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

Just came up with this, its kind of like the videos that Kusoru posted, except that it works on normal sized characters. Didn’t bother trying pixies though.

[media=youtube]r9hT0W1XoFM[/media]

Timing is much less strict in xf3 of course.

Good shit although I would’ve done the infinite and kept the meter (plus it would’ve left you with more XF time I think)

I can’t ever do it consistently in xf2, I always get like 3 or 4 reps and then drop it. Meh.

WHat do you guys recommend after a TAC to Dante? Both with and without ground bounce (since I’d like whatever I use to work on all directions of TAC). Not looking for anything too fancy, just wondering if we have better than TAC, Hammer, Cold SHower xx BC jS, Volcano~Beehive xx $Million$ (xx DHC Tempest if in corner)

For reference, my team here is Magneto Dante Doom (missiles). I don’t even mind if the above ends up being my combo, just wanted to check and see if I wouldn’t be missing out on easy extra damage. I have a feeling missiles could extend somehow, but the comb(starting w/ Mag) will often start with a missiles hit, so can’t count on it being available. Thanks!

[media=youtube]-CKaVzvgslU[/media]

The combo after Felicia TAC is pretty much what I do without the lightning and flight combo. j.MH Air Play > j.M > double jump > j.MH j.S. When I hit the ground everything else is the same. Million Carats > Skydance reset blah blah. You can still get a ground bounce despite using the down TAC using the ground bounce already this way.

I wonder if you could do a Skydance after a TAC air combo, Beehive ground bounce reset, Stinger (call Doom Missiles), Jet Stream, Fireworks, Skydance, Beehive, Stinger, Volcano Beehive. I don’t see what it wouldn’t work.

While this is true, it feels like the base HSD is higher when you hit an airborne opponent(if that makes any sense). I tried it with Magneto, starting with a J.H on a standing opponent and a jumping one, the exact same combo that worked on a standing opponent did not work on an airborne character, I had to cut down on the number of J.H>Airdash Down J.H reps

Ending a TAC with Skydance is kind of weird. If it’s off a down TAC, then most of the time you’ll get the whiff, but depending on your combo up until that point they can recover too quickly for you to do Beehive. Sometimes I get the hard knockdown, usually because of double/triple jumping.
Side exchange won’t work unless Dante is facing the corner cause they just fly away, otherwise it’s the same as down exchange. And off an up exchange, you get the whiff but they fall really really fast, both during the attack and then during the spinning knockdown. I’ve never been able to do anything off of it.
These are just observations though, I haven’t actually gone and tested any of it.

  1. When I hit someone with the ol’ disruptah - teleport jH crossup, since the beam pops them into the air, what’s good to go into upon landing? A followup that doesn’t involve shot loops would be ideal, I blow at those lol

  2. Speaking of shots, in the basic bnb, when I do volcano xx jcMH xx killer bee, land, S xx shots xx shredder, I keep getting that wimpy shredder where they just flip out. I know its because they need to be “deep” in the shredder to get launched, but if I delay to let them fall slightly, it tends to drop. Any advice? Might it be number of shots? After S I just double tap H. Maybe that’s not best, but it does work half the time, leading me to think it may be something else -shrug-

And is the answer to this question the same if, post volcano, I go jH xx air play, jH? I know we want the 2nd jH to hit low as possible befoe landing, but even still I can’t seem to continue off it. Even when the volcano is off a raw jS/ammer. This is why I’ve been going the jMH xx killer bee route. But jH air play jH is better, right? (Or only because it conserves bounce?)

This is awesome, thanks! Though for some reason when I do it, half the time my double jump off the jM isn’t working, and dante just falls. Is there something about this combo that makes double jumping act differently? It may have just been me when I was playin with. It, but damn… id hate to think I could screw up a double jump so often lol

st.MHS j.M/H Killer Bee 44 st.S~H 6H BC 22S j.236LL 623M~M works for me after moves that knock the person in the air like Felicia’s rolling buckler.

Probably doing it too soon. Do not prop shredder people at the tip of the sword unless you’re trying to do 2x acid rains off of it. Most of the time there’s no positives off doing it like that and just makes everything harder than it needs to be.

You should always be able to follow up on it. Just hold forward while doing it and it will work. Like, during the entire j.H Air Play j.H st.S, hold forward and it will work. Yeah this variation is better because you save the ground bounce for Volcano~Beehive 44 S Up Shots Stinger.

Practice more. It’s not that hard.

It appears as if ending combos with Grapple leads to some pretty nasty mixups due to it forcing a forward tech roll, which is interesting. I’ve never even used Grapple in-game before. I was just wondering what move or moves tends to come before one in a combo? I’m not asking for a full combo transcript (unless there’s one that works particularly well for Grapple specifically), but just what combo situation allows for Grapple as a finisher. I tried to do one off a Killer Bee ground bounce, for example, and that definitely wasn’t it. Lol

Thanks, Momo! As soon as I typed that post, I figured out the Shots-Shredder thing. Needed to let them drop more before starting w/ S in the first place, as opposed to how they dropped between the Shots and the Shredder. Now I never miss it.

As for holding forward during jH air play jH, I haven’t been able to try it yet today, but why does that work? Does holding a towards input affect the sequence?

Can we please get a new OP or something? This one still hasn’t been updated.

I’m gonna give the OP of this thread like 3 days before I just make the new one. I’m planning to do the same thing for the Felicia sub-forum. This is just ridiculous.

Could someone else try this out?
Corner:
:m::h::f::h: xx BC Volcano, jS, call Taskmaster vertical shot assist, Volcano, jcc Volcano, jcc Million Carats, Million Carats, Volcano xx Beehive, dash back :s: xx :h: xx :f::h: xx Bold Move, Sky Dance, Beehive, :f::h: xx BC Volcano xx Beehive xx Million Dollars

I’ve done this with one Million Carats, but I feel as if double is possible.

I read these post a long time but now I’m training and I think I can come with some combos later!
My combos actually are easy to start/use and have 530k~880k damage!
880k damage is with team combo, so for the most players will be useless

Tomorrow I will test and power up my combos to could share with you!

Given that the OP might get updated soon, or we might get a new thread.
I wanted to make a compilation post of Dante/Vergil.
I didn’t invent any of this, I just pieced together stuff from different posts, so all the credit goes to you all.

I love this duo, they can do massive damage in any order, but I prefer Dante on point.
DHC to Spiral swords help Dante deliver 1 mill damage rather easily with 1 starting meter.

Rapid Slash is also in my opinion the best assist for Dante’s combos and block strings.
Sentinel might also be just as good, but I personally think that Vergil is a much better character, therefore, your team is a lot stronger.

Rapid Slash has so many uses, and makes things easier like the charge shot loop or Nini’s acid rain reset. The twins are so great together that you can use any character you like as your anchor without losing potential from them. I choose Plasma Beam because I think is the best cover in the game, but that’s another topic.

Here’s the most damaging and practical combos for this duo in my opinion.
Feel free to add anything I might have missed. I know there are more combos that can be done with an extra assist, but I will stick to only Dante/Vergil for this post.
All of these are on the corner except where pointed otherwise.

The beginning for most of them is the same, and its the usual, :l: :m: :h: Stinger, Bold Cancel, Volcano.

Combo 1
Beginning, j. :m: j. :h: , :qcf: + :l: (Killer Bee), :s: :h: (UpShots) :s: (Pop Shredder), Jump, :qcf: + :l: :l: (Hammer), Land, Cold Shower + Vergil , j. :s: , Cold Shower, Stinger, Bold Cancel, :qcf: + :h: (Skydance), Million Dollars, DHC to Spiral Swords, :dp: + :m: (Lunar Phase) x3.

This combo is very easy, practical, and it falls just a little bit short of 950k.
One of its best qualities is that you can start it from mid screen because you can wave dash twice before the first OTG, and you can also dash forward in the air before the j :s:
If you happen to already be on the corner, you can input an acid rain after the first OTG, and then either go for a s :s: j :s: to continue the combo, or go for Nini’s reset with a teleport.

This combo is perfect to TOD those annoying point characters such as Zero, Magneto, Dr Strange, Vergil, Trish, Hawkeye etc etc

Combo 2
Beginning, j. :m: j. :h: , :qcf: + :l: (Killer Bee), Land, Dash Back, :s:, wait a little, 8 Shots, :s: , 8 shots + Vergil’s assist during the last 3 shots, j. :s: , Cold Shower, Stinger, Bold Cancel, :qcf: + :h: (Sky Dance), Million Dollars DHC to Spiral Swords, Lunar Phase x3, High Time

This combo is also very easy to do. I personally can’t land a wall bounce consistently out of a shots loop, so this made things a lot easier. This combo does 960-970k. I use it to TOD any characters within that health range like Nova or Wolverine, and since its very easy, I also use it whenever a high health character has been hit a couple times.

In fact, if you make the incoming character block a couple of thunderbolts before you mix them up, you have already made this combo a TOD for a high health character.

Combo 3
j. :m: + Vergil’s Assist , j :h: , Land, Super Jump, :qcf: :l: :l: (Hammer), Cold Shower, :s: (Pop Shredder), Jump, :qcf: :l: :l: (Hammer), :dp: + :m: (Volcano) :m: (Beehive), Dash back, :s:, 2 shots, Stinger, Bold Cancel, :qcf: + :h: (Sky Dance), :dp: + :m: :m: (Beehive), Stinger, Bold Cancel, :dp: + :m: (Volcano) :m: (BeeHive)

I use this combo as an incoming character mixup.
If the incoming character blocks the first part, Vergil will set him up for a nice block string in the corner.
You can do many different things because Vergil gives a lot of time.

One example I use with my team is this. While they block Vergil.
Dash in, :qcf: :m: (Crystal), cancel the last part into DT, call Plasma Beam, and then teleport behind. This is just one of the hundreds of examples.

Combo 4
Beginning, j. :m: j. :h: , :qcf: + :l: (Killer Bee), :s: :h: (UpShots) :s: (Pop Shredder), :qcf::uf: :l: :l: (Acid Rain), j. :m: j. :s: , Dash, Cold Shower + Vergil’s assist, normal vertical jump, :qcf:+ :h: (Sky Dance), last hit should whiff, :qcf: + :l: :l: (Acid Rain) , :dp: + :m: (Volcano), Jump, :qcf: + :h: (Sky Dance), ENDING

This is my go to combo to get 1 million with 2 meters. I really feel that the Acid Rain/Volcano link got so much easier in Ultimate because the Rain comes out a lot quicker. That and Vergil’s assist is a very consistent setup for the Sky Dance whiff without getting the opponent out of the corner.
This also saves both your wall bounce and ground bounce for Vergil to use.

Combo 5
Beginning, j. :h: :qcf: + :m: (Air Play) j. :h: :qcf: :l: (Killer Bee), :s:, j :m: j. :m: j. :h: :qcf: :h: (Sky Dance), Last hit should whiff, :qcf: + :l: :l: (Acid Rain), :dp: + :m: (Volcano), J. :s:, Cold Shower + Vergil’s Assist, Vertical jump, :qcf: + :h: (Sky Dance), Last hit should whiff, :qcf: + :l: :l: (Acid Rain), :dp: + :m: (Volcano), jump, :qcf: + :h: (Sky Dance), ENDING.

Rogueyoshi’s old set up with Ultimate additions. This combo is harder than the one above and it does around the same damage. I personally think this is just for the flash, but it does look really nice when you pull it off.

Both combos 4 and 5 end like this:
Million Dollars, DHC to Spiral Swords as soon as the jackpot shot hits, :dp: + :m: (Lunar Phase) x2 (hold M during the second one), cr. :h:, Stinger (cause a wall bounce and a side switch), release Round Trip, cr :h: , :qcf: + :l: (Judgement Cut) , cr :h: , :dp: + :m: (Lunar Phase), High Time.

That’s all I have for now, I hope this has been helpful to any Twin mains out there.

Dang, beat me to it. Rapid Slash extensions are the shit. I was was gonna post some similar stuff but I’m still kinda hammering out the inconsistencies

Right now my corner/corner carry bnb is: whatever, Stinger bc Volcano, j.H, Air Play, j.H, M, H, S, j.M, j.M, j.H, Skydance (last hit whiffs), Acid Rain, Volcano, j.S, call Vergil, Cold Shower, forward jump Skydance (resets groundbounce), Beehive, Stinger + call Doom (Hidden Missiles) bc Jetstream, fireworks, forward jump Skydance (resets groundbounce), Beehive (cancel before groundbounce) xx Million Dollars xx Vergil stuff.

After your last beehive, you should TK skydance->million dollars. This will give you back your ground bounce for Vergil to use.

In general if you want to DHC from Dante to Vergil, you should find a way to end your combo in skydance reset->million dollars.

I’ve got another rapid slash extension that I like to do cause I’m a meter hog

blahblahblah->beehive->call rapid slash->6H->bold move->skydance reset->beehive->TK skydance->million dollars.

I like this one because

  1. It’s stylish
    and
  2. It works even after Dante’s full BnBs (timing is tight)

I’ve been trying to get the last hit of skydance to miss, but I can’t manage to do it consistently out of this setup.

for some reason, I can’t ever get a TK Sky Dance after a SkyDance/Beehive link.
The only time I can get it is after an OTG Volcano/Beehive.

Is there any trick to it??

Will update more tomorrow when I’m not dead.

Nah there’s no trick to it, the timing is just tighter because of the lower beehive.