in this case, i would love to hit with the wall bounce and do something like bold cancel air trick into Air S but the problem is in that case, the only things I have been able to find that combo into grapple (and hence DHC trick to maximize damage potential / meter circulation with Wesker) are Revolver and Stinger wall bounce. and of course, long range projectiles
Thinking about it now, if extra meter is needed, you -might- be able to do wall bounce, drive, and combo that into grapple. but that’s an aside
The point is, only revolver and stinger combo into grapple. Revolver is pretty unwieldy to combo with and though you can OTG into volcano and jump cancel into revolver ground bounce, it’s very unlikely that that far in your combo revolver is going to combo at all cause of scaling. so honestly i don’t have any ideas currently for ways to combo for grapple other than stinger wall bounce, which kinda means your combo will end at the loop every time, since there is no possible way (at least, that seems possible to me) that you can combo after the guns into prop shredder. Guns aren’t jump cancellable either right?
Alot of this is conjecture but I’m hoping I can get some feedback.
one way to combo into grapple IS to use wesker assist OTG after an unrecoverable knockdown but then wesker can’t come in for the DHC kill.
perhaps theres some other otg assist out there but ideally i’d like to keep my team of wesker and sent with dante because both of those assists make dante’s rushdown pretty hellish - and that’s the whole point of this team, i want to touch ppl once and kill them, every character in the game. or at least, learn how, since it’s pretty fun.
Hope ppl can help me out a little. i don’t have much time to play right now and yesterday i was just trying to master the loop. but i’ve been thinking all day about ways to extend dante’s segment of the combo further but i just can’t think of a way to get grapple in there.
for whom it may concern, when wesker comes in he does gunshot otg after the spinning knockdown, then c. m, st. h, ghost butterfly (the knockdown one), dash, call weasel shot dante, gun, teleport behind, launcher (teleporting behind means when you jump and do m,m,h maximum wesker you get a lot of hits, assuming you’re level with them)
that sequence wesker does builds his own meter for mw, so if you have 0 meter after DHC, no need to worry.