BBCF/Noel Vermillion/Combos: Difference between revisions

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<center>{{Character Label|BBCF|Noel Vermillion|42px|BBCF_Noel_Icon.png}}</center>
<center>{{Character Label|BBCF|Noel Vermillion|size=42px}}</center>
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:'''d.X''' = Drive Attack (unless specifically notated as delay)}}
:'''d.X''' = Drive Attack (unless specifically notated as delay)}}
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==Basic Combos==
===<span style="visibility:hidden;font-size:0">The Bread and Butter Combo</span>===
{{BeginnerComboDef}}
{{TheoryBox
| Title      = The BnB Combo
| Oneliner  = Works against any grounded opponent.
| Difficulty = Very Easy
| Anchor    = BeginnerCombo1
| Video      = BBCF Noel Vermillion Beginner BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|236C}}
| content    =
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 {{keyword|okizeme}} 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.
}}
===<span style="visibility:hidden;font-size:0">The Midscreen Bread and Butter Combo</span>===
{{TheoryBox
| Title      = The Midscreen BnB Combo
| Oneliner  = Works against any grounded opponent in the midscreen.
| Difficulty = Easy
| Anchor    = BeginnerCombo2
| Video      = BBCF Noel Vermillion Midscreen BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > delay {{clr|B|d.5B}} > {{clr|A|d.5A}}(w) > {{clr|D|d.6D}} > {{clr|B|22B}}~{{clr|C|C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}}
| content    =
An easy combo that gives strong corner carry, decent {{keyword|okizeme}}, and will work for Noel's pokes at practically every range.
This combo gives Noel the ability to [http://dustloop.com/wiki/index.php?title=Safe_Jump# safe jump] by doing an {{keyword|IAD}} immediately after recovery and inputting {{clr|C|j.4C}} or {{clr|C|j.1C}}. More details about this can be seen in the Universal Low Juggle Ender in the [[#Drive Enders|Enders]] section or in the [https://www.dustloop.com/wiki/index.php?title=BBCF/Noel_Vermillion/Strategy# strategy page].
For {{Character Label|BBCF|Kokonoe|label=Kokonoe}}, {{Character Label|BBCF|Platinum|label=Platinum}}, {{Character Label|BBCF|Nine|label=Nine}}, and {{Character Label|BBCF|Tsubaki|label=Tsubaki}}, you will want to delay the {{clr|B|d.5B}} more than usual.
}}
===<span style="visibility:hidden;font-size:0">The Corner BnB Combo</span>===
{{TheoryBox
| Title      = The Corner BnB Combo
| Oneliner  = Works against any grounded opponent in the corner.
| Difficulty = Medium
| Anchor    = BeginnerCombo3
| Video      = BBCF Noel Vermillion Corner BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|236C}} > 66 > {{clr|B|5B}} > {{clr|C|5C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}}
| content    =
The basic corner combo that works from any starter and nearly all ranges. The micro dash {{clr|B|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 {{clr|B|j.B}} with {{clr|C|j.C}} to increase the damage but risk losing stability at longer ranges.
To do the air dash after {{clr|C|j.2C}}, do not buffer it because it is not a cancel and you must wait the full recovery of {{clr|C|j.2C}}.
In some instances, certain characters may bounce higher than expected after {{clr|D|d.4D}} > {{clr|D|d.2D}} and make {{clr|B|d.5B}} whiff. To solve this issue, slightly delay {{clr|B|d.5B}} or replace it entirely with {{clr|B|d.6B}} at the cost of losing a slight amount of damage.
After {{clr|C|j.214C}} > {{clr|C|j.2C}}, Noel can do an auto timed {{keyword|meaty}} and roll catch setup by inputting {{clr|C|5C}} > {{clr|A|2A}}. The {{clr|C|5C}} will catch forward rolls and whiff on neutral tech but Noel will have enough time for {{clr|A|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 [https://www.dustloop.com/wiki/index.php?title=BBCF/Noel_Vermillion/Strategy# strategy page].
}}
==Core Combos==
{{CoreComboDef}}
===<span style="visibility:hidden;font-size:0">The Anti-Air Combo</span>===
{{TheoryBox
| Title      = The Anti-Air Combo
| Oneliner  = Works against any grounded and airborne opponent.
| Difficulty = Easy
| Anchor    = CoreCombo1
| Video      = BBCF Noel Vermillion Anti Air.mp4
| Size      = 256x192
| Recipe    = {{clr|A|6A}} > sjc > {{clr|C|j.C}}(1) > {{clr|D|j.D}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|A|d.5A}} > {{clr|D|d.5D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}}
| content    =
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 {{clr|D|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 {{Character Label|BBCF|Carl Clover|label=Carl}} due to him bouncing too low and for him it will require replacing {{clr|A|d.5A}} with {{clr|A|d.6A}} for a loss of damage. Alternatively, Noel can route {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|B|22B}}~{{clr|C|C}} > dc > {{clr|C|6C}}(1) for him with the tradeoff of even less damage but added stability. It can also be tricky to land on {{Character Label|BBCF|Mu|label=Mu}} because she will bounce too high but this can be fixed by either delaying the {{clr|A|d.5A}} or {{clr|D|d.5D}} just enough to lower her height so {{clr|C|22C}} will not whiff.
}}


==Introductory Combos==
==Introductory Combos==
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! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|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. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|236C}} || Anywhere || 1404 || 10 || All || {{ComboDifficulty|Very Easy}} || '''Bread and Butter combo'''. Your most reliable combo. Sometimes, this is all you can really get on an awkward hit. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > delay {{clr|2|d.5B}} > {{clr|1|d.5A}}(w) > {{clr|4|d.6D}} > {{clr|1|d.6A}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|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 {{clr|1|d.6A}} with {{clr|1|d.5A}} to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|2|d.5B}} more than usual. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > delay {{clr|B|d.5B}} > {{clr|A|d.5A}}(w) > {{clr|D|d.6D}} > {{clr|A|d.6A}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 2536 || 18 || All || {{ComboDifficulty|Easy}} || An easy combo that will work for your pokes at practically every range. Gives strong corner carry. Replace {{clr|A|d.6A}} with {{clr|A|d.5A}} to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|B|d.5B}} more than usual. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.6D}} > {{clr|2|22B}}~{{clr|3|C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3047 || 21 || All || Easy || The standard overhead combo midscreen. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.6D}} > {{clr|B|22B}}~{{clr|C|C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3044 || 21 || All || {{ComboDifficulty|Easy}} || The standard overhead combo midscreen. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|236C}} > {{clr|2|665B}} > {{clr|3|5C}} > sjc > {{clr|2|j.B}} > {{clr|3|j.2C}} > air dash > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3000 || 21 || All || Medium || Your basic corner combo that works from any starter and nearly all ranges. The microdash {{clr|2|5B}} is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|236C}} > {{clr|B|665B}} > {{clr|C|5C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3000 || 21 || All || {{ComboDifficulty|Medium}} || Your basic corner combo that works from any starter and nearly all ranges. The microdash {{clr|B|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 {{clr|D|d.2D}}, so it is recommended to delay the {{clr|B|d.5B}} slightly. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.4D}} > {{clr|4|d.6D}} > {{clr|4|d.623D}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3618 || 25 || All || Easy || The standard overhead combo in the corner. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.4D}} > {{clr|D|d.6D}} > {{clr|D|d.623D}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3618 || 25 || All || {{ComboDifficulty|Easy}} || The standard overhead combo in the corner. ||
|-
|-
| {{clr|2|5/4B}}+{{clr|3|C}} > {{clr|1|214A}} > {{clr|2|2B}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Anywhere || 2836 || 20 || All  || Easy || Standard throw combo. Works from anywhere. You need to press {{clr|1|214A}} as soon as the throw animation starts the first hit. ||
| {{clr|B|5/4B}}+{{clr|C|C}} > {{clr|A|214A}} > {{clr|B|2B}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 2836 || 20 || All  || {{ComboDifficulty|Easy}} || Standard throw combo. Works from anywhere. You need to press {{clr|A|214A}} as soon as the throw animation starts the first hit. ||
|-
|-
| {{clr|2|5B}}+{{clr|3|C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.6D}} > {{clr|4|d.623D}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3338 || 23 || All || Easy || Basic corner throw combo. You can hold up after the throw to help time the {{clr|4|j.D}} ||
| {{clr|B|5B}}+{{clr|C|C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3426 || 24 || All || {{ComboDifficulty|Easy}} || Basic corner throw combo. You can hold up after the throw to help time the {{clr|D|j.D}} ||
|}
|}


==Meterless Combos==
==Meterless Combos==


==={{clr|1|5A/2A}} Starter===
==={{clr|A|5A/2A}} Starter===
<tabber>
<tabber>
Simple = <div></div>
Simple = <div></div>
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! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|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. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|236C}} || Anywhere || 1404 || 10 || All || {{ComboDifficulty|Very Easy}} || '''Bread and Butter combo'''. Your most reliable combo. Sometimes, this is all you can really get on an awkward hit. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Anywhere || 2674 || 19 || All || Easy || Basic crouching combo. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 2671 || 19 || All || {{ComboDifficulty|Easy}} || Basic crouching combo. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|2|22B}}~{{clr|3|C}} > {{clr|3|66C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Anywhere || 2745 || 19 || All || Easy || Slightly optimized crouching variant. Instead of doing the microdash, you can dash cancel instead to side switch.||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|B|22B}}~{{clr|C|C}} > {{clr|C|66C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 2745 || 19 || All || {{ComboDifficulty|Easy}} || Slightly optimized crouching variant. Instead of doing the microdash, you can dash cancel instead to side switch.||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > delay {{clr|2|d.5B}} > {{clr|1|d.5A}}(w) > {{clr|4|d.6D}} > {{clr|1|d.6A}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|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 {{clr|1|d.6A}} with {{clr|1|d.5A}} to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|2|d.5B}} more than usual. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > delay {{clr|B|d.5B}} > {{clr|A|d.5A}}(w) > {{clr|D|d.6D}} > {{clr|A|d.6A}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 2536 || 18 || All || {{ComboDifficulty|Easy}} || An easy combo that will work for your pokes at practically every range. Gives strong corner carry. Replace {{clr|A|d.6A}} with {{clr|A|d.5A}} to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|B|d.5B}} more than usual. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|66C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|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 {{clr|4|d.214D}}'s sliding knockdown. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|66C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 2671 || 19 || All || {{ComboDifficulty|Easy}} || Round start or closer to corner carry combo. This only works if you end up close enough to take advantage of {{clr|D|d.214D}}'s sliding knockdown. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|236C}} > {{clr|2|665B}} > {{clr|3|5C}} > sjc > {{clr|2|j.B}} > {{clr|3|j.2C}} > air dash > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3000 || 21 || All || Medium || Your basic corner combo that works from any starter and nearly all ranges. The microdash {{clr|2|5B}} is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|236C}} > {{clr|B|665B}} > {{clr|C|5C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3000 || 21 || All || {{ComboDifficulty|Medium}} || Your basic corner combo that works from any starter and nearly all ranges. The microdash {{clr|B|5B}} is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3015 || 21 || All || Easy || The basic crouching corner combo. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3015 || 21 || All || {{ComboDifficulty|Easy}} || The basic crouching corner combo. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|2|5B}} > {{clr|3|5C}} > jc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > air dash > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3263 || 23 || All || Easy || The standard crouching corner combo. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3263 || 23 || All || {{ComboDifficulty|Easy}} || The standard crouching corner combo. ||
|-
|-
|}
|}
Line 62: Line 133:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|2|d.5B}}(1) > {{clr|1|236A}} > dc > {{clr|1|662A}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|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 {{clr|2|d.5B}} hits twice, prorating harder. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|B|d.5B}}(1) > {{clr|A|236A}} > dc > {{clr|A|662A}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 2445 || 17 || All but Lambda, Makoto, Naoto, Nine, Nu, Platinum, Relius, Valkenhayn || {{ComboDifficulty|Medium}} || Useful combo for when you want more carry. Does not work on certain characters because {{clr|B|d.5B}} hits twice, prorating harder. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|2|d.5B}}(1) > {{clr|1|236A}} > dc > {{clr|2|662B}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|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, {{clr|2|2B}} does not reach. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|B|d.5B}}(1) > {{clr|A|236A}} > dc > {{clr|B|662B}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 2520 || 18 || All but Lambda, Makoto, Mu, Naoto, Nine, Nu, Platinum, Relius, Valkenhayn || {{ComboDifficulty|Medium}} || Stronger variant of the above combo. Same issues as before, but due to Mu's floating hurtbox, {{clr|B|2B}} does not reach. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|665C}} > sjc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Midscreen || 2854 || 20 || All || Medium || Optimized variant of the round start or closer to corner combo. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|665C}} > sjc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 2854 || 20 || All || {{ComboDifficulty|Medium}} || Optimized variant of the round start or closer to corner combo. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|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 {{clr|4|d.2D}}. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.236D}} || Midscreen || 2928 || 20 || All || {{ComboDifficulty|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 {{clr|D|d.2D}}. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|66C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|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 {{clr|4|d.2D}}. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|66C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.236D}} || Midscreen || 3212 || 23 || All || {{ComboDifficulty|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 {{clr|D|d.2D}}. ||
|-
|-
|}
|}
Line 79: Line 150:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > {{clr|3|6C}}(1) > delay {{clr|3|2C}} > {{clr|3|5C}} > sjc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|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. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|C|6C}}(1) > delay {{clr|C|2C}} > {{clr|C|5C}} > sjc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3423 || 25 || All* || {{ComboDifficulty|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. ||
|-
|-
| {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > sjc > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.5D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|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. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.5D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3615 || 25 || All* || {{ComboDifficulty|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. ||
|-
|-
|}
|}
</tabber>
</tabber>


==={{clr|2|5B/2B}} Starter===
==={{clr|B|5B/2B}} Starter===
<tabber>
<tabber>
Simple = <div></div>
Simple = <div></div>
Line 93: Line 164:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|4|d.5D}} > {{clr|1|d.5A}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Anywhere || 3596 || 25 || All || Easy || Crouching only. {{clr|2|5B}} as a starter allows us to fit more drive juggles into the combo. This also carries from corner to corner. ||
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.5A}} > {{clr|D|d.5D}} > {{clr|A|d.5A}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 3596 || 25 || All || {{ComboDifficulty|Easy}} || Crouching only. {{clr|B|5B}} as a starter allows us to fit more drive juggles into the combo. This also carries from corner to corner. ||
|-
|-
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|2C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > delay {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Anywhere || 3726 || 26 || All || Easy || Crouching only. An optimization of the above combo when you fit in a {{clr|3|2C}} before {{clr|3|3C}}.  You will have to end the first drive juggle early to fit in the added {{clr|3|2C}}. You trade more damage for slightly less corner carry than above. ||
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.5A}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > delay {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 3726 || 26 || All || {{ComboDifficulty|Easy}} || Crouching only. An optimization of the above combo when you fit in a {{clr|C|2C}} before {{clr|C|3C}}.  You will have to end the first drive juggle early to fit in the added {{clr|C|2C}}. You trade more damage for slightly less corner carry than above. ||
|-
|-
| CH {{clr|2|5B}} > {{clr|4|5D}} > {{clr|2|d.6B}} > {{clr|3|d.5C}} > {{clr|3|d.6C}} > {{clr|4|d.6D}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3720 || 26 || All || Medium || Counter hit combo for 5B. The added hitstun allows you to connect with {{clr|4|5D}} and force them into crouch state with {{clr|2|d.6B}}. Not difficult execution wise but difficult to hitconfirm with a poke. ||
| CH {{clr|B|5B}} > {{clr|D|5D}} > {{clr|B|d.6B}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.6D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3717 || 26 || All || {{ComboDifficulty|Medium}} || Counter hit combo for 5B. The added hitstun allows you to connect with {{clr|D|5D}} and force them into crouch state with {{clr|B|d.6B}}. Not difficult execution wise but difficult to hitconfirm with a poke. ||
|}
|}
|-|
|-|
Line 105: Line 176:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|2|d.5B}} > {{clr|1|236A}} > dc > {{clr|1|662A}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|3|d.5C}} > {{clr|2|d.6B}} > {{clr|4|d.2D}} > {{clr|4|d.236D}} || Midscreen || 2992 || 20 || All || Medium || Thanks to {{clr|2|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 {{clr|1|d.5A}}(w) route as it is easier and does more damage for slightly less carry. ||
| {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|B|d.5B}} > {{clr|A|236A}} > dc > {{clr|A|662A}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|C|d.5C}} > {{clr|B|d.6B}} > {{clr|D|d.2D}} > {{clr|D|d.236D}} || Midscreen || 2992 || 20 || All || {{ComboDifficulty|Medium}} || Thanks to {{clr|B|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 {{clr|A|d.5A}}(w) route as it is easier and does more damage for slightly less carry. ||
|-
|-
| {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|2|d.5B}} > {{clr|1|236A}} > dc > {{clr|2|662B}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|3|d.5C}} > {{clr|2|d.6B}} > {{clr|4|d.2D}} > {{clr|4|d.236D}} || Midscreen || 3017 || 21 || All || Medium || Stronger variation of the above combo. Works even on Mu. ||
| {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|B|d.5B}} > {{clr|A|236A}} > dc > {{clr|B|662B}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|C|d.5C}} > {{clr|B|d.6B}} > {{clr|D|d.2D}} > {{clr|D|d.236D}} || Midscreen || 3017 || 21 || All || {{ComboDifficulty|Medium}} || Stronger variation of the above combo. Works even on Mu. ||
|-
|-
| {{clr|2|5B}} > {{clr|1|6A}} > sjc > {{clr|3|j.C}}(1) > {{clr|4|j.D}} > {{clr|3|d.6C}} > {{clr|4|d.2D}} > {{clr|1|d.5A}} > {{clr|4|d.5D}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3429 || 24 || All* || Medium || {{clr|2|5B}} burst bait variation. To fill character specifics ||
| {{clr|B|5B}} > {{clr|A|6A}} > sjc > {{clr|C|j.C}}(1) > {{clr|D|j.D}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|A|d.5A}} > {{clr|D|d.5D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3429 || 24 || All* || {{ComboDifficulty|Medium}} || {{clr|B|5B}} burst bait variation. To fill character specifics ||
|-
|-
| {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > delay {{clr|2|d.5B}} > {{clr|1|d.5A}}(w) > {{clr|4|d.6D}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|665C}} > sjc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Midscreen || 3525 || 25 || All || Medium || {{clr|2|5B}} lets us convert the standard {{clr|1|5A}} combo into a midscreen to corner carry combo for added damage.  For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|2|d.5B}} more than usual. ||
| {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > delay {{clr|B|d.5B}} > {{clr|A|d.5A}}(w) > {{clr|D|d.6D}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|665C}} > sjc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 3525 || 25 || All || {{ComboDifficulty|Medium}} || {{clr|B|5B}} lets us convert the standard {{clr|A|5A}} combo into a midscreen to corner carry combo for added damage.  For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|B|d.5B}} more than usual. ||
|-
|-
| {{clr|2|5B}} > {{clr|1|6A}} > {{clr|4|5D}} > delay {{clr|2|d.5B}} > {{clr|1|d.5A}}(w) > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|665C}} > sjc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|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 {{clr|2|d.5B}} more than usual. ||
| {{clr|B|5B}} > {{clr|A|6A}} > {{clr|D|5D}} > delay {{clr|B|d.5B}} > {{clr|A|d.5A}}(w) > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|665C}} > sjc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 3659 || 26 || All || {{ComboDifficulty|Medium}} || Optimized variant of the above combo. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the {{clr|B|d.5B}} more than usual. ||
|-
|-
|}
|}
Line 122: Line 193:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > {{clr|3|6C}}(1) > delay {{clr|3|2C}} > {{clr|3|5C}} > jc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 4148 || 29 || All || Hard || Since we are using {{clr|2|5B}}, we have a significantly longer combo timer so this combo is actually reasonably practical to do. ||
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|C|6C}}(1) > delay {{clr|C|2C}} > {{clr|C|5C}} > jc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 4148 || 29 || All || {{ComboDifficulty|Hard}} || Since we are using {{clr|B|5B}}, we have a significantly longer combo timer so this combo is actually reasonably practical to do. ||
|-  
|-  
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} > dc > {{clr|3|6C}} > jc > {{clr|3|j.2C}} > dlc {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 4165 || 29 || Probably not universal* || Very Hard || Crouching only. Pushes the damage using dlc {{clr|2|d.5B}} to add more damage. Everything up to the second {{clr|3|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 {{clr|3|j.2C}} to connect. (Currently known delay issues: Litchi) ||
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|22C}} > dc > {{clr|C|6C}} > jc > {{clr|C|j.2C}} > dlc {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 4165 || 29 || Probably not universal* || {{ComboDifficulty|Very Hard}} || Crouching only. Pushes the damage using dlc {{clr|B|d.5B}} to add more damage. Everything up to the second {{clr|C|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 {{clr|C|j.2C}} to connect. (Currently known delay issues: Litchi) ||
|-
|-
| {{clr|2|5B}} > {{clr|3|5C}} > sjc > {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|3|d.6C}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.5D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|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. ||
| {{clr|B|5B}} > {{clr|C|5C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.5D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 4604 || 32 || All || {{ComboDifficulty|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. ||
|-
|-
|}
|}
</tabber>
</tabber>


==={{clr|3|5C/2C}} Starter===
==={{clr|C|5C/2C}} Starter===
<tabber>
<tabber>
Simple = <div></div>
Simple = <div></div>
Line 138: Line 209:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| CH {{clr|3|5C}} > {{clr|2|6B}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|3|d.6C}} > {{clr|4|d.6D}} > {{clr|4|d.4D}} > {{clr|1|236A}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 4408 || 31 || All* || Easy || To be filled ||
| CH {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.6D}} > {{clr|D|d.4D}} > {{clr|A|236A}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 4405 || 31 || All* || {{ComboDifficulty|Easy}} || To be filled ||
|-
| CH {{clr|C|5C}} > {{clr|D|6D}} > {{clr|D|d.4D}} > {{clr|C|d.6C}} > {{clr|B|d.6B}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 4653 || 33 || All* || {{ComboDifficulty|Easy}} || To be filled. Test ||
|-
| CH {{clr|C|5C}} > {{clr|D|6D}} > {{clr|D|d.4D}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|B|d.6B}} > {{clr|D|d.623D}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 4710 || 33 || All but Izayoi || {{ComboDifficulty|Easy}} || To be filled ||
|-
|-
|}
|}
Line 147: Line 222:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| CH {{clr|3|5C}} > {{clr|2|6B}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|3|d.6C}} > {{clr|4|d.4D}} > {{clr|3|d.6C}} > {{clr|1|214A}} > {{clr|2|5B}} > {{clr|3|5C}} > sjc > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|2|j.B}} > jc > {{clr|3|j.C}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Midscreen || 5452 || 39 || Jin || Medium || Jin only. To be filled ||
| CH {{clr|C|5C}} > {{clr|B|6B}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.4D}} > {{clr|C|d.6C}} > {{clr|A|214A}} > {{clr|B|5B}} > {{clr|C|5C}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.B}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 5452 || 39 || Jin || {{ComboDifficulty|Medium}} || Jin only. To be filled ||
|-
| CH {{clr|3|5C}} > {{clr|4|6D}} > {{clr|4|d.4D}} > {{clr|3|d.6C}} > {{clr|2|d.6B}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 4653 || 33 || All* || Easy || To be filled. Test ||
|-
| CH {{clr|3|5C}} > {{clr|4|6D}} > {{clr|4|d.4D}} > {{clr|3|d.6C}} > {{clr|4|d.2D}} > {{clr|2|d.6B}} > {{clr|4|d.623D}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 4710 || 33 || All but Izayoi || Easy || To be filled ||
|-
|-
|}
|}
</tabber>
</tabber>


==={{clr|2|6B}} Starter===
==={{clr|B|6B}} Starter===
<tabber>
<tabber>
Simple = <div></div>
Simple = <div></div>
Line 163: Line 234:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.6D}} > {{clr|2|22B}}~{{clr|3|C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3047 || 21 || All || Easy || The standard overhead combo midscreen. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.6D}} > {{clr|B|22B}}~{{clr|C|C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.5A}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3044 || 21 || All || {{ComboDifficulty|Easy}} || The standard overhead combo midscreen. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.6D}} > {{clr|2|22B}}~{{clr|3|C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3135 || 22 || All but Hakumen || Easy || Minor optimization for an additional 100 damage that works on everyone but Hakumen. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.6D}} > {{clr|B|22B}}~{{clr|C|C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.5A}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3133 || 22 || All but Hakumen || {{ComboDifficulty|Easy}} || Minor optimization for an additional 100 damage that works on everyone but Hakumen. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.6D}} > {{clr|1|d.5A}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3158 || 22 || All || Easy || Variant used to switch sides. Hold 6 after the dash cancel then press {{clr|3|4C}} (This should give you {{clr|3|6C}}) once you're on the other side. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.6D}} > {{clr|A|d.5A}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3158 || 22 || All || {{ComboDifficulty|Easy}} || Variant used to switch sides. Hold 6 after the dash cancel then press {{clr|C|4C}} (This should give you {{clr|C|6C}}) once you're on the other side. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|66C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Midscreen || 3287 || 23 || All || Easy || Round start or closer to corner carry combo. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|66C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 3287 || 23 || All || {{ComboDifficulty|Easy}} || Round start or closer to corner carry combo. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.4D}} > {{clr|4|d.6D}} > {{clr|4|d.623D}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3618 || 25 || All || Easy || The standard overhead combo in the corner. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.4D}} > {{clr|D|d.6D}} > {{clr|D|d.623D}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3618 || 25 || All || {{ComboDifficulty|Easy}} || The standard overhead combo in the corner. ||
|-
|-
|}
|}
Line 180: Line 251:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|1|66A}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|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 {{clr|1|6A}} is useful for stability and is more lenient due to the longer horizontal range. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|A|66A}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 3292 || 23 || All || {{ComboDifficulty|Easy}} || Round start or closer to corner carry combo. The benefit of using this route over the one below is that {{clr|A|6A}} is useful for stability and is more lenient due to the longer horizontal range. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > {{clr|3|66C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.5D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Midscreen || 3363 || 23 || All || Hard || Optimized variant using {{clr|3|6C}} > sjc > {{clr|3|j.2C}} routing. Remember to adjust for character specific delays. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|B|d.5B}} > {{clr|D|d.214D}} > {{clr|C|66C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.5D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Midscreen || 3363 || 23 || All || {{ComboDifficulty|Hard}} || Optimized variant using {{clr|C|6C}} > sjc > {{clr|C|j.2C}} routing. Remember to adjust for character specific delays. ||
|-
|-
| {{clr|2|6B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}} > sjc > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.5D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3738 || 26 || All || Hard || Optimized variant using {{clr|3|6C}} > sjc > {{clr|3|j.2C}} routing. Remember to adjust for character specific delays. ||
| {{clr|B|6B}} > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|B|d.6B}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}} > sjc > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.5D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3738 || 26 || All || {{ComboDifficulty|Hard}} || Optimized variant using {{clr|C|6C}} > sjc > {{clr|C|j.2C}} routing. Remember to adjust for character specific delays. ||
|-
|-
|}
|}
Line 193: Line 264:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|6B}} > {{clr|3|3C}} > {{clr|3|22C}} > {{clr|3|6C}}(1) > delay {{clr|3|2C}} > {{clr|3|5C}} > sjc > {{clr|3|j.C}}(1) > {{clr|3|j.2C}} > delay {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3804 || 27 || All || Hard || Not particularly difficult, but there are many character specific delays to get the right height for {{clr|3|j.2C}} > delay {{clr|4|j.D}} to connect. Generally more difficult for the reason of hitconfirming {{clr|2|6B}} into {{clr|3|3C}}. ||
| {{clr|B|6B}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|C|6C}}(1) > delay {{clr|C|2C}} > {{clr|C|5C}} > sjc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > delay {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3804 || 27 || All || {{ComboDifficulty|Hard}} || Not particularly difficult, but there are many character specific delays to get the right height for {{clr|C|j.2C}} > delay {{clr|D|j.D}} to connect. Generally more difficult for the reason of hitconfirming {{clr|B|6B}} into {{clr|C|3C}}. ||
|-
|-
|}
|}
</tabber>
</tabber>


==={{clr|2|d.6B}} Starter===
==={{clr|B|d.6B}} Starter===
<tabber>
<tabber>
Simple = <div></div>
Simple = <div></div>
Line 205: Line 276:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|2|d.6B}} > {{clr|3|d.5C}} > {{clr|3|d.6C}} > {{clr|4|d.6D}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 2944 || 21 || All || Easy || The standard dlc {{clr|2|d.6B}} midscreen combo. ||
| {{clr|B|d.6B}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.6D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 2942 || 21 || All || {{ComboDifficulty|Easy}} || The standard dlc {{clr|B|d.6B}} midscreen combo. ||
|-
|-
| {{clr|2|d.6B}} > {{clr|3|d.5C}} > {{clr|3|d.6C}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|1|5}}/{{clr|1|2A}} > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}} || Corner || 3290 || 23 || All || Easy || The standard dlc {{clr|2|d.6B}} corner combo. ||
| {{clr|B|d.6B}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|A|5}}/{{clr|A|2A}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3290 || 23 || All || {{ComboDifficulty|Easy}} || The standard dlc {{clr|B|d.6B}} corner combo. ||
|-
|}
|-|
Advanced = <div></div>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|B|d.6B}} > {{clr|D|5D}} > {{clr|D|d.236D}} || Anywhere || 1773 || 12 || All || {{ComboDifficulty|Easy}} || An optimization for when you hit {{clr|B|d.6B}} and only have one drive option left. ||
|-
| {{clr|B|d.6B}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.623D}} > {{clr|A|662A}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 2905 || 20 || All || {{ComboDifficulty|Very Hard}} || An optimization for when you hit {{clr|B|d.6B}} and only have two drive options left. Not exactly recommended due to the microdash {{clr|A|2A}} being very tight. Can be done anywhere but this is mainly for midscreen. ||
|-
| {{clr|B|d.6B}} > {{clr|D|5D}} > {{clr|C|236C}} > {{clr|B|665B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}}(1) > {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 2915 || 20 || All || {{ComboDifficulty|Medium}} || An optimization for when you hit {{clr|B|d.6B}} and only have one drive option left in the corner. ||
|-
| {{clr|B|d.6B}} > {{clr|C|d.5C}} > {{clr|C|d.6C}} > {{clr|D|d.623D}} > {{clr|A|5A}}/{{clr|A|2A}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3019 || 21 || All || {{ComboDifficulty|Easy}} || An optimization for when you hit {{clr|B|d.6B}} and only have two drive options left in the corner. ||
|-
|-
|}
|}
Line 219: Line 305:
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|1|6A}} > sjc > {{clr|3|j.C}}(1) > {{clr|4|j.D}} > {{clr|3|d.6C}} > {{clr|4|d.2D}} > {{clr|1|d.5A}} > {{clr|4|d.5D}} > {{clr|3|22C}} > dc > {{clr|3|6C}}(1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.5A}} > {{clr|4|d.236D}} || Midscreen || 3214 || 23 || All* || Easy || Standard AA combo. To fill character specifics ||
| {{clr|A|6A}} > sjc > {{clr|C|j.C}}(1) > {{clr|D|j.D}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|A|d.5A}} > {{clr|D|d.5D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Midscreen || 3214 || 23 || All* || {{ComboDifficulty|Easy}} || Standard AA combo. To fill character specifics ||
|-
|-
|}
|}
</tabber>
</tabber>


===Midscreen===
===Throw Combos===
<tabber>
Simple = <div></div>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|B|5/4B}}+{{clr|C|C}} > {{clr|A|214A}} > {{clr|B|2B}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|22C}} > dc > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|C|d.5C}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} || Anywhere || 2836 || 20 || All  || {{ComboDifficulty|Easy}} || Standard throw combo. Works from anywhere. You need to press {{clr|A|214A}} as soon as the throw animation starts the first hit. ||
|-
| {{clr|B|5B}}+{{clr|C|C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}} || Corner || 3426 || 24 || All || {{ComboDifficulty|Easy}} || Basic corner throw combo. You can hold up after the throw to help time the {{clr|D|j.D}} ||
|-
|}
|-|
Optimal = <div></div>
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|B|5B}}+{{clr|C|C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|C|d.6C}} > {{clr|D|d.2D}} > {{clr|D|d.623D}} > {{clr|C|6C}} > sjc > {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|4|d.236D}} || Corner || 3612 || 25 || All || {{ComboDifficulty|Medium}} || The optimal corner throw combo.  If you want to get revolver blast knockdown, end the combo earlier on the {{clr|D|d.2D}}. ||
|-
|}
</tabber>


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


'''{{clr|3|j.C}}  > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|3|22C}} |>  dash {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|3|22C}} > dash {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}} '''
Additional Notes by Sig: https://docs.google.com/document/d/1yjGprTGI_WhG9S191Tl0LSnAuU-g4ytG1Larv7VqzOY/edit
: [https://youtu.be/r5ASEQpHsg4?t=561 Video Example]
: Damage: 2736
: Requires: Crouching Confirm
: Notes:
:* Jump in combo from {{clr|3|j.C}}


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.


'''{{clr|4|d.6D}} > {{clr|3|d.6C}} > {{clr|4|d.2D}} > 22BC > dc {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|1|d.6A}} > {{clr|3|d.5C}} > {{clr|2|22B}}'''
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.
: [https://youtu.be/r5ASEQpHsg4?t=647 Video Example]
: Damage: 3037
: Notes:
:* Standard combo from opening someone up low during a drive blockstring


'''{{clr|2|5B}} > {{clr|3|5C}} > ODC > dash {{clr|2|5B}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|2|d.5B}} > {{clr|4|d.214D}} > dash {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|2|d.6B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}'''
===Starters===
: [https://youtu.be/5uRyhrloViI?t=17 Video Example]
<tabber> Midscreen Standing =
: Damage: 3826
{{TheoryBox
: Requires: Burst
| Title      = Midscreen Standing
: Notes:
| Oneliner  = Decent for pressure and main hitconfirm.
:* A good combo to turn a normal {{clr|2|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.
| Difficulty = Medium
| Anchor    = Starters
| Video      = BBCF Noel Vermillion Midscreen Standing Starter.mp4
| Size      = 256x192
| Recipe    = {{color|A|5A}} / {{color|A|2A}} / {{color|B|2B}} > {{color|B|5B}} / {{color|B|2B}} > {{color|A|6A}} > {{color|D|5D}} > ...
| content    =
As a rule of thumb, as long as you can confirm into {{color|A|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 {{color|C|C}} buttons for frame trapss, reverse beat into her {{color|B|B}} buttons to extend pressure, or jump cancel to reset pressure.
}}
|-|
Crouching =
{{TheoryBox
| Title      = Crouching
| Oneliner  = Works everywhere and on everyone.
| Difficulty = Easy
| Anchor    = Starters
| Video      = BBCF Noel Vermillion Crouching Starter.mp4
| Size      = 256x192
| Recipe    = Non-launch Normals > {{color|C|5C}} / {{color|C|2C}} > {{color|C|3C}} > {{color|C|22C}} > dc > {{color|C|6C}}(1) > {{color|D|5D}} > ...
| content    =
This one is a little bit tricky when it comes to hit count. Generally, Noel will want to land {{color|C|3C}} by the fifth hit in the combo or it will drop. She will want to transition into her {{color|C|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 {{color|C|5C}} and {{color|C|2C}}.


===Corner===
If Noel can successfully hitconfirm into either {{color|C|5C}} or {{color|C|2C}} immediately, adding on the other will generally increase damage substantially for her basic combos.


'''{{clr|2|2B}} > {{clr|3|2C}} > {{clr|3|5C}} > {{clr|3|236C}} |> microdash {{clr|2|5B}} > {{clr|3|5C}} > jc {{clr|2|j.B}} > {{clr|3|j.2C}} |> air dash {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.6B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}'''
When {{color|C|2C}} hits crouching, the opponent has just enough hit stun for Noel to recover and combo a {{color|A|2A}}. This makes this confirm especially useful when combined with Noel's stagger pressure.
: [https://youtu.be/3qXuZBGNpY0?t=1620 Video Example]
}}
: Damage: 3560
</tabber>
: Notes:
:* Standard combo from opening someone up low with {{clr|2|2B}}


===Drive Enders===
<tabber> Universal Low Juggle Ender =
{{TheoryBox
| Title      = Universal Low Juggle Ender
| Oneliner  = For when Noel hits them low to the ground.
| Difficulty = Easy
| Anchor    = Enders
| Video      = BBCF Noel Vermillion Midscreen BNB.mp4
| Size      = 256x192
| Recipe    = ... > {{color|C|6C}}(1) > {{color|D|5D}} > {{color|A|d.6A}} > {{color|A|d.5A}} > {{color|C|d.5C}} > {{color|A|d.5A}} > {{color|D|d.236D}}
| content    =
The drive ender Noel will want to use when she juggles them low to the ground after {{color|C|6C}}(1). Works on everyone but deals the lowest amount of damage.


'''{{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|5C}} > tk Thor > dash {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}'''
Ending a combo with {{clr|D|d.236D}} gives Noel access to a [http://dustloop.com/wiki/index.php?title=Safe_Jump# safe jump] by doing an [https://www.dustloop.com/wiki/index.php?title=Glossary# IAD] immediately after recovery and inputting {{clr|C|j.4C}} or {{clr|C|j.1C}} (This gives {{clr|C|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 {{clr|D|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 [https://www.dustloop.com/wiki/index.php?title=BBCF/Noel_Vermillion/Strategy# strategy page].
: [https://youtu.be/3qXuZBGNpY0?t=4907 Video Example]
}}
: Damage: 3960
|-|
: Requires: 50 meter
Universal High Juggle Ender =
: Notes:
{{TheoryBox
:* Variation of the above combo that uses tk Thor for a different combo route that gives a bit more damage
| Title      = Universal Low Juggle Ender
| Oneliner  = For when Noel hits them high above the ground.
| Difficulty = Easy
| Anchor    = Enders
| Video      = BBCF Noel Vermillion Crouching BNB.mp4
| Size      = 256x192
| Recipe    = ... > {{color|C|6C}}(1) > {{color|D|5D}} > {{color|C|d.5C}} > {{color|A|d.6A}} > {{color|C|d.5C}} > {{color|A|d.5A}} > {{color|D|d.236D}}
| content    =
The drive ender Noel will want to use when she juggles them high above the ground after {{color|C|6C}}(1). Works on everyone and deals decent damage.


Gives the same okizeme situation as the Universal Low Juggle Ender.
}}
</tabber>


'''Throw > tk {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|4|d.623D}} > {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}'''
Drive enders (WIP by Sig):
: [https://youtu.be/3qXuZBGNpY0?t=4894 Video Example]
: Damage: 3356
: Notes:
:* Standard throw combo
 
 
'''{{clr|2|5B}} > {{clr|3|5C}} > OD > microdash {{clr|2|5B}} > {{clr|4|5D}} > {{clr|4|d.623D}} |> {{clr|4|5D}} > {{clr|4|d.236D}} |> {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}'''
: [https://youtu.be/3qXuZBGNpY0?t=4658 Video Example]
: Damage: 4776
: Requires: Burst
: Notes:
:* Corner variation of the Overdrive combo from a {{clr|2|5B}} poke
 
 
'''{{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|4|5D}} > {{clr|1|d.6A}} > {{clr|4|d.6D}} > {{clr|4|d.214D}} > dash {{clr|3|6C}} (1) > {{clr|4|5D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.236C}} > {{clr|3|j.2C}}'''
: [https://youtu.be/3qXuZBGNpY0?t=3147 Video Example]
: Damage: 2994
: Requires: Burst, 50-59% Health, Back to the Corner
: Notes:
:* Whiff punish combo from using Overdrive Raid
 
==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 {{clr|1|6A}} > {{clr|4|5D}} or a drive starter.
<br/><br/>
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.
<br/>
Examples of drive transitions include:
* {{clr|1|6A}} > {{clr|4|5D}}
* {{clr|1|6A}} > {{clr|3|j.C}} > {{clr|4|j.D}}
* {{clr|3|5C}} > {{clr|3|3C}} (crouching only)
Examples of linkers include:
* {{clr|2|d.5B}} > {{clr|1|236A}} > dash cancel > {{clr|1|662A}} > {{clr|3|6C}} (1) > {{clr|4|5D}} > ender
* {{clr|3|22C}} > dash cancel > {{clr|3|6C}} (1) > {{clr|4|5D}} > ender
* 22BC > dash cancel > {{clr|3|6C}} (1) > {{clr|4|5D}} > ender
<br/>
<br/>
Midscreen, combo oki is rather inconsistent. The combo document above cashes out on max damage with Bloom Trigger. Any combo ender can end in {{clr|2|d.5B}} > {{clr|1|236A}} to go into a neutral tech left/right mixup [[BBCF/Noel_Vermillion/Strategy#Okizeme|as covered here]] but that is fake. The best midscreen oki option is to use the following ender which can be followed up with {{clr|1|2A}} meaty or a {{clr|3|5C}} roll catch.
... > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.6A}} > {{clr|A|d.5A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} (Universal, lowest damage)
<br/>
<br/>
* {{clr|1|d.5A}} > {{clr|1|d.6A}} > {{clr|2|d.6B}} > {{clr|1|236A}} > 66 > {{clr|2|22B}} (roll check)
... > {{clr|C|6C}}(1) > {{clr|D|5D}} > {{clr|A|d.5A}} > {{clr|A|d.6A}} > {{clr|C|d.5C}} > {{clr|A|d.5A}} > {{clr|D|d.236D}} (Works on all but Celica, slightly more damage)


===Corner===
===Corner===
Line 315: Line 418:
<br/>
<br/>
Examples of drive transitions include:
Examples of drive transitions include:
* {{clr|3|236C}} > {{clr|2|5B}} > {{clr|3|5C}} > super jump cancel > {{clr|2|j.B}} > {{clr|3|j.2C}} > airdash cancel > {{clr|3|j.2C}} > {{clr|4|j.D}}
* {{clr|C|236C}} > {{clr|B|5B}} > {{clr|C|5C}} > super jump cancel > {{clr|B|j.B}} > {{clr|C|j.2C}} > airdash cancel > {{clr|C|j.2C}} > {{clr|D|j.D}}
* {{clr|1|6A}} > super jump cancel > {{clr|3|j.C}} > {{clr|4|j.D}}
* {{clr|A|6A}} > super jump cancel > {{clr|C|j.C}} > {{clr|D|j.D}}
Examples of linkers include:
Examples of linkers include:
* {{clr|4|d.623D}} > {{clr|3|6C}} (1) > {{clr|4|5D}} (high elevation)
* {{clr|D|d.623D}} > {{clr|C|6C}} (1) > {{clr|D|5D}} (high elevation)
* {{clr|4|d.623D}} > {{clr|1|2A}}/{{clr|1|5A}} > {{clr|3|6C}} (1) > {{clr|4|5D}} (low elevation)
* {{clr|D|d.623D}} > {{clr|A|2A}}/{{clr|A|5A}} > {{clr|C|6C}} (1) > {{clr|D|5D}} (low elevation)
<br/>
<br/>
'''Corner Combo Tips'''
'''Corner Combo Tips'''
<br/>
<br/>
Noel's typical corner ender consists of {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.2D}} > {{clr|3|j.214C}} > {{clr|3|j.2C}}. If the enemy is getting high enough to fall out of the combo, delaying the {{clr|2|d.5B}} can sometimes help but replacing one of the {{clr|2|d.5B}}'s with {{clr|2|d.6B}} will always rectify the problem. Do note that using {{clr|2|d.6B}} on a low elevation enemy can cause the combo to drop.
Noel's typical corner ender consists of {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.2D}} > {{clr|C|j.214C}} > {{clr|C|j.2C}}. If the enemy is getting high enough to fall out of the combo, delaying the {{clr|B|d.5B}} can sometimes help but replacing one of the {{clr|B|d.5B}}'s with {{clr|B|d.6B}} will always rectify the problem. Do note that using {{clr|B|d.6B}} on a low elevation enemy can cause the combo to drop.
<br/><br/>
<br/><br/>
Spring Raid ({{clr|4|d.623D}}) used early in a combo can always be picked up using either {{clr|1|2A}} > {{clr|3|6C}} or {{clr|3|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.
Spring Raid ({{clr|D|d.623D}}) used early in a combo can always be picked up using either {{clr|A|2A}} > {{clr|C|6C}} or {{clr|C|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.
<br/><br/>
<br/><br/>
A more executionally demanding but more damaging variant of the corner ender is {{clr|3|6C}} (2) > {{clr|3|j.2C}} > {{clr|4|j.D}} > ender. This is a universal route and will work in all instances where a {{clr|3|6C}} connects. The {{clr|4|j.D}} is slightly delayed (the delay may change depending on character) and heavy hitstun decay can make it difficult to land {{clr|3|j.2C}}. The [https://twitter.com/Alizonius/status/985481639567478784?s=19 safejump ender] is {{clr|3|j.2C}} > {{clr|4|j.D}} > {{clr|4|d.4D}} > {{clr|4|d.2D}} > {{clr|2|d.5B}} > {{clr|4|d.4D}} > {{clr|4|d.236D}} followed by IAD {{clr|3|j.C}}.
A more executionally demanding but more damaging variant of the corner ender is {{clr|C|6C}} (2) > {{clr|C|j.2C}} > {{clr|D|j.D}} > ender. This is a universal route and will work in all instances where a {{clr|C|6C}} connects. The {{clr|D|j.D}} is slightly delayed (the delay may change depending on character) and heavy hitstun decay can make it difficult to land {{clr|C|j.2C}}. The [https://twitter.com/Alizonius/status/985481639567478784?s=19 safejump ender] is {{clr|C|j.2C}} > {{clr|D|j.D}} > {{clr|D|d.4D}} > {{clr|D|d.2D}} > {{clr|B|d.5B}} > {{clr|D|d.4D}} > {{clr|D|d.236D}} followed by IAD {{clr|C|j.C}}.


===Distortion Drives===
===Distortion Drives===
'''Midscreen:''' <br/>
'''Midscreen:''' <br/>
{{clr|3|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. <br/><br/>
{{clr|C|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. <br/><br/>
While in Drive with 50 meter, high elevation opponents can be comboed into Fenrir with {{clr|2|d.6B}} > {{clr|4|632146D}}. Low elevation opponents can be comboed into Fenrir so long as the opponent is close enough to be hit. {{clr|3|d.5C}} does an excellent job of closing the gap so refer to the various combo enders and adjust accordingly. <br/><br/>
While in Drive with 50 meter, high elevation opponents can be comboed into Fenrir with {{clr|B|d.6B}} > {{clr|D|632146D}}. Low elevation opponents can be comboed into Fenrir so long as the opponent is close enough to be hit. {{clr|C|d.5C}} does an excellent job of closing the gap so refer to the various combo enders and adjust accordingly. <br/><br/>
While in Drive with 100 meter, any {{clr|4|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 {{clr|1|214A}} followup.<br/><br/>
While in Drive with 100 meter, any {{clr|D|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 {{clr|A|214A}} followup.<br/><br/>


'''Corner:''' <br/>
'''Corner:''' <br/>
100 meter conversions are fairly straight forward. All of Noel's corner routes lead into {{clr|4|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. <br/><br/>
100 meter conversions are fairly straight forward. All of Noel's corner routes lead into {{clr|D|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. <br/><br/>
50 meter conversions are more tricky. Going straight into Thor is fine but Fenrir offers better damage. High elevation opponents can be hit with {{clr|2|d.6B}} to lower them. Hitting an opponent with a high {{clr|4|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. <br/>
50 meter conversions are more tricky. Going straight into Thor is fine but Fenrir offers better damage. High elevation opponents can be hit with {{clr|B|d.6B}} to lower them. Hitting an opponent with a high {{clr|D|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. <br/>


===Overdrive===
===Overdrive===
Note that only the first Drive move in a Drive string is Overdrive cancellable!
Note that only the first Drive move in a Drive string is Overdrive cancellable!
* {{clr|3|5C}} > {{clr|4|5D}} combos now, making it much easier to get damage without a crouch confirm.
* {{clr|C|5C}} > {{clr|D|5D}} combos now, making it much easier to get damage without a crouch confirm.
* {{clr|4|d.623D}} can be followed up on in midscreen with a running {{clr|3|6C}} or a lazy {{clr|4|5D}}. Can now be picked up in the corner with {{clr|4|5D}}.
* {{clr|D|d.623D}} can be followed up on in midscreen with a running {{clr|C|6C}} or a lazy {{clr|D|5D}}. Can now be picked up in the corner with {{clr|D|5D}}.
* {{clr|4|d.236D}} has multiple hits, allowing for it to be picked up in the corner with a fairly lenient microdash {{clr|3|6C}}.
* {{clr|D|d.236D}} has multiple hits, allowing for it to be picked up in the corner with a fairly lenient microdash {{clr|C|6C}}.
* {{clr|4|d.214D}} will wall bounce allowing for easy combo extensions when corner carry is prioritized.
* {{clr|D|d.214D}} will wall bounce allowing for easy combo extensions when corner carry is prioritized.
* {{clr|4|d.214D}} will combo into {{clr|2|2B}} or other normals with similar speed on grounded targets, allowing for (albeit reactable) left/right mixups and resets.
* {{clr|D|d.214D}} will combo into {{clr|B|2B}} or other normals with similar speed on grounded targets, allowing for (albeit reactable) left/right mixups and resets.


==Video Examples==
==Video Examples==
Line 357: Line 460:


==Navigation==
==Navigation==
<center>{{Character Label|BBCF|Noel Vermillion|42px|BBCF_Noel_Icon.png}}</center>
<center>{{Character Label|BBCF|Noel Vermillion|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{BBCF/CharacterLinks}}
{{#lst:BBCF/Navigation}}
{{BBCF/Navigation}}

Latest revision as of 02:14, 14 December 2023

 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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / 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 =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.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 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.

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 > 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.

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 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

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 [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 > 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 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
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

Midscreen StandingDecent for pressure and main hitconfirm.
Medium

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.

CrouchingWorks everywhere and on everyone.
Easy

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

Universal Low Juggle EnderFor when Noel hits them low to the ground.
Easy

... > 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.

Universal Low Juggle EnderFor when Noel hits them high above the ground.
Easy

... > 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


Navigation

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