful combo for when you want more carry. Does not work on certain characters because d.5B hits twice, prorating harder.
2A > 5B > 6A > 5D > d.5C > d.5A > d.5B(1) > 236A > dc > 662B > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 2520 18 All but Lambda, Makoto, Mu, Naoto, Nine, Nu, Platinum, Relius, Valkenhayn Medium Stronger variant of the above combo. Same issues as before, but due to Mu's floating hurtbox, 2B does not reach.
2A > 5B > 6A > 5D > d.5B > d.214D > 665C > sjc > j.C(1) > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Midscreen 2854 20 All Medium Optimized variant of the round start or closer to corner combo.
2A > 5B > 6A > 5D > d.5C > d.5A > d.5B > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.4D > d.2D > d.5B > d.4D > d.236D Midscreen 2928 20 All Medium Near corner combo if you want to optimize damage. Should only be done if you're confident that you will reach the corner by the first d.2D.
2A > 5B > 5C > 22C > dc > 6C(1) > 5D > d.5B > d.214D > 66C > sjc > j.2C > delay j.D > d.4D > d.2D > d.5B > d.4D > d.236D Midscreen 3212 23 All Medium Crouching variant of the round start or closer to corner combo. If you want to get revolver blast knockdown, end the combo earlier on the d.2D.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
2A > 5B > 5C > 3C > 22C > 6C(1) > delay 2C > 5C > sjc > j.C(1) > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3423 25 All* Very Hard Crouching only. Due to the adjustments in delays required to correctly juggle certain character hurtboxes, this combo becomes unstable on Amane, Bullet, Platinum, Relius, and Valkenhayn due to the combo timer.
2A > 5B > 5C > sjc > j.2C > j.D > d.4D > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C Corner 3615 25 All* Very Hard Standing only or point blank with a large crouching hurtbox. If they are crouching, do a regular jc instead of a sjc. The characters that this work on while crouching is: Ragna, Jin, Noel, Taokaka, Tager, Bang, Carl, Hakumen, Valkenhayn, Relius, Amane, Bullet, Terumi, Susanoo, Jubei.

5B/2B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5B > 5C > 3C > 22C > dc > 6C(1) > 5D > d.5A > d.5D > d.5A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Anywhere 3596 25 All Easy Crouching only. 5B as a starter allows us to fit more drive juggles into the combo. This also carries from corner to corner.
5B > 5C > 2C > 3C > 22C > dc > 6C(1) > 5D > d.5A > 22C > dc > 6C(1) > delay 5D > d.5C > d.6A > d.5C > d.5A > d.236D Anywhere 3726 26 All Easy Crouching only. An optimization of the above combo when you fit in a 2C before 3C. You will have to end the first drive juggle early to fit in the added 2C. You trade more damage for slightly less corner carry than above.
CH 5B > 5D > d.6B > d.5C > d.6C > d.6D > 22C > dc > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D Midscreen 3717 26 All Medium Counter hit combo for 5B. The added hitstun allows you to connect with 5D and force them into crouch state with d.6B. Not difficult execution wise but difficult to hitconfirm with a poke.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5B > 6A > 5D > d.5C > d.5A > d.5B > 236A > dc > 662A > 6C(1) > 5D > d.5C > d.5C > d.6B > d.2D > d.236D Midscreen 2992 20 All Medium Thanks to 5B, the earlier issues with proration does not affect this route and character specific issues are only tied to how deep you need to microdash. Despite this, it is still recommended to do the d.5A(w) route as it is easier and does more damage for slightly less carry.
5B > 6A > 5D > d.5C > d.5A > d.5B > 236A > dc > 662B > 6C(1) > 5D > d.5C > d.5C > d.6B > d.2D > d.236D Midscreen 3017 21 All Medium Stronger variation of the above combo. Works even on Mu.
5B > 6A > sjc > j.C(1) > j.D > d.6C > d.2D > d.5A > d.5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 3429 24 All* Medium 5B burst bait variation. To fill character specifics
5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.5B > d.214D > 665C > sjc > j.C(1) > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Midscreen 3525 25 All Medium 5B lets us convert the standard 5A combo into a midscreen to corner carry combo for added damage. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual.
5B > 6A > 5D > delay d.5B > d.5A(w) > d.2D > d.5B > d.214D > 665C > sjc > j.C(1) > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Midscreen 3659 26 All Medium Optimized variant of the above combo. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5B > 5C > 3C > 22C > 6C(1) > delay 2C > 5C > jc > j.C(1) > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 4148 29 All Hard Since we are using 5B, we have a significantly longer combo timer so this combo is actually reasonably practical to do.
5B > 5C > 3C > 22C > dc > 6C > jc > j.2C > dlc d.5B > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5B > d.4D > d.2D > j.214C > j.2C Corner 4165 29 Probably not universal* Very Hard Crouching only. Pushes the damage using dlc d.5B to add more damage. Everything up to the second 6C must be done as fast as possible else you risk dropping due to the combo timer. Some characters will make this more strict due to the micro delays required to get the first j.2C to connect. (Currently known delay issues: Litchi)
5B > 5C > sjc > j.2C > j.D > d.4D > d.6C > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C Corner 4604 32 All Very Hard Standing only or point blank with a large crouching hurtbox. If they are crouching, do a regular jc instead of a sjc. The characters that this work on while crouching is: Ragna, Jin, Noel, Taokaka, Tager, Bang, Carl, Hakumen, Valkenhayn, Relius, Amane, Bullet, Terumi, Susanoo, Jubei.

5C/2C Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
CH 5C > 6B > 5D > d.5C > d.6C > d.6D > d.4D > 236A > dc > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D Midscreen 4405 31 All* Easy To be filled
CH 5C > 6D > d.4D > d.6C > d.6B > d.2D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 4653 33 All* Easy To be filled. Test
CH 5C > 6D > d.4D > d.6C > d.2D > d.6B > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 4710 33 All but Izayoi Easy To be filled
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
CH 5C > 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B > 5C > sjc > j.B > j.C > j.B > jc > j.C > j.214C > j.2C Midscreen 5452 39 Jin Medium Jin only. To be filled

6B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
6B > 5D > d.6A > d.6B > d.6D > 22B~C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D Midscreen 3044 21 All Easy The standard overhead combo midscreen.
6B > 5D > d.5C > d.6A > d.6B > d.6D > 22B~C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D Midscreen 3133 22 All but Hakumen Easy Minor optimization for an additional 100 damage that works on everyone but Hakumen.
6B > 5D > d.6A > d.6B > d.6D > d.5A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 3158 22 All Easy Variant used to switch sides. Hold 6 after the dash cancel then press 4C (This should give you 6C) once you're on the other side.
6B > 5D > d.5C > d.6A > d.5B > d.214D > 66C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Midscreen 3287 23 All Easy Round start or closer to corner carry combo.
6B > 5D > d.6A > d.6B > d.4D > d.6D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3618 25 All Easy The standard overhead combo in the corner.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
6B > 5D > d.5C > d.6A > d.5B > d.214D > 66A > sjc > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Midscreen 3292 23 All Easy Round start or closer to corner carry combo. The benefit of using this route over the one below is that 6A is useful for stability and is more lenient due to the longer horizontal range.
6B > 5D > d.5C > d.6A > d.5B > d.214D > 66C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C Midscreen 3363 23 All Hard Optimized variant using 6C > sjc > j.2C routing. Remember to adjust for character specific delays.
6B > 5D > d.6A > d.6B > d.4D > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C Corner 3738 26 All Hard Optimized variant using 6C > sjc > j.2C routing. Remember to adjust for character specific delays.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
6B > 3C > 22C > 6C(1) > delay 2C > 5C > sjc > j.C(1) > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3804 27 All Hard Not particularly difficult, but there are many character specific delays to get the right height for j.2C > delay j.D to connect. Generally more difficult for the reason of hitconfirming 6B into 3C.

d.6B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
d.6B > d.5C > d.6C > d.6D > 22C > dc > 6C(1) > 5D > d.6 > d.5A > d.5C > d.5A > d.236D Midscreen 2942 21 All Easy The standard dlc d.6B midscreen combo.
d.6B > d.5C > d.6C > d.2D > d.623D > 5/2A > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3290 23 All Easy The standard dlc d.6B corner combo.
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
d.6B > 5D > d.236D Anywhere 1773 12 All Easy An optimization for when you hit d.6B and only have one drive option left.
d.6B > d.5C > d.6C > d.623D > 662A > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Anywhere 2905 20 All Very Hard An optimization for when you hit d.6B and only have two drive options left. Not exactly recommended due to the microdash 2A being very tight. Can be done anywhere but this is mainly for midscreen.
d.6B > 5D > 236C > 665B > 5C > jc > j.C(1) > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C Corner 2915 20 All Medium An optimization for when you hit d.6B and only have one drive option left in the corner.
d.6B > d.5C > d.6C > d.623D > 5A/2A > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3019 21 All Easy An optimization for when you hit d.6B and only have two drive options left in the corner.

Anti-air Combos

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
6A > sjc > j.C(1) > j.D > d.6C > d.2D > d.5A > d.5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Midscreen 3214 23 All* Easy Standard AA combo. To fill character specifics

Throw Combos

Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5/4B+C > 214A > 2B > 6C(1) > 5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D Anywhere 2836 20 All Easy Standard throw combo. Works from anywhere. You need to press 214A as soon as the throw animation starts the first hit.
5B+C > j.D > d.4D > d.2D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C Corner 3426 24 All Easy Basic corner throw combo. You can hold up after the throw to help time the j.D
Combo Position Damage Heat Gain Works on: Difficulty Notes Video
5B+C > j.D > d.4D > d.6C > d.2D > d.623D > 6C > sjc > j.2C > j.D > d.4D > d.2D > d.5B > d.4D > d.236D Corner 3612 25 All Medium The optimal corner throw combo. If you want to get revolver blast knockdown, end the combo earlier on the d.2D.

Combo Theory

https://docs.google.com/document/d/1vTN2BnqOr66tGFoq2bNJugE_0b53N-YgPtKSyogLWIM/edit#

Additional Notes by Sig: https://docs.google.com/document/d/1yjGprTGI_WhG9S191Tl0LSnAuU-g4ytG1Larv7VqzOY/edit

Midscreen

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)

Drive enders (WIP by Sig):
... > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D (Universal, lowest damage)
... > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D (Works on all but Celica, slightly more damage)

Corner

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

Midscreen:
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.

Corner:
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.

Overdrive

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


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