Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 5B > 5C > 236C | Anywhere | 1404 | 10 | All | [1] Very Easy | 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 | [2] 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 | [2] 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 | [2] 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 | [2] 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 | [3] 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 | [2] 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 | [2] Easy | The standard crouching corner combo. |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
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 okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. 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.
2A > 5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > 22B~C > dc > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D
An easy combo that gives strong corner carry, decent okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., and will work for Noel's pokes at practically every range.
This combo gives Noel the ability to safe jump by doing an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. immediately after recovery and inputting j.4C or j.1C. More details about this can be seen in the Universal Low Juggle Ender in the Enders section or in the strategy page.
For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual.
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 meaty Hitting 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
Core combos balance potency with consistency. They:
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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 | [1] Very Easy | 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 | [2] 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 | [2] 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 | [3] 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 | [2] 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 | [2] 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 | [2] 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 > 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 | [3] 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 | [3] 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 | [3] 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 | [3] 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 | [3] 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 |
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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* | [5] 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* | [5] 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 | [2] 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 | [2] 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 | [3] 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 | [3] 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 | [3] 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* | [3] 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 | [3] 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 | [3] 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 | [4] 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* | [5] 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 | [5] 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* | [2] 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* | [2] 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 | [2] 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 | [3] 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 | [2] 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 | [2] 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 | [2] 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 | [2] 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 | [2] 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 | [2] 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 | [4] 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 | [4] 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 | [4] 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.6A > d.5A > d.5C > d.5A > d.236D | Midscreen | 2942 | 21 | All | [2] 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 | [2] 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 | [2] 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 | [5] 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 | [3] 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 | [2] 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* | [2] 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 | [2] 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 | [2] 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 | [3] 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
Generally, Noel's combos follow this abstract structure: Starter > Drive Transition > Linker > Drive Ender. This holds true for combos that are done in midscreen and in the corner. There are of course exceptions to the rule but this is how most Noel combos are formatted. The main difficulty in execution for her is usually not the combo itself but rather recognizing quickly what route to go into quickly.
Noel should always first pick a drive ender based on whether she is in midscreen or in the corner. Then pick based on which okizeme she would like to run.
Starters
5A / 2A / 2B > 5B / 2B > 6A > 5D > ...
As a rule of thumb, as long as you can confirm into 6A within three hits, you can transition into the rest of the combo.
This is her only way to get a decent combo midscreen when they are standing. It is also decent for Noel's pressure when combined with stagger and micro dashes as she can still utilize her C buttons for frame trapss, reverse beat into her B buttons to extend pressure, or jump cancel to reset pressure.
Non-launch Normals > 5C / 2C > 3C > 22C > dc > 6C(1) > 5D > ...
This one is a little bit tricky when it comes to hit count. Generally, Noel will want to land 3C by the fifth hit in the combo or it will drop. She will want to transition into her C buttons as soon as possible for both stability and damage reasons. Thankfully due to the added hit stun from crouching, all of her buttons that don't launch can combo into both 5C and 2C.
If Noel can successfully hitconfirm into either 5C or 2C immediately, adding on the other will generally increase damage substantially for her basic combos.
When 2C hits crouching, the opponent has just enough hit stun for Noel to recover and combo a 2A. This makes this confirm especially useful when combined with Noel's stagger pressure.
Drive Enders
... > 6C(1) > 5D > d.6A > d.5A > d.5C > d.5A > d.236D
The drive ender Noel will want to use when she juggles them low to the ground after 6C(1). Works on everyone but deals the lowest amount of damage.
Ending a combo with d.236D gives Noel access to a safe jump by doing an IAD 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.
... > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D
The drive ender Noel will want to use when she juggles them high above the ground after 6C(1). Works on everyone and deals decent damage.
Gives the same okizeme situation as the Universal Low Juggle Ender.
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