Tough Love Arena/Noodle/Combos
Under Construction
|
Abbreviation | Meaning |
---|---|
AA | Anti air starter |
> | Link |
5LH | Cancel (Light cancels into Heavy in this case) |
DAC | Delayed Attack Cancel |
(Number) | Indicates what part of a multi hit move hits. Omitted if every hit of a multi hit move hits. |
[Text] | Indicates that multiple variations can end the specific combo covered |
Bold Text | Meaty Attack |
Beginner Combos
Some basic combos that are useful to know if Noodle’s advanced are too hard.
5HHHS
A solid ground combo to use off of a 5H opener
5L6HS
Solid ground combo off of a 5L opener.
AA 5L(1) > 5HHHS
Easy 5L anti air combo.
5HH > RC > 5HHHS
Solid Rapid Cancel conversion off of a 5H opener.
4S > RC > 6S > 5HHHS
Solid Rapid Cancel conversion off of Noodle’s reversal.
Combo Primer
Common Openers
- 5L is an easy move to hit confirm from and is advantageous on block.
- AA 5L is a very reliable anti air that can lead to solid damage for Noodle.
- 5H is a bit hard to hit confirm but is often the move Noodle uses the most in neutral.
- 4S is very easy to hit confirm from, has the same follow ups regardless of whether it is used to anti air or if it was used as a reversal, and can lead to loads of damage depending on Noodle’s positioning.
5L/AA 5L Opener
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
137 |
200 |
Anywhere |
Noodle's most common combo off of Slap. |
|
220 |
-450 |
Anywhere |
A good metered Slap conversion, especially in the corner. |
|
172 |
At least 350 |
Anywhere |
A solid anti air combo. Will work if Slap trades with Jump attack |
|
198 |
At least 450 |
Anywhere |
A better anti air conversion to use if Noodle is closer to the corner since it can lead to more damage. End of the combo can be replaced with the full Whip combo if Noodle is close enough to the corner. |
|
250 |
At least 750 |
Corner |
A harder variant of the previous combo but leads to more damage meterless and allows for a damaging extension. |
|
166 |
At least 300 |
Anywhere |
A combo for when you occasionally get a 2-hit Slap. The Prep Soup/Serve Soup only sets up Noodle's oki as they are plus on the opponent's wakeup. |
5H Opener
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
183 |
300 |
Anywhere |
Noodle's most common combo off of Whip. |
|
271 |
-650 |
Anywhere |
A solid metered conversion that gives extra corner carry and damage. |
|
424 |
-525 |
Midscreen |
Good to use to carry the opponent to the corner for better oki. |
4S Opener
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
207 |
400 |
Corner |
Good corner combo to know if you get a Frenzy read meterless or if you can combo into this as an ender. |
|
236 |
-550 |
Anywhere |
Very consistent Frenzy combo that works all the time. |
|
242 |
-550 |
Anywhere |
Consistent Frenzy combo that works as long as Noodle lands Frenzy close to the opponent. |
|
244 |
-525 |
Anywhere |
Has a ton of corner carry and can lead to a full Whip combo if Noodle is close enough to the corner. |
|
341 |
-300 |
Corner |
A high damage and high meter gain combo that only works in the corner. |
|
280 |
-450 |
Corner |
A good metered conversion to know if Noodle is close enough to the corner for Slap to connect. Noodle isn't close enough to land Slap, Whip can serve as a substitute. |
Miscellaneous Combos
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
190 |
250 |
Anywhere |
Landing the last two hits of Trample can also lead to the same combo. |
|
220 |
400 |
Anywhere |
Good combo to know for corner pressure and when the opponent tries to Jump while Soup is on the field. |
|
230 |
600 |
Anywhere |
Can sometimes be a Jump punish if Soup is spaced well for it. |