BBTag/Noel Vermillion/Combos: Difference between revisions

From Dustloop Wiki
Line 66: Line 66:


=====With Assists=====
=====With Assists=====
<br clear=all/>
2A > 5AAA > 2C > 214[B] > Assist > dash 5A > 5D > d.AAAA > Bloom Trigger (anywhere on screen)  
2A > 5AAA > 2C > 214[B] > Assist > dash 5A > 5D > d.AAAA > Bloom Trigger (anywhere on screen)  



Revision as of 03:13, 22 May 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6A becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Midscreen

Solo

2A > 5AAAA 3.5k

2A > 5AAA > 2C > 214[B] 3.7k

5B > d.AA > 214A > 2A > 5A > 5D > d.C > 4A > 5A > 5B > d.AAAA > Bloom Trigger (standing only)

5B/4B/2B/j.B > d.AAA > d.C > 4A > 5A > 5D > d.AAAA > Bloom Trigger

4B > d.AA > 214A > 2A > 5A > 5D > d.C > 4A > 5A > 5B > d.AAAA > Bloom Trigger (crouching ok)

j.A > land 5AAAA

j.A > j.B (ground whiff cancel) > d.AA > d.C > 4A > 5A > d.AAAA > Bloom Trigger 4.4k

Anti air 5A > j.AA > dj.AA > j.C > Thor or j.CC

Anti air 5A > 5B/2B > d.AA > d.5C > 4A > 5A > 5B > d.AAAA > Bloom Trigger

214A > 2A > 5A > 5D > d.B > d.C > 4A > 5A > 5B > d.AAAA > Bloom Trigger

Throw > 214A > 2A > 5A > 5D > d.B > d.C > 4A > 5A > 5B > d.AAAA > Bloom Trigger

With Assists

2A > 5AAA > 2C > 214[B] > Assist > dash 5A > 5D > d.AAAA > Bloom Trigger (anywhere on screen)

5AAA > 2C > 214[B] > Assist > dash 5A > 5D > d.B > d.2B > d.C > 4A > 5A > 5B > d.AAAA > Bloom Trigger

Corner

Solo

5B > d.C > d.2B > d.C > 236A > 4A > 5A > 5B > d.5B > d.2B > d.C > 236A > Fenrir 6.6k

With Assists

Anti Air 5A > j.AA > dj.AA > j.CC > Assist > land 5A > j.AA > dj.AA > j.CC

Combo Theory


Noel's solo combo theory is severely stripped down in BBTAG. She has very few ways to combo her A normals into B normals. This makes her very assist reliant to transition into her chain revolver combos.

Her basic combo theory is simply: A normals > Assist > Chain Revolver Sequence

Certain confirms without an assist allow comboing into Chain Revolver namely:

5A Grounded Counter Hit > 5B 5A (airborne opponent) > 5B/2B 5AAA (airborne opponent) > 2B Throw > 214A > 2A > 5A > 5B/2B j.A > j.B (whiff cancel) > d.A > etc

Her damage output from a B starter is comparatively much better.

While in chain revolver Noel has many ways to extend her own combos without an assist. d.C creates a ground bounce which allows for meterless and metered extensions. It's usually best to lift your opponent off the ground before doing a d.C to make it easier to link off of it. Ex. d.2B > d.C will give an optimal height for the ground bounce.

5B/4B/d.AA > 214A (standing except for 4B which forces standing) d.C > 4A > 5A (anywhere on screen) d.C > 214C (best for side swapping) d.C > 236A > 4A (corner)

Video Examples


https://www.youtube.com/watch?v=KHqF1oNfmkI&feature=youtu.be

External Documents and References