What’s the ideal no. of reps for 6C? Only doing it twice now.
From my experience (Don’t take it as factual, I just started like most of you >_<) is that the ideal 6C reps is dependent on the spacing and height level of the opponent. Basically, I stop the loop as soon as I see the person be at the height level where the 5D would connect, which is somewhere between her chest to her hips.
For instance, if you land a 6A launcher, it would launch the enemy higher than say a 22C attack, thus you get an additional loop.
And damn that 22C loop combo XD Pretty interesting because if it looks like I’m doing it right, but 6C can be canceled into 22C, which I was not expecting at all XD At first I was canceling the 6C with a throw whiff, THEN doing 22C, going to myself “How the hell do you connect that second part of the combo? >_<”
Heh. Been doing 2 times for a long while now. Started playing BB like 3 months ago for once a week. Hard to get the habit out of my hands of doing only 2 6Cs before pressing 5D. So more of asking if I should learn to do 3 reps instead of 2 since I think 22C > 2x 6C BC is floating the opponent too high.
Many times when I play Noel I find myself focusing more on the other character. Sometimes I don’t even watch Noel, because all my focus is on how the opponent’s body is falling etc…it really helps with the timing of dashing between the 6C loops and landing her Bloom Trigger BnB.
It sort of depends on the # of hits prior to the 22C ? dash ? 6c, the spacing and height from you and the opponent, and if you plan on doing your drive pattern or air string afterwards.
I’m not very good at repping the 6C > BC loop past 2 or 3 (when I do, I get too carried away on just doing the loop, forgetting about the drive finisher) and even then I manage to fuck up a lot during matches. So most of the time I simply go straight to the drive juggle after the first 6C.
I apologize for the total noob question, but what exactly are considered Noel’s BnBs? There’s a lot of good info in the links included in the first post here, but the massive wall of combos on each page are sort of overwhelming and I’m not even sure where to start. Obviously her 6C loop is important, but what else is actually considered BnB?
I’ve been playing a lot of Noel today, I think she will be my main. I have 2 problems though.
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Doing the 6C to BC combo. I can’t seem to dash out after the throw misses. It could just be me trying to get use to playing on a stick for the first time. Any help will be great.
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After you do 28D to launch them in the air, I am having problems juggling. Either my jump is to low or to late. I can do the air juggle after 3A or 2B 6C, but not 28D, What am I doing wrong?
My favorite combos so far is 5D, 5C, 6C, 214A, 2B, 6C, j.C, 236C and 5A, 6A, j.A, B, j.B, C, 236C.
1st: The best I can tell you is to keep practicing. Try to to think of it as 6C > BC > 66C.
2nd: When you’re the opponent is in the corner you can go directly into 6C loop into air string. When out of corner I happen to RC the 28D and then do 6C loop into air string.
If you’re doing it late in a combo ( such as after drive pattern ) then they will tech before you can combo them. Unless you RC, but with damage scaling it’s not worth it.
Her BnB’s basically go as the following:
Launcher > Loop > Air Juggle
Launchers include-
6B > 3C > 22C > …
5A > 6A > …
Anti-Air 6C > BC > …
Loops include -
… [66C > BC] x n > 6C …
… 66C > BC > 6C > 22C > 66C > BC > 6C > 22C …
Juggles include -
… j.A > j.B > jc > j.B > j.C > 236C (Start with j.B > j.C … if combo is too long)
… 5D > 6B > 5C > 6B > 5C > 236D
… 2D > 28D > j.B > j.C > 236C (Not totally sure if you can get a j.A > j.B in here, I usually go with the safe route and do the last part of the juggle)
There are more options when you add character specific combos, but these should be BnB’s for all the characters.
I hope I’m not missing anything.
NOTE: After 22C, the only available air juggle is j.B > jc > j.BC > j.236C (Thanks to HeartNana for that combo >:3)
SECOND NOTE: Loops are optional, you can bypass the loop by doing a single 6C and canceling from there, depending on character spacing of course. It’s late, so I’m too lazy to check if all the options can go from launcher to juggle, but they should
EDIT:
A good BnB string to remember is 2A > 2B > 5B > 5C.
The string could lead to a bunch of high low mix-ups. These are the four options I use with the string:
- After 5B, cancel into a 6B overhead then combo with 3C > 22C… etc.
- After 5C, you can get an extra 2 hit combo with 2C.
- After 5C, 236236D into your distortion.
- During the string, get a throw.
And for AshuraSenku:
For one of your favorite combos, you can extend it a tiny bit by adding a 6C before you jump. Cancel the 6A with a 6C, then jump cancel to your aerial from there.
Maybe you can help me…I’m having a huge issues with that damn combo (5D > 6B > 5C > 6B > 5C > 236D)
For some reason, the second 6B always whiff due to the opponent being to high in the air. I’ve tried so many different things and still can’t figure out what the hell I’m doing wrong here. It’s literally driving me fucking crazy.
My problem with that part of the combo is the opponent air teching before the 2nd 6B XD
Either way, try delaying the 6B a tiny bit. If not, try delaying the 5C before a tiny bit. The drive portion of the combo will seem relatively slow compared to the rest of the combo (I usually find myself mashing for the 6B > BC loop, then the sudden change of pace XD), so it may be timing.
Hopefully that solves the problem.
Thank you so much!
lol, so i finally got! The timing is hella slow compared to some of her other stuff. Now i have to get past the occasional whiff of the first 6B and then i can finally move up. (I’m stubborn, when im stump on something, i usually refuse to move on to something else.)
Like a few people here, I am also having trouble doing the 6C loop. I can get it maybe wice but what is killing me is the constant dashing in between. Corners though I don’t have issues.
So I decided outside of coners just to do it once right after 22C and go straight into 5D > 6B> etc. I mean it’s more important to keep the combo going right? Hopefully I can get it eventually but it is just frusturating seeing people people pull it off with ease lol.
Good look Noel players!
If you’re having trouble dashing, just buffer it after you press the first B+C a bit. Then, when you tap forward the second time, just go to 6C near simultaneously. You’ll still get good distance on the dash, it just takes some getting used to. Make sure when you’re dashing you’re going to neutral before you tap forward again, and so on. Best way to look at it is with input display and see what’s wrong there. Also, keep in mind that every time you dash…you can’t do as many of the 6C loops as you would if you didn’t dash (the corner).
On the other hand, I find it pretty hard to time 214+A after throws. Online, I just have to straight mash on it to get it to true combo. Is there any trick to this? I’ve been practicing for a while and every time I try to place it at similar spots…I’m not as consistent as I want to be.
What I do is do 214A as soon as the first hit of her back throw connects. I noticed everytime I tried to buffer it I just did the normal throw so instead I immediately canel it. Have been able to do it everytime offline. Online it’s weird because of the input delay, so I just do 63214A.
Edit: Anyone try to do Noel’s “empty jump in” Flash Kick? Reason for the quotation is because you’re really doing J.D super low to the point it doesn’t come out, but you’re still considered in drive. I tried it for a while and only have be able to pull it off twice. :bluu:
Back throw you say? Good to know, I’ve been trying to find a rhythm with the forward one. I’ll try it out, thanks for the help.
edit: Very nice! It works, confirming the 1 hit is much more consistent. Definitely using back throws from now on ^_^.
Nice. I tried it and it works. it then gives me a few more options. Once 6c hits I can either do the air juggle or go try the BC 66c combo, which I still have problems doing.
I find it helps to do the first 6B immediately after you input 5D - no delay. If I do whiff (either by going under them during 5D or the first 6B failing to connect,) it’s usually when I connect the 3C fairly deep. I found that practicing this combo at maximum range (nearly a half screen length away) helped give me a feel for how long I have between the 22C and 66C before they can tech; so when I land the 3C really close, I just delay that 66C a little bit. Then the 5D->6B never whiffs.
Thanks for the BNB lists Quintessent and HeartNana! The combo lists on Zetaboards and DL (and the character-specific caveats alongside them) are really overwhelming so it’s very helpful that you guys have posted some universal/stable BNBs.