Noel Vermillion Combos - BBCSE

Описание к видео Noel Vermillion Combos - BBCSE

Taking a trip back to vintage Noel with this combo video for her CSE revision. She had some pretty nasty corner damage back then, and built tons of meter in her combos (both with and without SMP loops). See further down in the description for notations and notes. I hope you enjoy!

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TIMESTAMPS

0:00 - Title

Midscreen
0:04 - (5A standing) 5A 5A 5A 6A 6C(1) 6D 236A slide-6C(1) j.D d.6B d.6C d.5B d.5C d.236D
0:15 - (2B standing) 2B 6A 6C(1) 6D 236A slide-6C(1) j.D d.6B d.6C d.5D d.5C d.236D
0:27 - (far 5A standing) 5A 2B 6A 5B sjc j.C j.D d.6D d.5C d.6C d.5C d.236D
0:39 - (2A crouching) 2A 2A 2A 2C 3C 22[B]~C~66 6C(1) 236A slide-6C(1) j.D d.6B d.6C d.5B d.5C d.236D
0:53 - (throw sideswitch) Throw xx 214A 2B 6C(1) 22[B]~C~66 slide-6C(1) 236A slide-6C(1) j.D d.6B d.6C d.5B d.5C d.236D
1:07 - (throw keep side) Throw xx 214A 2B 6C(1) 22[B]~C~66 slide-6C(1) 236A slide-6C(1) sjc j.D d.6B d.6C d.5B d.5C d.236D
1:20 - (near corner 5A standing) 5A 5A 6A 6C(1) 6D d.4D dl d.214D dash 6C(2) 6C(1) 236A 6C(1) j.D d.6D d.5B d.6B d.5C d.236D
1:36 - (near corner 2B standing) 2B 6A 6C(1) 6D d.4D dl d.214D dash 6C(1) dl 4D dl d.236D slide-6C(2) 6C(1) 236A 6C(1) j.D d.6D d.5B d.6B d.5C d.236D
1:52 - (near corner 6B overhead) 6B 6C(1) 2C 3C 22[B]~C~66 6C(1) 6D d.4D dl d.214D 6C(2) 6C(1) 236A 6C(1) j.D d.6D d.5B d.6B d.5C d.236D
2:09 - (near corner 5A crouching) 5A 2B 2C 3C 22[B]~C~66 6C(1) 6D d.4D dl d.214D 6C(2) 6C(1) 236A slide-6C(1) j.D j.6D d.5B d.6B d.5C d.236D
2:26 - (near corner 2B crouching) 2B 2C 3C 22[B]~C~66 6C(1) 6D d.4D dl d.214D 6C(2) 6C(1) 4D dl d.236D slide-6C(1) 236A slide-6C(1) j.D d.6D d.5B d.6B d.5C d.236D
2:44 - (near corner 5B crouching) 5B 2C 3C 22[B]~C~66 6C(1) 6D d.4D d.5A(w) d.5C d.6C d.214D 6C(2) 6C(1) 236A 6C(1) j.D d.6D d.5B d.6B d.5C d.236D
3:02 - (sideswitch) 5A 2B 6A 5B sjc j.C j.D d.6B d.6C d.5B d.5C d.236D
3:15 - (near corner sideswitch) 5A 6A 6C(1) sjc j.C j.D d.6D d.5C d.6C d.214D dash 6C(2) 6C(1) 236A 6C(1) j.D

Corner
3:32 - (corner BnB standing) 5A 6A 6C(2) slide-6C(1) dl 4D d.6C d.214D 44 6C(1) 5D d.4D dl d.236D slide-6C(1) 236A slide-6C(1) j.D d.6D d.5B d.6B d.5C d.236D
3:52 - (corner BnB crouching) 5A 2B 2C 3C 22[B]~C~66 slide-6C(1) dl 4D d.6C d.214D 44 6C(2) 6C(1) 236A slide-6C(1) j.D d.6D d.5B d.6B d.5C d.236D
4:12 - (5B crouching) 5B 2C 3C 22[B]~C~66 slide-6C(1) dl 4D d.6C d.214D 44 6C(1) 5D d.4D dl d.236D slide-6C(2) 6C(1) 236A slide-6C(1) j.D d.6D d.5B d.6B d.5C d.236D
4:34 - (6B overhead) 6B 6C(1) 2C 3C 22[B]~C~66 slide-6C(1) dl 4D d.6C d.214D 44 6C(2) 6C(1) 236A slide-6C(1) j.D d.6D d.5B d.6B d.5C d.236D
4:54 - (throw) Throw 22[B]~C~66 slide-6C(1) dl 4D d.6C d.214D 44 6C(2) 6C(1) 236A slide-6C(1) j.D d.6D d.5B d.6B d.5C d.236D

Counter hit confirms
5:11 - (near corner 5B CH) 5B 3C 22[B]~C~66 6C(1) 6D d.4D d.5A(w) d.5C d.6C d.214D 6C(2) 6C(1) dl 4D dl d.236D slide-6C(1) 236A 6C(1) j.D d.6D d.5B d.6B d.5C d.236D
5:30 - (sideswitch 4D fatal 6C loop) 4D d.6A d.6C d.214D dash 6C(1) j.D d.4D dl d.236D microwalk 6C(1) 22[B]~C~66 6C(1) 236A { 6C(2) }x6 6C(1) j.D
5:54 - (corner 4D fatal 6C loop) 4D d.6C d.6D d.6B d.214D 6C(1) j.D d.4D dl d.236D microwalk 6C(1) 22[B]~C~66 6C(1) 236A { 6C(2) }x6-10 ... (6 reps shown; 10 is possible but difficult)
6:19 - (corner 4D fatal 6C loop #2) 4D d.6A d.6C d.2D d.623D 6C(1) j.D d.4D d.214D 44 6C(1) 22[B](whiff 1st hit)~C~66 6C(1) 236A { 6C(2) }x6 6C(1) j.D
6:45 - (corner 4D fatal 6C loop metered ender) 4D d.6C d.2D d.623D 6C(1) j.D d.4D d.214D 44 slight dl 6C(1) 22[B]~C~66 6C(1) 236A { 6C(2) }x6 6C(1) j.D d.6B 632146D
7:14 - (corner 4D fatal style combo) 4D d.6C d.6D d.6B d.214D 6C(1) j.D d.4D dl d.236D 6C(2) slide-6C(1) 236A { 6C(1) 22B }x9 slide-6C(1) 632146D


NOTES
- slide-6C means to do a microdash 6C, but inputting it as 6 6+C (hit C at the same time as second 6) so that the 6C comes out right after the microdash.
- the far confirms are for situations where you are too far for 6C(1) to connect after 6A. So instead, you go into superjump j.C j.D.
- for midscreen d.6D after j.D, the d.6D is input as if you were on the side from where you initially jumped.
- the last 5 combos make use of something known as the "SMP glitch". The SMP glitch triggers when you have done in the same combo 10 different moves that have SMP. The 11th move with SMP done in that combo will not undergo the SMP penalty, allowing for things like 6C loops or (impractically) 22B loops that resemble Haida loops from earlier games. Noel is pretty much the only character in CSE that has extremely practical use for the SMP glitch.

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Outro song is an excerpt from:
"Opaque" by: halfsleep --    • Opaque  

BlazBlue Continuum Shift Extend PC Version #BBCSE #BlazBlue #NoelVermillion

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