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

In my opinion, no combo is worth using unless you can get yourself to 90%+ execution on it, so I set out to find the easiest, most practical combo that still does respectable damage. So I present…

“Never Gonna Drop You” 3/5 screen B&B

81 hits
Damage: 762,100 (749,500 if you reach corner before AA Charge Shots - omit :h: before shots, add backdash before :s:)
Meter: Builds 2.05 bars before super

: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),:u:,j.:s:,:f::f:,:df::h::h::h:,:f:+:h: (Stinger)xx:s:+:atk: (Bold Cancel),(in air):b::b:,j.:s:,:dp::m:(Volcano)xx:dp::m: (Beehive),:f:+:h: (Stinger)xx:s:+:atk: (Bold Cancel)xx:qcb::h: (Jet Stream)xx:h::h::h: (Fireworks), :qcf::atk:+:atk: (Million Dollars)

Yes, that’s three ground bounces in there too.

From farther away than 3/5 screen from corner, I tend to go for DHC glitch via basic Killer Bee relaunch to Sky Dance, OTG 3HHH, Stinger, Grapple.

[media=youtube]qwXAMftMlnY[/media]

Can this be done starting from j.S?

j.S, DT, volcano xx j.M j.H xx vortex, double jump s, [land] cold shower xx stinger xx bold move cancel xx grapple xx s.S xx sj.MMH xx killer bee, reverb shock xx fireworks xx million dollars.

or after killer bee, s.S xx sj.MMH xx sky dance, cold shower, reverb shock xx fireworks xx million dollars.

or instead of killer bee you do sky dance, cold shower, reverb shock xx fireworks xx million dollars.

or if you can improvise that would be great as well.

I was able to combo up to stinger as my execution skill is horrid, unable to do bold move cancel into grapple (I blame it on the d-pad). The double j.S does connect after the vortex while Dante is facing the wrong way due to some strange back hitbox, I was able to get it 1/3 of the time. I don’t know anything about hitscaling but to me it seems like this can be pulled off because its has one of every bounce and not much normal attacks are required.

I’m having a lot of trouble doing combo’s with double jump in them, I’ve just started to use Dante in my team cus he looked really fun to use lol.

Anyway I struggle doing a combo into Airplay, J.Mp, Double Jump, etc.

I just can’t seem to get the double jump to come out at all, even double tapping up after the J.Mp doesn’t make it come out. But I tested just trying to double jump after airplay straight away without finishing the combo and it works, I just cant seem to double jump out of normals…

Can anyone that know’s Dante well give me a hand with this, cus I really want to do all of his other fancy combo’s outside of his done to death B’n’B xD.

The corner issue actually has been mentioned quite a few times already :stuck_out_tongue:

Just do Volcano, jump back j.H xx Air Play, j.H, S-H-S

My regular BnB off of j.S.

[media=youtube]GJjWmsexhI0[/media]

700dmg.
Builds 1.25 bars.
Can be done far end with a bold move teleport cancel.
Midscreen doesn’t require any changes.

For acid rain loops, does it matter when I input the first qcf + upforward L during prop shredder or does it have to be right before the move ends? After that input, can the next qcf L be delayed or it must be input immediately after the prior L input?

Do you guys use any visual cues or sounds to know when to start the inputs?

thank you guys for the responses, now i can pull dante’s advanced combos yay!, ive got another question:

whats the best combo after DHCing into Dante’s devil trigger using the DHC glitch? assuming you started with a char that didnt use a ground or wallbounce (like magneto or storm for example)

well with x23 my combos ALWAYS push them into a corner and after the WXP hits i do

million carats, S, j.H xx devil lightning x2, j.H xx vortex, S then what ever you like after that i usually do coldshower xx stinger bold cancel j.S otg assist revolver xx fireworks million dollar

That’s not what I meant. I know how to do the combo, but when I do the Acid Rain, the character is usually too far away for them to hit. I can’t hit the prop shredder deep enough for the acid rain to hit right. That’s what my problem is.

yeah thats why he mentioned to “pause for split second” before pressing S, and then going into shots and prop shredder (ull see prop shredder will be very meaty), its an annoying timing, but u can get used to it, and ull better buffer Acid Rain off of it, as well as give u more time for jump teleport cancels for midscreen purposes.

that friggin relaunch loop, i did 6 reps max, but its really hard to be consistent, as well as timing stinger as well. I actually hold back when im doing the relaunch to get more loops. is it necessary or just a timing question

theres a sick combo in this video around 3:05
[media=youtube]jTqMdQ_a040[/media]
i think the input is

:m:,:h:,:f:+:h:(Stinger)xx:s:+:atk:(Bold Cancel)xx:dp::m:(Volcano), j.:h:, j.:qcf::m:(Air Play), j.:h:,:h:,:m:,:df::h::h::h:,:s:(Prop Shredder),:u:,:qcf::l:(killer bee)xx:qcf::l:(hammer),:dp::m:(Volcano)xx:dp::m: (Beehive),:df::h::h::h:, :f:+:h: (Stinger)xx:s:+:atk: (Bold Cancel), :qcf::h:(sky dance), :qcb::l:(reverb shock)xx:h::h::h:(fireworks),(:qcf::atk:+:atk: (Million Dollars))or( :dp: :atk: + :atk:(devil must die)

Not sure if it’s been mentioned or if it’s common knowledge, but Million Carats into Reverb will miss on some people. For example, it whiffs on wesker but not Cap. Example of a combo:

[media=youtube]DfFRbnLYvpE&feature=related"[/media]

On a side note, that Neo bullshit is hard to land. Better to DHC it.

I wish his Crazy Dance move is super cancel-able.

turns out that dante can go into acid rain loops from a st.H hit connected on someone in the air. can also do it from j.H but it’s really unstable, they sometimes just simply tech out of prop shredder

You can’t even x-factor cancel it.

do you guys play on octag or square gates, is it easier to do beehive, hammer, twister, etc… with octag or square? im having difficulties doing beehive, hammer and all those other moves with a square gate.

Octagonal gates teach you to ride the gate which makes your inputs slower because you have to travel farther. Just practice more and do clean inputs.

Still wouldn’t be worth it. Hard as dick to reg The Neo. Seems 50/50 when I do it on the end of kitchen sink. It is indeed stylish and great for lols on a stomp, though. I just pulled a 215 combo with Dante/Deadpool/Akuma last night. I’m sure you can start it with Dante and finish with Akuma in a similar fashion, but I had akuma on point for this. I’ll have to record it and throw it on youtube. It’s quite immaculate. Does 1-1.4mil damage and the hits are also random because of akuma’s air DHC. I’ll throw it in spoils as this more belongs in the akuma combo thread. I’ll post it there, but in case you’re wondering:

]
Start with akuma on point (this is a corner combo).

Devil Rain:

c:l:,c:m:,c:h: xx :qcb::m: (Tatsu), :m:,:h: xx :qcb::l: (Tatsu), c:l:,c:m:,c:h:,c:s:~jc,j:m:,j:m:,j:h: xx :qcb:j:h: (Air Tatsu) xx :qcf::atk::atk: (HC1),j:s:, land~:rdp::l:-:m:,:s:~jc,:h: xx :qcb::h: (Air Tatsu) xx :qcf::atk::atk: (HC2),j:s:~[Deadpool KatanaRama Assist

[details=Spoiler],:s:~jc~:qcb::h: (Air Tatsu) xx :qcf::atk::atk: (HC3), :d:j:s:

[Deadpool Crossover]

(Auto-hit),:m:,:h:, :d:j:s:

[Dante Crossover]

(Auto-hit),:m:,:h:, :qcf::h: (Sky Dance), :df::h::h::h::h: (Cold Shower), :qcb::l: (Reverb Shock) xx :h::h::h: (Fireworks) xx :qcf::atk::atk: (HC4)

Then taunt as they throw their stick at the tv.

I’m sure more can be added from DP and possibly Dante as a finish. I’ll have to experiment. This combo is only a bitch to pull off because doing :d:j:s: with akuma after his air HC whiffs sometimes. You have to jam the hell out of it. [/details]

Ok so here’s advice for everyone starting they’re combos with this BnB. Since I know I was having problems getting this combo to come out consistantly and have prop shredder launch correctly.

L, M, H, f.H xx BC volcano ^ j.H xx air play, j.H, land H, S xx H charge shots xx S prop shredder

Here’s 2 important things.

  1. After the j.H xx airplay delay the falling j. H so that it comes out low to the ground. You can pretty much eye ball this if you’re too high.
  2. Put a delay between the S xx H charge shots. So do the S launcher, wait a little bit, then cancel into charge shots.

For me this was the hard part, bold cancelling and sj. teleport cancelling weren’t the problem, but this was.

OP should update stuff like this into the combos to keep from people asking the same questiongs like this over and over