I’m having a lot of trouble connecting anything off the double jump. For example, doing whatever into S, j.MMH, Air Play, M, and then the opponent recovers very quickly by the time I get the double jump and the next M out. I have no idea what I’m missing or doing wrong.
Question: on some characters volcano xx j.h airplay s.h doesnt connect. The airplay pushes the character away. Ryu is an example of this. Am I doing something wrong?
How do you guys distinguish your inputs for the acid rain loop after prop shredder cause I have been having a hard time since TK Hammer and acid rain have the same input and I keep getting TK hammer. ALso I think wavedash into TK hammer can be used to punish pushblockers into 700K damage combo same way like how cammy punishes crouch techs with TKCS what do you guys think?
You can cancel stinger a lot later than you think. Timing is tight, but Stinger xx BC Hysteric xx Grapple is definitely possible in the corner. I sucked at mid screen grapple until I messed around with it in the corner.
I do 2367L while the Prop Shredder is hitting, which buffers the SJC, and then do 236L as soon as the last hit ends in Prop Shredder. After the first acid rain I just do things as fast as I can.
You can combo stinger to grapple in the corner. Practice up
Guessing you mean volcano xx j.h airplay, j.h, s.h xx S
Take away the s.h and you’re good to go, hit the j.h late after the airplay and go straight to S, only problem is you can’t do acid rain loops after the prop shredder, I recommend teleport, hammer after propshredder. Only tested this against Ryu and midscreen.
Some cool shortcuts for people having SF4 syndrom like me(try to plink everything, cant do ‘true’ srk’s consistently).
To teleport after stinger, you can plink :l: :s:, after :d::d: , so you’re only pressing :s: once.
Input will look like this.
:f::h::d::d::l::s:
not this
________ :s:
:f::h::d::d::l:
To do volcano xx beehive more consistently
:qcf:x2 (volcano hits) :d::df:
for the xfc3 twister tempest loop
:qcf:x2:l::qcf:x2:l:
These ‘shortcuts’ help my execution a lot, but depends on what you are used to
I’m having trouble with stinger, teleport. Does the plinked L~S coincide with the input of the second :d: or input AFTER the second :d:
For the volcano shortcut, qcfx2 will output million carats no?
After the second :d: input, should show like :f::h::d::d::l::s: you can easily buffer :d::d: during stinger
:qcf:x2:m: if done right will give volcano
if you’re getting million carats you’re doing :qcf::qcf:
so essentially you’re doing a shinku hadoken quickly followed by a normal hadoken
And another neat little thing I saw from trag13’s vids(not sure if it has been posted before), neutral weaselshot and cold rain, and just about any normal that leaves dante on the ground, cancels into million dollars if you use a1+a2 team hyper combo with 1 bar.
If dante’s teammates have hypers that combo well with million dollars then it’s time to fist pump
you’re right about the delay bold move, heh. stinger xx special affords a lot of slop/buffering so the possibility never even occurred to me
speaking of which, the volcano bnb sometimes misses even when you do 7 jump. i’ve been trying different timings to see how the juggle physics pan out. ugh. think the rule of thumb is you have to land the 2nd j.c as close to the ground as possible?
incidentally you can do otg 3ccc 6c xx 236b236b, then link into 214b asap. another way to setup dhc trick
Why does everyone say acid rain is finnicky? <_>
It works really well, even midscreen if you set yourself up well before going into the loop, and it provides much higher damage and meter gain than most other combos :{
Setting yourself up is as simple as delaying your second jH and dashing(or not) before doing your sH or even dashing and omitting the sH. Its not hard to see what you need to do, the whole jH Air Play jH string practically screams at you to space yourself properly. you have so much time!
and stinger late cancel grapple never even crossed my mind, lmao
So, best dante devil trigger combo post DHC glitch that doesnt use wallbounce or groundbounce? :3
Trag inspired: volcano, jc j.H xx Air Play, j.H, s.HS, sjc j.H xx Vortex, dj.H xx Vortex, j.S, 3HHHH xx 6H xx BC finisher of choice?
You can do more depending on the assists you have.
Nah, the problem was that they would recover before my airplay connected. Just had to do j.hp a bit sooner. Thanks though, can I expect some flashy Dante combo’s from you on the 26th? I’m still using the basic stuff, cant seem to figure out the cold rain combo’s.
Anyone got any good air to air combos?
I just M, M (double jump) M, H into killer bee and or hammer. Go on from there to whatever your bnb is. I typically strive for the hammer, might as well go for it. If you mess it up you’ll just get a normal killer bee, which is fine to.
I would guess “finnicky” means difficult to perform successfully when nervous with thousands of people watching when the stakes are high and the pressure’s on. A super awkward tiger knee jump cancel cancelled to a cancel is just a pain in the ass, especially when you have to pick one of three-ish different confirms after wards. If you’re good enough to do it perfectly every time, impress the world, no one else can yet.
After beehive on a grounded opponent, I notice sometimes the combo ends right away and other times they bounce a bit and you can do another beehive/jet stream/tempest. I thought this was due to only having 1 ground bounce per combo. So say I do volcano, jH, airplay, jH, S, sj.M, sj.M, sj.H, sky dance, beehive…the opponent doesnt bounce anymore and the combo ends. Where did I use up the ground bounce? I thought the rationale for using the airplay series as opposed to volcano, jM, jH, killer bee was to save the ground bounce.
In some combo videos, I’ve seen that if the opponent gets hit with hammer instead of sky dance, they are able to tack on moves after beehive. Does sky dance take away the ground bounce or am I missing something else? If that is the case, is there an easier alternative to launch, gunshots, shredder, bc+teleport, hammer because I fail at that.
Both killer bee and sky dance counts as ground bounces. If you have trouble with teleport hammer, just try sjc hammer.
Try SJC’ing into your Teleport (:d::d::u:+:s:), I’ve seen someone on here mention about Bold Canceling into it after Prop Shredder, but have yet to be able to do it.
It takes a little timing. My problem at first was that I was doing it way too early. Remember that you can jump cancel prop shredder late too.
I was messing around a bit with nerfed Sentinel, and I can now kill him with one combo using only one bar. I’m recording it soon. lol