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=====With Assists===== | =====With Assists===== | ||
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 | |||||||||
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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
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •