It's showtime! Come on! Dante Combo Thread -Will be updated to UMvC3 standards soon.-

Hey guys, does anyone have any good combos with Dante using Hidden Missles Assist?
Or what a good beam confirm would be(using Magnus.)

I haven’t touched the game since Vanilla MvC3, so I’m having a bit of trouble acclimating back to his BnBs,
Not sure how to keep the combo going after the Air play in the beginning of the bnb, the stand H,S after landing seems to want to whiff all the time.
Any tips for making that easier to land? or should I do killer bee combos?(not sure if Sky Dance can reset the ground bounce used by the killer bee.

thanks!

Hey guys, just curious… if Vajra hits an airborne opponent, getting the hard knockdown, does Dante get the same combo options as a jS or Hammer? or is there more HSD?

It depends on how quickly you confirm off the Vajra hit.

HSD is based ENTIRELY on how long your combo takes. What you hit them with does not matter, all that matters is the amount of time it took.

Incidentally, ground HSD and air HSD are seperate (air HSD doesn’t even start until the opponent is airborne, no matter how long the ground combo took). This would explain why things like MH->6H->Volcano->j.H->airplay->j.H is so lenient while the same volcano combo off a j.S or hammer is more strict despite taking less time overall. In the first combo air HSD doesn’t start until the volcano hits, but in the j.H/hammer starter air HSD starts immediately.

I consider myself pretty knowledgeable about this game, but I didn’t know any of that. THANKS!!!

Neither did I. I always thought HSD depended on damage and number of hits! Good to know.

Anyone find anything practical at all about Crazy Dance yet?

So I guess when one says something like “Prop shredder kills your HSD,” it’s less about the multiple weak hits, and more about the fact it keeps you stuck there in the air while it shreds, and then even pops them you back up into the air for more? It’s all starting to make sense now. Now if you’ll excuse me, I’m gonna go win EVO this year. :stuck_out_tongue: Chen: “How did this no-name just blank Justin 5-0 in the finals?” U.David: “Apparently his deep understanding of the inner workings of HSD put him 8-10 levels above ‘another level.’” CHen: Dark Sonic really took all the fun out of it this year."

Damn dude, where do you even get this knowledge LOL, any time i’m pretty confident that I know whats up in this game I read another one of your posts and I go back to my corner and cry for a minute

For the most part this is my BnB, with my Dante/Sent/Doom team, some parts omitted but yeah, this is the basically the usual extension you will get with Hidden Missiles ( towards the end of the vid )

[media=youtube]FR_C367v2rQ[/media]

As far as keeping the combo going, you can usually just hit st.S and omit the H if you let them drop low enough ( Airplay>j.H>land>st.S )

Killer Bee combos are alright, they’re easier to do and carry further towards the corner, but it makes it much more difficult to ease your way into the longer skydance reset combos. Just depends on how you want to play your Dante, and your team composition

When I run Dante/Wesker/Magneto, I don’t really get much off of trying to do ground bounce resets and i’m not comfortable enough with shot loops, so I go for Grapple resets into unblockables with Wesker for kills.

When I run assists ( Doom/Sent etc ) that can help me extend combos and build insane meter, I tend to just go with building a ton of meter and DHCing for all my damage. The combo I linked isn’t that execution heavy as long as you customize the combo a bit, and instead of going for level 3, a DHC will usually net you similar damage, depending on who you have 2nd ( With Dante/Sent/Doom, I can DHC all the way through for 1.1-1.2 mill, whereas a level 3 leaves me at 1 mill~ )

People need to pay more attention to Nini’s vids, it seems.

Tengu, we play the same team :slight_smile: People figured out the answer to the Grapple reset pretty quick around here, which leads to mind games, but less guaranteed damage. I started using the Grapple in unexpected areas, using Magneto instead of Wesker for tele mixups with j.H or setting up the unblockable in different reset situations - which Dante can pretty much create at anytime.

Seriously, he put that shit out in like the first week.

Just checked, he put it out the day before it was officially released

In the corner: blablabla volcano air play etc, :s:, Clay Pigeon, Prop Shredder, Acid Rain, Million Carats, Revolver, blablabla
Is there an easier way to get the very tip of Prop Shredder to hit (which launches them high enough for this combo to work), maybe a different starter, than timing it? Shit gets annoying with different character weights and sizes.

It counts as a cinematic, so characters won’t ‘die’ until they hit the ground, which leaves you with plenty of time for a setup on the incoming character. And it forces a neutral tech. Other than that the move seems useless considering how hard it is to do consistently. It could at least scale differently, because the way it is now it barely does any more damage than just ending in Fireworks at the end of a combo, and you can’t go into super.

Streams, forums, youtube videos, ect. A lot of my knowledge comes from just reading posts from other knowledgeable players like FlyingVe, Devil Jin, Nini Heart, ect. The grounded vs air HSD bit I learned from Chrisis talking about it on the FGTV stream.

Every now and then I’ll get something wrong and feel like a dumbass though (like when I said Vergil’s rising sun is an invincible CC when it isn’t Q_Q), but if so I’m corrected almost immediately by one of those guys and I get to learn something new as a result.

This isn’t actually true. This is off the top of my head, but recall Zero’s normal jump loop combo. If you start with mh > shippuga > s etc, then it is easy. If you start with mh > shippuga > lmh > shippuga > s, then the combo doesn’t even work from what I recall.

Some of my finer examples of this for Dante from vanilla no longer apply sadly.

If you play magneto, you would know this, because it isn’t possible to do the full Alioune Magnetic Blast loop off of anything more than roughly one hit before the c.H, even if those hits are on a standing opponent.

That said, it does effect the airborne HSD very minimally. With Dante, you can hit a standing opponent with (a projectile) > Million Dollar > xfc > teleport > j.s > cold shower > prop shredder.

Chrisis lied to me!!!? Q_Q

Well I learned something new then. So ground HSD just has a smaller effect than air HSD. He mentioned the ground vs air HSD thing when mentioning why Thunder Knuckle feint combos still allow ou to get burn kick feint combos afterwards despite taking a decent amount of time.

How do you land Grapple after Stinger wall bounce? The Grapple is always too early for me

Delay the second H of Grapple

Ah, yeah makes sense stupid me, thank you now to figure out how long to delay by so I can finally do the unblockable reset thing ^_^.

I just finished watching Cowboy Bebop.

Thus it is time for some videos of the stuff I posted about a while back while I cry manly tears.

[media=youtube]5Irn992q3QA[/media]

EDIT: Also, if you happen to be in Devil Trigger you can use the first combo to set up Vortex at midscreen instead of Killer Bee.

[media=youtube]2v0WgzDBvCs[/media]

It appears to be a two frame window to dash cancel.

And just because I can:

[media=youtube]GGrN5G9qQMs[/media]

What is dante’s easiest solo 1 bar 700k combo?

try
:m:, :h:, Stinger, Bold Cancel Volcano, j:m:, j:h:, Killer Bee, :s:, :h::h::h: (clay pigeon), :s: (prop shredder), super jump, Hammer, cold shower, Stinger, bold move (just the jump in the corner, midscreen you have to teleport), Hammer, Million Carats, Jackpot

no idea how much damage that does or meter built, but that’s what I use as my “no way I’m dropping this shit” combo. At least I think it would be, but I don’t ever use it lol