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

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.

I’ve recently become accustomed to jumping backwards before air play and leaving out the st.:h: at the end of the usual bold cancel BnB string. This allows for just the right amount of space to launch and AA shots into the purple rain loop on most of the cast (Hsien-ko requires you to jump straight up to connect with air play). Of course this means I use my bounce for the beehive to jet stream at the end of the combo. I’m still practicing the naked stinger to jet stream. It’s not hard I’m just not as consistant with it as I’d like to be. Just by doing this and working in one more rep of acid rain I bumped the damage up to 900k+.

I’m inclined to agree with most of the posted opinions on DT. As Liquid had guest I do it strictly to cancel million carats to extend the combo and I won’t usually complete the combo unless i’m confident it will kill or I have meter to burn on flashiness.

I was actually able to break a million in a match with this combo when I caught a rhythm with acid rain loops and did 5 or 6 reps

lmao purple rain loop :rofl:

Okay, so I just picked up Dante. Have to say he’s a great character and his Jam Session assist is just what I need. I have been practicing with him non stop in the training room for a week or so. I’m not really into the advanced stuff of canceling bold move into volcano etc. But I’ve been working on teleport cancels and the infamous purple rain trick. My problem is not being comfortable with rushdown in this game. Chris has been my most used character for the longest time and that’s not really his strong suit. Then I ran Deadpool/Chris team and someone suggested I should use Dante because his Jam Session does a nice job of cutting off the screen. So that’s the team I’ve been using: Deadpool/Chris/Dante. That team works great because for me I’m not the rushdown type and I can keep the other characters away pretty easily. I want to get away from that though and learn to get in and use mixups. Because while I’m good with Deadpool and Chris, it comes down to Dante as my anchor, I’m not really sure how to go about getting in a character. So I decided to try a rushdown character like Zero just to see if I could maybe feel more comfortable with it.

From what I’ve seen Dante’s mixups involve teleports and bold cancels. That is something I have to work on. I need to get out of that habit when I teleport to hit S. I should hit late H and lead into a combo. Plus I just got a stick and after practicing so long with Dante on a controller, I find myself having to adjust to learn his moves again. Beehive being the biggest pain for me now. I’ve been practicing it over and over and while I have gotten better at it, it’s still nowhere near being consistent.

This is my first Vs. game or really any fighting game since the old days of arcades. Other than the obvious tip of just trying rushdown, is there any good tips to go about using Dante? While I can use him pretty well in the training room, I get my ass kicked in a real match for lack of knowing how I should go about opening up the other character. Given my playstyle of zoning, this is something new for me so I would appreciate anything. Thanks!

To Feli or anybody with good execution,

If this combo is done midscreen, can you just stinger, bc, teleport, j:s: or hammer, 3hhh or beehive etc.? If it works, this could be an easier variant of isedelica combo 6.
I’m currently using this as my bnb but starting on the ground with m, h, stinger, bc, volcano.

If you’re more comfortable playing keepaway, Dante can actually do a pretty decent job of that, too, between Hysteric, Multi-Lock, Drive, Air Play, Weasel Shot, and full-screen Fireworks. Getting the timing down on fullscreen Reverb Shock xx Fireworks takes some work, but it covers a huge chunk of the screen. Plus, Jam Session works just as well to ward off air attacks for Dante as it does as an assist, along with sending them flying way back on hit or block. If you Devil Trigger, you can super jump and throw Thunderbolts for crazy chip damage and fly away if they get near, or just Vortex past them. Then, if they start pushing too hard trying to get in, that’s when you can Air Trick behind their head when they aren’t expecting it at all and ruin their day.

Is it just me or does usually take a while to get comfortable with a stick? I have gotten a lot better using in the training room but my blocking is horrendous. It seems now that I play Dante, everyone else has him and for the most part they all suck. I’m tired of other Dante’s teleporting over me smashing S and doing the simplest combos. Sadly it works(on me :o) Not all the time though, I’ll usually block it and do my own combo but that is all some people do and it’s quite annoying. If only I was quick enough to jump and grab them. Though now I anticipate it I will be looking for it.

Also thanks for the tips Cauldrtah. I may try using Dante like that, kind of throw them off. Though when I use Dante as my anchor, people tend to go the other way. I find myself having to go after them. Most likely they are baiting a teleport now that I think about it. So that’s why I ask about opening a player up. For the most part people back away when Dante comes in. I’ve been practicing mixups somewhat today. Just bold canceling, dashing in with an overhead. So I’m just working on that, hopefully with enough practice, I’ll be consistent enough to use it in a match!

yeah, midscreen you just do stinger>Teleport/j.s>ender

When it comes to the charge shot loop, like you said, basically, you have to make sure that they are close to the ground before you launch them into the air. At any point you see that the shots are starting to hit behind them, drop the loop and go directly into Stinger; you will not be able to get another rep of the loop if it goes behind them.

As for hitting Stinger, it requires a specific height and needs to be done quite early. It’s difficult though, Also, the charge shot loops are much easier on certain characters.

Haven’t tested it against all characters but Ryu and Viper have standard timing it seems, I’d say they’re ideal for practicing the loop. It’s easier to land all 5 shots on characters like Skrull and Chris for some reason. Which is strange because you said Chris is more difficult but I feel it’s more easier on him. Easiest is Tron for sure, in fact, on Tron you can get about 6 or 7 reps plus a launcher. I have a feeling you might be able to even infinite her if you can stop her from falling too low but not sure. More difficult are characters like Captain America and Wesker, I can only really get about 4 consistently. And the hardest seem to be characters like Zero and smaller characters.

I just noticed that you can get OTG Thunderbolt off an air throw as long as you are relatively close to the ground. You can either combo another Thunderbolt off that, which will cause them to land before you can hit them with anything else, or hit them with j. :l: or j. :m:. With j. :l:, they will tech in mid-air, so you can go for another air throw reset, or try to launch them if they press a button. J. :m: will give you just enough time to hit them with Reverb Shock xx Fireworks xx Million Dollars, a Snap Back (the most forgiving timing-wise), or st. :l:, which will also make them tech in the air and let you go for another air throw or launch reset. You can, of course, call an assist before or after the Thunderbolt to do a combo, which may be easier to use with some assists than Rain Storm xx Killer Bee, plus it doesn’t use up the ground bounce. It will likely do more hits, though, and each hit of Thunderbolt does slightly less damage per hit.

That combo has actually already been posted. It’s the Isedacidbruyen combo.

Just figured out an easy way to combo into Grapple to start the DHC trick.

:f::d::df::m:, :d::db::b::ub::m:, :d::df::f::h::d::df::f::h:

Really it’s just the revolver that makes it work well, but the volcano puts them high enough where the ground bounce will keep them in the air long enough to grapple them.

Seen here [media=youtube]ZdqGdHd4UYk[/media] at 1:00 in

On another note, does anyone know why I’ve having so much trouble with wall bounce Stinger bold canceled to Million Carats? Sometimes I get volcano, sometimes I get backwards revolver, it’s all so confusing.

You’re probably getting volcano because of a holdover forward input from the stinger. Backwards revolver might happen because at certain distances the opponent will cross over you after the wallbounce, crossing up your inputs into a qcb (instead of qcf). To fix the former, just give a brief moment after the stinger where you reset your stick to neutral. For the latter, I don’t know if there’s anything to do but watch closely to see if the opponent is flying over you and adjust your inputs accordingly.

If you end a combo with Dance Macabre you can do the DHC glitch. Someone posted it in the DHC glitch thread.

[media=youtube]mylXHG-o8vo&feature=player_detailpage#t=300s[/media]

Dammit, that move just became incredibly useful. Now I have to learn how to use it.

OK, this is good news. Good combos > grapple were hard to pull off in the corner, and this means that you can use titanium beast BnB ending with jetstream xx mac dance xx DT xx DHC glitch. It will do overall more damage than other combos into grapple, meaning more damage total. And it’ll be hella easier to DHC glitch.

DHC glitch to sent midscreen is hard but corner is easy, and DHC in corner means better combos to follow up with. Cuz corner combos usually do more than midscreen combos.

DHC glitching in the corner is just much better.

Okay, so I’m been trying to practise performing the DHC glitch from Dance Macabre, but I’ve come to realise that the cancelling into Dance Macabre is much harder or stricter than Fireworks. I can currently only get the cancel about 1/5 times. Is there any suggestions to make cancelling into it a bit easier to make it a more viable tactic than just sticking with Fireworks cancels?

After reverb shock, you do it after the 5 hits finish. It’s a rather late cancel.

im trying to do this combo:
:m:,:h:,:f:+:h:(Stinger)xx:s:+:m:(Bold Cancel), :dp::m:(Volcano),J.:h: xxJ.:qcf::m: (Air Play),J.:h:,:h:,:s::h:xx(AA Charge Shots)xx:s: (Prop Shredder),J.:qcf::l:(Killer Bee)xxJ.:qcf::l: (Hammer), :df::h::h::h:(Cold Shower),:f:+:h: (Stinger)xx:s:+:atk:(Bold Cancel)xx :d::s:(Air Trick),J.:s:, :dp::m:(Volcano) xx:dp::m: (Beehive), :qcb::h:(Jet Stream), :h:(Fireworks),:qcf:+:atk::atk: (Million Dollars)

but im running into some trouble…
problem 1::m:,:h:,:f:+:h:(Stinger)xx:s:+:m:(Bold Cancel), :dp::m:(Volcano)
im having a problem with getting the volcano to come out every time, it has work sometimes but mostly it just does bold move.

problem 2:J.:h: xxJ.:qcf::m: (Air Play),J.:h:,:h:,:s::h:xx(AA Charge Shots)xx:s: (Prop Shredder)
i cant get the AA charge shots to connect…he always flys over it :frowning:

help?

For reverb -> dance, put on some headphones. Theres the normal hit sounds for the five hits, followed by a deeper base ‘tha-thunk’. The timing is right after the ‘thunk’. If you picture it as the ‘tha-thunk’ being 1 and 2, and then button needs pressed on 3. tha-thunk-press. Hope that helps, but yeah, its pretty strict. If anyone has similar tips for getting dance after qcb+L or qcb+M, I’d love to hear them.