|| Noel || Blonde and Loaded ( Not where it matters though ;_; )

5th and FINAL thread title change I SWEAR! :3

Did the combo counter change to black? If it didn’t you comboed it properly.

You can do the loop without a dash, but if you can dash between BC’s then you can do 4-5 reps before going into the Bloom Trigger combo. Also, sometimes, due to spacing, you have to dash on the first BC or else the second rep will miss. You kinda have to get a feel for when you have to dash, which takes experience.

Also, I go to UCR, and I’m looking for some BB’ers to have some sessions at my place this week. http://www.facebook.com/home.php#/mooyang?ref=profile get at me.

i’m trying to learn the following combo:

6B>6C>2C>3C>22C>6C>5D>6B>5C>6B>5C>236D

Anyway, I can get to the second rep of 6B>5C, and those two hits whiff. Any ideas on the timing of this? I’m not sure how big the window of input time is between 5C and 6B, but I can only assume I’m cancelling into 6B too early?

EDIT: To clarify, when 6B happens, opponent is too high, when 5C happens, opponent is grounded.

I had this problem too, you’re canceling the second 6B too early. Watch your opponent’s body, once it reaches your chest, then hit 6B.

There’s really no rush while doing the bloom trigger combo. Slow down a bit and you’ll be hitting it 100%.

Thanks, I’ll practice this when i come to tomorrow.

Would it work just as well to practice this juggle using 6A>6C>5D>6B>5C>6B>5C>236D, so that I can focus more on connecting the bloom trigger combo, and not linking it from the beginning of said combo? Because I have the latter half of the combo down pat, had it down before I looked at Noel’s combo list, one of my friends sent me that combo, and I practiced it. I just need to practice nailing the bloom trigger combo on juggle.

My problem is starting with the bloom trigger combo, i seem to hit 6b 2 early that it doesn’t start or i miss it completely. So i have to let D hit 1st before inputting 6b??

Take your time with the drive section of the combo. The 6C dc is the only thing that has really tight timing. Let the D hit, and then wait a half a sec, it does it for me.

"2A > 2B > 5B > 5C > 2C
2A > 2B > 5B > 5C > super

6B > 6C >2C > 3C > 22C
"

Well i’ve got these combos down to a point. The first two are interesting as I found you really only need to press each button once because if you press A twice you WILL jab twice :slight_smile:

I can also see how the 3rd combo could go into the 3C 22C loop. I could be wrong on this.

Good job on the title thread Brandino :lovin::tup: and who said blondes aren’t dangerous. I guess no one has met Noel Vermillion huh ? :lol: Question for my fellow Noel players, how much time you guys spend at the gun range (aka training mode. need to call training something fun sometimes :sweat:). I feel my execution when playing online matches isn’t on point so I’m spending more time trying to polish up my execution with Noel’s BNB and working my way up.

LOL Thanks and usually it’s nothing more than a 1 hour in training mode, just trying to get my execution up to my liking so I pull off whatever I need to do in a clutch spot . I practice guard break setups, 6C 66C loops, 22C loops, pretty much everything. I’m trying her 22BC loops on Rachel now and damn it’s a bitch.

I do training for about an hour too. Then I play ranked or player match and realize my opponent does not stand still like the training dummy, lol.

What setup do you guys use in training? Tech rolls on, block on, etc.?

I put block after first hit so I can see which combos link into each other.

Block after first hit, then random tech rolls.

^ need to try that when I get home today, I should have thought of that in the first place >.<

Bloom combos need to be done with opponent relatively close to the ground, same with gunshot combos but a little less lenient. Time the 5D so it hits when they’re near to the ground and everything else should connect fine (though mind you, the more you hit with 6C, the closer to the ground they have to be).

I’ve been wondering is repeating 6C in a combo really worth it? Maybe it’s because I tend to screw that up, but if one 6C will get the rest of the combo to hit do multiple repetitions do enough extra damage to justify the risk of breaking the combo as opposed to getting it out for sure?

I would argue that it is worth it especially when difficulty is taken into account as you can frequently get in at least two reps WITHOUT dashing and the extra damage is always worth it. As far as advanced stuff goes the 6C loop is pretty easy compared to links, FADCs/FRCs, wavedashes and the like.

This is not to say that I don’t have trouble with it either (my problem is that I try to rush the inputs and the next 6C fails to come out…there is a rhythm to it…its not one that you just mash out as fast as possible) but I would suggest going for AT LEAST 2 reps in any given combo involving 6C…if you can get that down the 3rd and 4th reps (etc.) will come in time

Pretty much this.

Although I won’t lie, I do drop my combos and shred a rep off and go for the airstring if I feel like they’re too far away or I’m fighting someone I don’t feel comfortable looping (Carl, Bang, Arakune).

You want to get as much damage possible, what is there to think about!

In all my years of playing fgs, both casually and competitively, I’ve NEVER played a character THIS FUCKING EASY!

Just thought I’d point that out.

… Fuck this char!

lemme guess…someone you consider to be less than you kicked your ass…alot :crybaby:

quit your bitching and gtfo