Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 5B > 5C > 236C | Anywhere | 1404 | 10 | All | Beginner | Bread and Butter combo. Your most reliable combo. Sometimes, this is all you can really get on an awkward hit. | |
2A > 5B > 5C > 3C > 22C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D | Anywhere | 2674 | 19 | All | Easy | Basic crouching combo. | |
2A > 5B > 5C > 3C > 22C > dc > 6C(1) > 22B~C > 66C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Anywhere | 2745 | 19 | All | Easy | Slightly optimized crouching variant. Instead of doing the microdash, you can dash cancel instead to side switch. | |
2A > 5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.6A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 2536 | 18 | All | Easy | An easy combo that will work for your pokes at practically every range. Gives strong corner carry. Replace d.6A with d.5A to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual. | |
2A > 5B > 6A > 5D > d.5B > d.214D > 66C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Midscreen | 2671 | 19 | All | Easy | Round start or closer to corner carry combo. This only works if you end up close enough to take advantage of d.214D's sliding knockdown. | |
2A > 5B > 5C > 236C > 665B > 5C > sjc > j.B > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3000 | 21 | All | Medium | Your basic corner combo that works from any starter and nearly all ranges. The microdash 5B is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. | |
2A > 5B > 5C > 3C > 22C > dc > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3015 | 21 | All | Easy | The basic crouching corner combo. | |
2A > 5B > 5C > 3C > 22C > dc > 5B > 5C > jc > j.C(1) > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3263 | 23 | All | Easy | The standard crouching corner combo. |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Introductory Combos
Below are a list of combos that are meant to teach new Noel players the basics of her combo structure. Damage optimization is not the concern here and the goal is to secure the knockdown. These combos work on all opponents without regard for specifics such as crouching, standing, and so on. They should act as a good fallback and starting point for random hits.
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 5B > 5C > 236C | Anywhere | 1404 | 10 | All | Beginner | Bread and Butter combo. Your most reliable combo. Sometimes, this is all you can really get on an awkward hit. | |
2A > 5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.6A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 2536 | 18 | All | Easy | An easy combo that will work for your pokes at practically every range. Gives strong corner carry. Replace d.6A with d.5A to gain the ability to side switch. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual. | |
6B > 5D > d.6A > d.6B > d.6D > 22B~C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D | Midscreen | 3047 | 21 | All | Easy | The standard overhead combo midscreen. | |
2A > 5B > 5C > 236C > 665B > 5C > sjc > j.B > j.2C > air dash > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3000 | 21 | All | Medium | Your basic corner combo that works from any starter and nearly all ranges. The microdash 5B is not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. | |
6B > 5D > d.6A > d.6B > d.4D > d.6D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3618 | 25 | All | Easy | The standard overhead combo in the corner. | |
5/4B+C > 214A > 2B > 6C(1) > 5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Anywhere | 2836 | 20 | All | Easy | Standard throw combo. Works from anywhere. You need to press 214A as soon as the throw animation starts the first hit. | |
5B+C > j.D > d.4D > d.6D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3338 | 23 | All | Easy | Basic corner throw combo. You can hold up after the throw to help time the j.D |
Meterless Combos
5A/2A Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 5B > 6A > 5D > d.5C > d.5A > d.5B(1) > 236A > dc > 662A > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 2445 | 17 | All but Lambda, Makoto, Naoto, Nine, Nu, Platinum, Relius, Valkenhayn | Medium | Useful combo for when you want more carry. Does not work on certain characters because d.5B hits twice, prorating harder. | |
2A > 5B > 6A > 5D > d.5C > d.5A > d.5B(1) > 236A > dc > 662B > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 2520 | 18 | All but Lambda, Makoto, Mu, Naoto, Nine, Nu, Platinum, Relius, Valkenhayn | Medium | Stronger variant of the above combo. Same issues as before, but due to Mu's floating hurtbox, 2B does not reach. | |
2A > 5B > 6A > 5D > d.5B > d.214D > 665C > sjc > j.C(1) > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Midscreen | 2854 | 20 | All | Medium | Optimized variant of the round start or closer to corner combo. | |
2A > 5B > 6A > 5D > d.5C > d.5A > d.5B > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.4D > d.2D > d.5B > d.4D > d.236D | Midscreen | 2928 | 20 | All | Medium | Near corner combo if you want to optimize damage. Should only be done if you're confident that you will reach the corner by the first d.2D. | |
2A > 5B > 5C > 22C > dc > 6C(1) > 5D > d.5B > d.214D > 66C > sjc > j.2C > delay j.D > d.4D > d.2D > d.5B > d.4D > d.236D | Midscreen | 3212 | 23 | All | Medium | Crouching variant of the round start or closer to corner combo. If you want to get revolver blast knockdown, end the combo earlier on the d.2D. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 5B > 5C > 3C > 22C > 6C(1) > delay 2C > 5C > sjc > j.C(1) > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3423 | 25 | All* | Very Hard | Crouching only. Due to the adjustments in delays required to correctly juggle certain character hurtboxes, this combo becomes unstable on Amane, Bullet, Platinum, Relius, and Valkenhayn due to the combo timer. | |
2A > 5B > 5C > sjc > j.2C > j.D > d.4D > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C | Corner | 3615 | 25 | All* | Very Hard | Standing only or point blank with a large crouching hurtbox. If they are crouching, do a regular jc instead of a sjc. The characters that this work on while crouching is: Ragna, Jin, Noel, Taokaka, Tager, Bang, Carl, Hakumen, Valkenhayn, Relius, Amane, Bullet, Terumi, Susanoo, Jubei. |
5B/2B Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5B > 5C > 3C > 22C > dc > 6C(1) > 5D > d.5A > d.5D > d.5A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Anywhere | 3596 | 25 | All | Easy | Crouching only. 5B as a starter allows us to fit more drive juggles into the combo. This also carries from corner to corner. | |
5B > 5C > 2C > 3C > 22C > dc > 6C(1) > 5D > d.5A > 22C > dc > 6C(1) > delay 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Anywhere | 3726 | 26 | All | Easy | Crouching only. An optimization of the above combo when you fit in a 2C before 3C. You will have to end the first drive juggle early to fit in the added 2C. You trade more damage for slightly less corner carry than above. | |
CH 5B > 5D > d.6B > d.5C > d.6C > d.6D > 22C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D | Midscreen | 3720 | 26 | All | Medium | Counter hit combo for 5B. The added hitstun allows you to connect with 5D and force them into crouch state with d.6B. Not difficult execution wise but difficult to hitconfirm with a poke. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5B > 6A > 5D > d.5C > d.5A > d.5B > 236A > dc > 662A > 6C(1) > 5D > d.5C > d.5C > d.6B > d.2D > d.236D | Midscreen | 2992 | 20 | All | Medium | Thanks to 5B, the earlier issues with proration does not affect this route and character specific issues are only tied to how deep you need to microdash. Despite this, it is still recommended to do the d.5A(w) route as it is easier and does more damage for slightly less carry. | |
5B > 6A > 5D > d.5C > d.5A > d.5B > 236A > dc > 662B > 6C(1) > 5D > d.5C > d.5C > d.6B > d.2D > d.236D | Midscreen | 3017 | 21 | All | Medium | Stronger variation of the above combo. Works even on Mu. | |
5B > 6A > sjc > j.C(1) > j.D > d.6C > d.2D > d.5A > d.5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 3429 | 24 | All* | Medium | 5B burst bait variation. To fill character specifics | |
5B > 6A > 5D > delay d.5B > d.5A(w) > d.6D > d.5B > d.214D > 665C > sjc > j.C(1) > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Midscreen | 3525 | 25 | All | Medium | 5B lets us convert the standard 5A combo into a midscreen to corner carry combo for added damage. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual. | |
5B > 6A > 5D > delay d.5B > d.5A(w) > d.2D > d.5B > d.214D > 665C > sjc > j.C(1) > j.2C > j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Midscreen | 3659 | 26 | All | Medium | Optimized variant of the above combo. For Kokonoe, Platinum, Nine, and Tsubaki, you will want to delay the d.5B more than usual. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5B > 5C > 3C > 22C > 6C(1) > delay 2C > 5C > jc > j.C(1) > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 4148 | 29 | All | Hard | Since we are using 5B, we have a significantly longer combo timer so this combo is actually reasonably practical to do. | |
5B > 5C > 3C > 22C > dc > 6C > jc > j.2C > dlc d.5B > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5B > d.4D > d.2D > j.214C > j.2C | Corner | 4165 | 29 | Probably not universal* | Very Hard | Crouching only. Pushes the damage using dlc d.5B to add more damage. Everything up to the second 6C must be done as fast as possible else you risk dropping due to the combo timer. Some characters will make this more strict due to the micro delays required to get the first j.2C to connect. (Currently known delay issues: Litchi) | |
5B > 5C > sjc > j.2C > j.D > d.4D > d.6C > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C | Corner | 4604 | 32 | All | Very Hard | Standing only or point blank with a large crouching hurtbox. If they are crouching, do a regular jc instead of a sjc. The characters that this work on while crouching is: Ragna, Jin, Noel, Taokaka, Tager, Bang, Carl, Hakumen, Valkenhayn, Relius, Amane, Bullet, Terumi, Susanoo, Jubei. |
5C/2C Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 5C > 6B > 5D > d.5C > d.6C > d.6D > d.4D > 236A > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D | Midscreen | 4408 | 31 | All* | Easy | To be filled |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 5C > 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B > 5C > sjc > j.B > j.C > j.B > jc > j.C > j.214C > j.2C | Midscreen | 5452 | 39 | Jin | Medium | Jin only. To be filled | |
CH 5C > 6D > d.4D > d.6C > d.6B > d.2D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 4653 | 33 | All* | Easy | To be filled. Test | |
CH 5C > 6D > d.4D > d.6C > d.2D > d.6B > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 4710 | 33 | All but Izayoi | Easy | To be filled |
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 | 3047 | 21 | All | Easy | The standard overhead combo midscreen. | |
6B > 5D > d.5C > d.6A > d.6B > d.6D > 22B~C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D | Midscreen | 3135 | 22 | All but Hakumen | Easy | Minor optimization for an additional 100 damage that works on everyone but Hakumen. | |
6B > 5D > d.6A > d.6B > d.6D > d.5A > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 3158 | 22 | All | Easy | Variant used to switch sides. Hold 6 after the dash cancel then press 4C (This should give you 6C) once you're on the other side. | |
6B > 5D > d.5C > d.6A > d.5B > d.214D > 66C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Midscreen | 3287 | 23 | All | Easy | Round start or closer to corner carry combo. | |
6B > 5D > d.6A > d.6B > d.4D > d.6D > d.623D > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3618 | 25 | All | Easy | The standard overhead combo in the corner. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6B > 5D > d.5C > d.6A > d.5B > d.214D > 66A > sjc > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Midscreen | 3292 | 23 | All | Easy | Round start or closer to corner carry combo. The benefit of using this route over the one below is that 6A is useful for stability and is more lenient due to the longer horizontal range. | |
6B > 5D > d.5C > d.6A > d.5B > d.214D > 66C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C | Midscreen | 3363 | 23 | All | Hard | Optimized variant using 6C > sjc > j.2C routing. Remember to adjust for character specific delays. | |
6B > 5D > d.6A > d.6B > d.4D > d.2D > d.623D > 6C > sjc > j.2C > delay j.D > d.5D > d.5B > d.4D > d.2D > j.214C > j.2C | Corner | 3738 | 26 | All | Hard | Optimized variant using 6C > sjc > j.2C routing. Remember to adjust for character specific delays. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6B > 3C > 22C > 6C(1) > delay 2C > 5C > sjc > j.C(1) > j.2C > delay j.D > d.4D > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3804 | 27 | All | Hard | Not particularly difficult, but there are many character specific delays to get the right height for j.2C > delay j.D to connect. Generally more difficult for the reason of hitconfirming 6B into 3C. |
d.6B Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
d.6B > d.5C > d.6C > d.6D > 22C > dc > 6C(1) > 5D > d.5A > d.6A > d.5C > d.5A > d.236D | Midscreen | 2944 | 21 | All | Easy | The standard dlc d.6B midscreen combo. | |
d.6B > d.5C > d.6C > d.2D > d.623D > 5/2A > 6C(1) > 5D > d.5B > d.2D > d.5B > d.2D > j.214C > j.2C | Corner | 3290 | 23 | All | Easy | The standard dlc d.6B corner combo. |
Anti-air Combos
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6A > sjc > j.C(1) > j.D > d.6C > d.2D > d.5A > d.5D > 22C > dc > 6C(1) > 5D > d.5C > d.6A > d.5C > d.5A > d.236D | Midscreen | 3214 | 23 | All* | Easy | Standard AA combo. To fill character specifics |
Midscreen
j.C > 5B > 5C > 3C > 22C |> dash 6C (1) > 5D > d.6A > 22C > dash 6C (1) > 5D > d.5C > d.6A > d.5B > d.2D > j.236C > j.2C
- Video Example
- Damage: 2736
- Requires: Crouching Confirm
- Notes:
- Jump in combo from j.C
d.6D > d.6C > d.2D > 22BC > dc 6C (1) > 5D > d.6A > d.5C > d.6A > d.5C > 22B
- Video Example
- Damage: 3037
- Notes:
- Standard combo from opening someone up low during a drive blockstring
5B > 5C > ODC > dash 5B > 5D > d.6A > d.5B > d.214D > dash 6C (1) > 5D > d.6B > d.2D > d.5B > d.2D > j.236C > j.2C
- Video Example
- Damage: 3826
- Requires: Burst
- Notes:
- A good combo to turn a normal 5B poke into a much bigger combo. You'll need a burst for the Overdrive Cancel but the combo gives great damage and corner carry, allowing you to pull ahead pretty early in the round.
Corner
2B > 2C > 5C > 236C |> microdash 5B > 5C > jc j.B > j.2C |> air dash j.2C > j.D > d.4D > d.2D > d.6B > d.2D > j.236C > j.2C
- Video Example
- Damage: 3560
- Notes:
- Standard combo from opening someone up low with 2B
2B > 5B > 5C > tk Thor > dash 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C
- Video Example
- Damage: 3960
- Requires: 50 meter
- Notes:
- Variation of the above combo that uses tk Thor for a different combo route that gives a bit more damage
Throw > tk j.D > d.4D > d.2D > d.623D > 6C (1) > 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C
- Video Example
- Damage: 3356
- Notes:
- Standard throw combo
5B > 5C > OD > microdash 5B > 5D > d.623D |> 5D > d.236D |> 6C (1) > 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C
- Video Example
- Damage: 4776
- Requires: Burst
- Notes:
- Corner variation of the Overdrive combo from a 5B poke
2A > 5B > 5C > 5D > d.6A > d.6D > d.214D > dash 6C (1) > 5D > d.5B > d.2D > d.5B > d.2D > j.236C > j.2C
- Video Example
- Damage: 2994
- Requires: Burst, 50-59% Health, Back to the Corner
- 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 6A > 5D or a drive starter.
Generally speaking though, most midscreen combos can be thought of in terms of: Confirm > Drive Transition > Drive String > Linker > Drive Ender. Refer to the combo document linked above for Drive Strings and universal Drive Ender routes.
Examples of drive transitions include:
- 6A > 5D
- 6A > j.C > j.D
- 5C > 3C (crouching only)
Examples of linkers include:
- d.5B > 236A > dash cancel > 662A > 6C (1) > 5D > ender
- 22C > dash cancel > 6C (1) > 5D > ender
- 22BC > dash cancel > 6C (1) > 5D > ender
Midscreen, combo oki is rather inconsistent. The combo document above cashes out on max damage with Bloom Trigger. Any combo ender can end in d.5B > 236A to go into a neutral tech left/right mixup as covered here but that is fake. The best midscreen oki option is to use the following ender which can be followed up with 2A meaty or a 5C roll catch.
- d.5A > d.6A > d.6B > 236A > 66 > 22B (roll check)
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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State