So it’s not really a DHC trick…just a combo that employs a DHC.
I don’t think damage would be reset because any combo from sent with an HSF, bnb, into Plasma is already like 800k. The Dante part of the combo is probably around 550k.
:d::db:+:l:~:s: is reverb xx dance.
k i know that u can DHC glitch off of crazy dance but can u after sky dance?
Nope. Niether the ground bounce kind nor the flying away kind causes the right state for the glitch.
what i do to get DM out of jet stream is i wait for the first 5 hits then i do double tap S like 3 times and it comes out consistently…
for DHC glitch to work, the opponent needs to be in a “captured” state.
(I dont know if anyone else finds them helpful, but if I also get the timing for revolver -> dance down, I’ll post tips on it up as well.)
Tip for timing of jet stream -> crazy dance: Put on headphones, and listen to the hits. There are five initial hits, a small delay, and the sixth hit. The delay is the same amount of time as two of the initial hits, so count the first five hits in your head as 1, 2, 3, 4, 5, and keep counting. On ‘6’, it’ll be the delay before the last hit. On ‘7’ will be the last hit, and on ‘8’ is when you press ‘S’. Listen to the first hits to get the timing for counting, and press the button ‘8’.
(More concise but probably more confusing: The delay between last hit and pressing S is the same as the delay between the initial hits of jet stream.)
It would seem that getting the timing down will be easier for jet stream than for reverb shock because of those initial hits giving you more time to catch the rhythm.
Buffering in super while you’re trying to time the dance after Jet Stream is a good “option select” for when you mess up the timing, that way you don’t ruin your whole combo if you missed the 1 frame timing of the cancel, Crazy Dance never cancels into Super so you’ll never get Super if you hit crazy dance.
That’s smart, but why not just buffer fireworks?
Also, crazy dance -> snapback doesn’t work even though the opponent is airborne, it’s weird. However, fireworks -> snapback does work, even after a full combo.
Any good ways to combo into jet stream xx crazy dance midscreen? My DHC only works in the corner and I can’t get stinger wallbounce to combo into jetstream.
Also crazy dance CAN whiff if your opponent was too high up, so things like air qcf :h: -> Reverb Shock xx crazy dance aren’t consistent.
My current (admittedly shitty) BnB is cr., s.:h:, f.:h: xx bold cancel xx Volcano, j.:h: xx Air Play, s.:h: :s: j.:h: xx Killer Bee, backdash, s.:h: :s: AA Charge Shot x10, Reverb Shock xx Fireworks xx Million Dollars.
Edit: Is there a trick to the airdash after j.:h: xx air play? I can never get the j.:h: afterwards to combo, even if I buffer the air dash.
I’m fairly convinced that the opponent is in an invincible state after Crazy Dance, but the DHC clears it.
j.S>3hhh>stinger cancel>carats>revolver>crazy dance
j.S>3hhh>stinger cancel>carats>revolver>reverb shock>crazy dance
j.S>3hhh>stinger cancel>carats>revolver>call assist>reverb shock>reverb shock>crazy dance
revolver does not need a ground bounce to combo into crazy dance (doesn’t use a ground bounce either)
tested with doom beam/zero shippuga
During Jet Stream, the timing for Crazy Dance is the last frame available for input for a follow-up, so say if you plink S with H, nothing will happen if you hit it a frame too late, if you hit it a frame too early fireworks will come out.
My personal tendency is that I hit things a frame later as opposed to early, and since you can Super cancel at any time, I just buffer the super.
Its basically taking even less risk by cutting out the factor of you timing too late. Fireworks is scaled down to absolutely no damage by the time I get to that move anyways, you can always Plink S~H and buffer super for an early timed OS.
note that you can actually cancel crazy dance start up into super
^^Yeah, you gotta delay it some, it’s a huge window to not mess it up though, if they stayed in the air a few frames longer I would say it’s reactionary.
why not titanium beast 1st bnb doesnt it do more damage?
I don’t feel confident enough in midscreen Acid Rain combos, just a personal thing. I have BnB#2 on lock, it deals good damage and builds good enough meter to kill almost every character in game so I just roll with that.
dear dantes:
what is the bnb that josh wong always uses? something like
l-m-h-stinger-volcano-m-QCF B-h-killer bee
or something like that…
That’s fine really. Putting out over 750K is really good for one meter, so for the most part, you should be set. Eventually though, you’ll want higher damage so you can kill everyone. Of course, if you continue to play Marvel that will come naturally(or through any game really).
What I mean by all this is that, through practice and experience, those loops will begin to get easier. Ultimately, you’ll end up learning a stronger BnB as you progress.
Yup I agree, I can diffidently feel the loops getting easier the more I do them in match play. The thing about BnB#2 is you start the round with 1 meter already and it builds 2 so it’s doing over 100,000 already which is killing almost everyone. :lol:
Well after a lot of practicing I can finally pull off the acid rain combo consistently(only in the corner). After doing it so many times my timing is spot on and I have been able to add 2 acid rains loops so far which is good enough for me. Now I can work on some other combos. I just absolutely love the acid rain loop. It looks so badass to pull off. I asked this before but never got an answer; what is a good mid screen combo to use with Dante? I can’t really pull of the acid ran combo midscreen, I always miss the last air H after airplay.