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

I’ve tried that and almost always the opponent flips out before I can land the hit. And I do it almost as soon as possible. It seems really really tight and I think it’s because Dante’s grapple keeps opponent a little away from Dante, whereas some other DHC glitch starters are closer.

yeah you need to do it faster like as soon as sentinel goes back to neutral from his dictator pose.

After some testing, OTG Million Carats to Reverb Shock only works on these four:

Captain America
Doctor Doom
Haggar
She-Hulk

i knew that shit had to be character specific.

anyone have any tips for getting stinger xx bold cancel xx million carats i always get volcano or crystal? i think i have to change the input because iirc the forward input from stinger registers as a forward input for crystal…or something like that… (also im on pad)

The method I use for consistently getting Stinger xx Bold Cancel xx Grapple will probably work, since it’s the same input just with a different button. What I do is tap :df::h::h::h: very quickly, then slight pause, then :f::h:, then immediately go to neutral to let the input buffer reset, slight pause, then :d::l:+:s:,:df::f::m:, :qcf::m:.

Basically you want to do two things here:

  1. Leave enough time between the :f:+:h: and :qcf: to avoid getting :dp: moves

  2. Cancel partway through hitstop of Stinger, or even partway through Stinger’s active frames. This requires you to be fairly tight with the Bold Cancel timing, but it’s the best way I’ve found of avoiding the lax input buffer giving you a DP move.

most reliably charge shot based combo i’ve found

j.S/hammer>volcano>(j.M)j.H>airplay>j.H>5h>5s>j.H>killer bee>dash backwards>5s>charge shot all hits>5s>charge shot 2 hits>stinger cancel>carats>j.S>3hhh>reverb shock>fireworks>super

800k~

Don’t now if this has been posted but after bold cancel volcano to revolver you can dash up, cold shower into prop shredder then get 2-3 acid rain easily since this setup puts dante directly under them then jump S cold shower, stinger, teleport cancel jump S, volcano beehive super. This setup is much easier than the up shots into prop shredder into acid rain which they fall out off. If anyone tries the combo please post the damage forgot how much it did.

I know you meant H instead of M, but somebody will get confused.

It only does about 705k with two Acid Rains. It’s easier, but because you use up your ground bounce on Revolver, your combo is shorter overall. It does less damage than the non-Acid Rain BnB that uses Charge Shots -> Prop Shredder to Hammer, so it basically completely negates the advantage of using Acid Rain in the first place, which is to extend the combo and increase the damage.

Pretty much what Titanium said, however you can combo into the cold shower without using the ground bounce. Just do Volcano, j.H, air play, (buffer air dash with :f::f:) j.H, land, M, H, :df:HHH, S, etc. This is pretty much my BnB now since it’s very consistent.

Been practicing charge shot combos recently, sort of got the timing down but still need practice. In order to get 5, you have to try and keep them as low to the ground as possible before the 4th and 5th rep. So for the first charge shot, wait until they’re low to the ground, then shoot. Second rep, and third rep, delay slightly. 4th rep, don’t delay, 5th rep, do it as soon as possible then Stinger.

Almost did the full Ise combo, but the game read my Million Carats input as Beehive. :frowning: So from there, I got lazy and ended the combo with another Beehive into Million Dollars and got 777K in the end. Or you could just do Felinoter’s combo.

Dante combos

Can someone spar with me this morning and hep me out with some dante combos…i have a ps3 my PS ID is on my profile…id really appreciate it

Doing this makes my bnb 30k less, but it’s cool cuz it works in the corner and does more than revolver in the corner.

I dont get how can you do this midscreen since Sky Dance takes them all the way to the other side, am i missing something?

does any1 else have a good bnb off j.S midscreen? also I think we should get the max dmg combo off million dollars XFC xx Air trick j.S. since there are some situations where you can use milliion dollars as a punisher and you kinda want to maximize the dmg, this is the one I do:

Million Dollars XFC before jackpot shot when the last bullets are still flying, then:

:d: :d: + :s:, j.:s: :df: + :h: :h: :h: :s:, SJ :d::df::f: + :l:, :d::df::f: + :l:, df: + :h: :h: :h:, :f: + :h:, :atk: + :s:, :d: :d: + :s:, j.:s: (if you are in or near the corner you dont need the teleport, just do j.S or air dash j.S alfter Bold Move), :f: :d: :df: + :m:, :f: :d: :df: + :m:, :d: :db: :b: + :h:, Fireworks xx Million dollars.

does about 1.080.000, you build the bar you spend in the first million dollars during the combo, so its free.

Easy j.S / Hammer B&B that I use, 733k damage:

"Never Gonna Drop You, Pt.2"
j.:s: or :qcf::l::qcf::l:(The Hammer), :dp::m:(Volcano), j.:h:, :qcf::m:(Air Play), j.:h:, land, :h:, :s:, j.:h:xx:qcf::l:(Killer Bee), land, :b::b::h::s:~:h::h::h::h::h:(10 AA Charge Shots), :qcb::l:(Reverb Shock)xx:h:(Fireworks)xx:qcf::atk::atk:(Million Dollars)

If you miss the backdash, just end with Million Dollars after the charge shots, since the Fireworks after the Reverb Shock will turn you around and shoot the wrong way. 20k less damage and about 1/4 of a meter less, but at least you get to finish the combo.

For a more damaging/difficult combo, go for the one posted by Felinoter just below my last post, though I think his ender of Stinger cancel -> Million Carats only works in the corner.

Easiest 700k combo to get off of J.:s: or Hammer IMO is:

:dp::m:(Volcano),J.:m:,J.:h:,J.:qcf::l:(Killer Bee), :s:, J.:m:,J.:m:,J.:h:, J.:qcf::h: (Sky Dance), :df::h::h::h: (Cold Shower), :f:+:h:(Stinger)xx:s:+:atk: (Bold Cancel), J.:s:, :dp::m:(Volcano)xx:dp::m:(Bee Hive)xx:qcf::atk::atk: (Million Dollars)

@sycho, that’s actually a really nice, reliable combo

you can actually do another set of 10 hit charge shot into reverb shock, but the timing is tight

Yeah, it seems like linking the second set of shots isn’t so bad if you get a good backdash heading in, but getting the Reverb Shock low enough to connect Fireworks is really tricky (at least for me).

A nice bit about the single rep version of the j.S/Hammer -> 10 AA Charge shots -> Reverb Shock combo is that it’s really consistent in terms of damage. By the time Fireworks end, it almost always ends between 562,300 - 566,300 damage. So if you tack on a Level 3 at that point (requires you to start the combo with 1.7 meters), it brings it just barely over the 1 million mark. Useful to know if you ever land a random j.S or Hammer on full health 950k-1mil characters!

Couldn’t you just cut out the :h: before the :s:~:h::h::h::h::h: and avoid having to backdash beforhand altogether? The standing :h: moves dante forward quite a bit, whereas killer bee should put you at the correct distance to set up the launch into charge shots every time, even in the corner.

I tried that out today, being fed up with :s:~:h:(charge shot) missing on most characters in the corner. I can do this combo fine in the corner as long as I leave the air dash out, but at midscreen I found that I was landing too late after the air play -> air dash -> j.:h: to followup with the :m:,:h:,cold shower~etc. I only tried this on akuma, but even when I tried using turbo on :m:, it was still too late to connect the majority of the times I tried, any advice?

I believe sky dance can only hit a set number of times until it reaches the ground, causing it to whiff until Dante lands, leaving the other character in a strange semi-ground bounce state. So in other words, after you launch them, delay your superjump until the last possible moment, then continue after them and complete the combo. This should keep them high enough in the air to cause the grounded hits that launches them across the screen to whiff. Also, you need to make sure that Dante is very close to the other character when sky dance starts, otherwise it won’t hit enough while traveling downwards to cause the last hits to whiff. Also, this makes :s:~:h:~:s:, :d::d::u::s:, :qcf::h: an essentially guaranteed setup, as it puts the opponent ridiculously high in the air.

Though, for some reason I don’t think the semi-ground bounce state that sky dance results in ever causes the other character to enter a grounded state, technically leaving them in a launched state. This causes a followup of :df::h::h::h:~:f::h:xx:s:+:atk:,:d::d::s:,j.:s: to act as if the j.:s: was at the end of a standard magic series air combo, sending the opponent flying across the screen instead of straight down to the ground. (Forgive me if this isn’t the case, I never tested this specifically, I just saw it occur when I attempted the above combo and just avoided using it afterwards) You could use The Hammer instead of j.:s:, but the timing on doing that is from my experience very strict, making the entire combo somewhat impractical.

However, this would mean you can air exchange at that point in the combo :rofl:
Or, for the lol’s you could sky dance again after the bold cancel -> air trick, but that height generally causes the sky dance to whiff. At least it looks cool.

Also, lately I’ve been getting a kick out of this combo:

j.:h:,:d::l:,:m:,:h:,:f::h:xx:s:+:atk:,:dp::m:,j.:h:,j.:qcf::m:,j.:h:,:h:,:s:~:h:~:s:,:d::d::u::s:,j.:qcf::l:~:qcf::l:, land,:qcf::m:~:qcf::m:xx:qcb::atk:+:atk:,:dp::f::uf::s:(i.e. tiger knee vortex),j.:s:,:df::h::h::h:~:f::h:xx:s:+:atk:,:d::d::s:,j.:s:,:dp::m:~:dp::m:,:qcb::h:~:h:xx:qcf::atk:+:atk:

You could of course use the set up for propshredder that I was asking about above in my post for the corner, and after the tiger knee vortex in the corner, you could j.:s:,:df::h::h::h:~:f::h:xx:s:+:atk:,:qcf::m:~:qcf::m:,:dp::m:~:dp::m:,:dp::m:~:dp::m:xx:qcf::atk:+:atk: for the official TWO MILLION CARATS.

Edit: The combo I posted above won’t work for shit, I was idiot and never realized that I was doing the fancy vortex portion without nearly as many hits beforehand. What will work, is doing something fancy like Million Carats xx Devil Trigger -> Million Carats -> Volcano~Beehive then continuing with Cold Shower~StingerxxBold Move -> whatever. This does mean that in the corner it should be possible for THREE MILLION CARATS if you Bold Cancel the stinger into Million Carats. You could then XFC into a fourth Million Carats for pure style I guess…
Also, after the Million Carats xx Devil Trigger -> Million Carats, you can link standing :s:. You could probably do something like :s:~:h::h::h::h::h: -> into Volcano~Beehive somewhat like what Sycho posted, and then continue post groundbounce with the standard Cold Shower~StingerxxBold Move stuff. Anyway, I’m just spewing crap out of my mouth at this point and would rather have someone try to explain to me how to connect:

:rofl:

You can cut out the :h:, which drops damage by 10-20k but makes it more reliable - but you definitely need the backdash so that the Fireworks doesn’t shoot the wrong way, and to help with the Reverb Shock spacing.

Also I was wrong about the damage of that combo… it can do up to 750,300 if you land every possible hit of Fireworks and Million Dollars, but this is really tough.