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

Here’s a combo I recorded with my cell phone. Inspired by many… lol.

[media=youtube]bZOM2mTAM4o[/media]

With Sentinel - drones (Beta) assist

call assist, immediate forward throw, Air Trick(:d::d::s: teleport), j.:h: xx Killer Bee xx Million Dollars - I think it did like 400k. I couldn’t get a relaunch off the groundbounce somehow but you can at least connect the super off it. You might be able to cancel into Devil trigger and get something out of it but hitstun deterioration is pretty heavy off the throw + 3 drones.

Edit: Your j.:h: will hit the opponent crossup but still combo. However this means you have to input the Killer Bee backwards. You teleport before all the drones hit so that’s why it’s so wonky.

Sentinel and Dante fit so well together for both characters. Dante assist helps Sentinel zone/makes his offense safe and drones make teleports pretty ridiculous. Also great DHC options anywhere on the screen and Sentinel TAC lets you avoid Sky Dance in midscreen combos while building enough meter for a DHC back into Dante. My scrubby Dante can land 900k off a cr.:l: with Sentinel.

Also when doing a high/low mixup on Storm do not use cr.:l:. It whiffs completely if she’s standing. Use cr.:m:.

The one I use is very Similar and does around 740k can be done anywhere midscreen, (I’m pretty sure I didn’t invent this but I didn’t see it anywhere):

J.:m:,:m:,:h:,:f:+:h:(Stinger)xx:s:+:atk:(Bold Cancel)xx:dp::m:(Volcano), J.:h:, J.:qcf::m:(Air Play), J.:h:,:h:,:s:,:h:(AA Charge Shots),:s:(Prop Shredder),:d::d::u::s:(Super Jump Cancel Air Trick),J.:qcf::l:(Killer Bee)xx:qcf::l:(Hammer),:df::h::h::h:(Cold Shower),:f:+:h:(Stinger)xx:d::s:+:atk:(Bold Cancel)xx:d::s:(Air Trick), J.:s::dp::m:(Volcano)xx:dp::m:(Bee Hive),:qcb::h: (Jet Stream), Spam :h:(Fireworks)xx:qcf::atk::atk:(Million Dollars)

Builds around 2 meters and uses one like most of the variations of the cancel combos, if you use level 3 instead of million dollars you will do 1 Million damage, with only a half meter loss, and due to the nature of SJC air trick going behind your opponent this also works ANYWHERE with no hitch as long as the stinger doesn’t put your opponent in the corner, in which case you should use the other 50 billion corner combos.

This is actually my bnb except that i prefer to start it with J.H. in corner you can jump neutral to connect the S, H, S and try the loop or same as midscreen air trick on mid you can change the second air trick to grap with the kalina ann so you can do the DHC trick:badboy:

I’m trying to learn this combo, and I didn’t want to ask for help but I’m having problems with part of it.

J.M, M, H, f. H(Stinger)xx BC Volcano, J.H xx Air Play, J. H, H, **S,(AA Charge Shots),(Prop Shredder),(Super Jump Cancel **teleport), Hammer

I got my inputs right I can do it all if I separate everything, I got the execution but after the S launcher I can get charge shot and prop shredder to connect, but almost every time the last hit of prop shredder doesn’t launch them. And they don’t stay in hitstun long enough for the rest of it. I know if I cancel into teleport too soon it won’t launch, but even if I don’t cancel it won’t launch them up right.

delay charge>prop shredder

^ok that works. thank you. Will it always work consistantly? or do you guys find it inconsistent?

For the combos that end where you havent used your ground bounce and are using bee hive on a grounded opponent, after the first one i think doing a second beehive does more damage than jetstream -> fireworks.

just a bit more, but i think meter gain/screen placement is worse

Air throw, mash :h: + call Sentinel Drones, cool cancel (is that what we’re calling it?) into Killer Bee combos. You can also get a Hammer off of it instead. It seems pretty easy to combo off with most multi-hit assists, I managed to combo from Phoenix TK Shot assist. The biggest problem with combo’ing off of it is that each bullet in mash :h: seems to cause a hard knockdown so you need the assist to hit in between hits. And then if you hit them with another bullet after the assist is finished it knocks them down anyway. So basically you have to time your assist and your mashing so that you stop hitting them right as the assist starts hitting them. But yeah 400k+ off an air throw. You can call assists while mashing :h:.

I’ve been messing around a lot with air mash :h:. If you do it at the top of a normal jump and the opponent is grounded then you can make it ambiguous which way to block because the opponent is off screen. If you call an assist at the same time you can land the Killer Bee or Hammer on the way down. You probably want to call the assist right as you jump. Knowing which way to input the qcf :l: is not a problem because your bullets and assist will push the opponent away so that you won’t be crossed up by the time you input the divekick.

Also you land assists off the backthrow too but it doesn’t work for my team. If your assists are faster, multi-hit like Chun Li you might have more success with assist -> backthrow. And I’m dumb, you can totally get a launcher off the drones, forward throw, teleport, c xx killer bee. 400k+ off a forward throw easy.

just felt like posting my main dante combo with my team

s.L s.M s.H stinger (bold move cancel) volcano (jump cancel) j.H airplay j.H (land) S (delay super jump) then sj j.M j.H skydance (the delay causes the ground bouce) call one of my otg assist then normal jump The Hammer (land) cold shower sting (bold move cancel) jump S (land) volcano bee hive million dollars does about 730k iirc

Got an easier combo for those who can’t seem to bold move cancel properly

LMHS > j.H > Hammer > couching forward HHH > S > Hammer > crouching forward HHH > forward H > H+S > j.S > Volcano > Beehive > Volcano > Beehive > Million Dollars

Keep in mind that this is in the corner. In Midscreen you have to teleport after the bold move to get the j.S to hit properly. Does around 670k, and a bit more if you can do Stinger inbetween the Volcano > Beehives with Bold Move cancelling, but that kind of defeats the purpose of the combo.

If you absolutely can’t do the Bold Move > Teleport, you can always leave out the guns > Stinger > j.S, although it will be a bit less damaging

edit: oops i got the damage wrong… by alot -_-

Thank you. I’m working hard on bold move cancelling, it’s just hard for me to do consistently now. I’ll work on that combo.

Ironically I can usually mash it out.

For Volcano xx Beehive, do you have to jump cancel the volcano into another volcano and cancel that into the beehive? Or is it just a timing thing on cancelling volcano on the hitting frames?

it’s just canceling into beehive

it’s pretty hard motion :<

i need some help please…[media=youtube]HhJdCeNirdM&feature=player_embedded#at=156"[/media] in this video around 2:03 you see them use the sky dance>forward+down H>Stinger>teleport>air S …my question is how do you perform the teleport after stinger? i mean ive tried down down S right after and it just does his launcher…

you have to bold move cancel the stinger.

So, Forward + H (during that), input Down,Down, L+S

Maybe my execution is off, but I always do …f+H,(neutral) d+L+S, (neutral), d+S
Seems more reliable when I do it that way

What can Dante do after throws?

Read my other posts in this thread.

ok i have another question…moves like bee hive and tempest require you to preform the shoryuken movement 2 times in a row very quickly…i still have problems just performing the shoryuken movement in general which is of course forward, down, forward+down…

any tips on how to make it easier to perform beehive or tempest?