He falls faster than most. Max I could get was 3 reps in corner. My execution isn’t that good though.
just learning this and i was wondering what this was i dont know what that is. I dont know of any move called charge shot so can some one clear up what that means?
,+(Stinger)xx+(Bold Cancel), (Volcano),J. xxJ. (Air Play),J.,xx(AA Charge Shots)xx (Prop Shredder),J.(Killer Bee)xxJ. (Hammer), (Cold Shower),+ (Stinger)xx+(Bold Cancel)xx (Air Trick),J., (Volcano) xx (Beehive), (Jet Stream), (Fireworks),+ (Million Dollars)
is there a video of this combo anywere?
Charge Shots are just the upward gunshots when you hit H after launching with S.
Since people were discussing various combos off a j.S/Hammer starter, I thought I’d share. I was doing some work for myself, trying to find the best solution that was both reliable and damaging, because up until a day ago, the combo I was using was only doing about 650k, which is weak for Dante.
After doing a lot of experimenting with Dante without assists, I felt the best was DP+M, j.H xx QCF+M, j.H, land, [S, HH] x4, S, H, t.H -> blah blah. I was getting like ~850k from that (depending on exactly the number of reps), but the reliability just wasn’t there. It’s somewhat character specific, and worse, can’t be done into the corner.
My solution now, and what I suggest to anyone is to try to find a way to utilize your assist(s) to get into a better combo. I’m now using this:
j.S, DP+M, j.H xx QCF+M, j.H, land, s.H (+ call Dorm Dark Hole), d.H (1) xx Bold Move, (Dark Hole hits), Hammer, df.HHHH, t.H -> ender.
Using Ammy Cold Star during my ender, I’m getting about 790k, which is a little less than the solo combo, but I can do this combo 100% reliably, and it works in the corner (jump cancel the initial DP+M vertical instead of forward, and the Dark Hole will connect properly).
So yeah, just thought I’d give people something to think about in case they aren’t comfortable with some of the other combos. When you do the s.H + Call Dorm, d.H xx Bold Move, Hammer, you can do a j.S instead, and when you do, you have to delay it a lot to not hit before the Dark Hole ends. I would assume this means a lot of other assists could work in this same spot, with various j.S/Hammer timings, and maybe slightly different assist call timings. You could potentially call your assist of choice any time from the second j.H until the d.H to get the timing right.
Hope this helps someone else :wonder:.
After seeing you use the Ammy setup with Cold Star thursday, I modified it a bit to head into the DHC trick with Ammy if someone were to do so. Basically:
BnB>f+H>Volcano>j.H>Air Play>j.H>s.S>s.H>Hammer>d/f+HH>f+H>Bold Cancel>j.S>Assist(Ammy Cold Star)>Crystal (OTG)>Revolver>Grapple>Devil Trigger>Ammy slow down.
You could also throw in reverb Shock>Crazy Dance>Devil Trigger>Ammy slowdown after the grapple if you feel you got those crazy dance cancels down. pretty much dead character depending on what you do with ammy in slowdown.
Good shit. This is so obvious, I don’t know why I didn’t think of it! I had been going for the Dance ender to really maximize the damage, but now I can have my cake and eat it too :rock:.
Also, just for the record since we’re on the topic of the Ammy ender, I realized when I’m not going to DHC glitch (like when it’s a low life char and I’m just going to kill the char with the Dante combo alone), I was able to squeeze in a j.S after the Cold Star hits, before I do my Killer Bee x2. Squeezes out another ~10k IIRC.
I’ll definitely have to try this out. Really liking how cold star holds them down long enough for good enough damage to follow up with.
There’s a certain chunk of moves that finds itself in the majority of these combos, and I’m not quite getting how they’re supposed to work. Could someone explain to me the inputs and timings of those inputs on the following chunk of combo that comes after volcano into jH xx qcf+M jH, land…:
HS and somehow get to prop shredder into an air Hammer, after which we cold shower to stinger, etc etc. Basically, could someone explain the inputs I want between the jH (on the way down from the air play) and the df+HHH cold shower? I dont lack the ability to do this, I just have no idea exactly how it’s supposed to be inputted. Both getting to prop shredder, and somehow air Hammer-ing. What’s happening here? Thanks!
You’re high jumping after the last prop shredder hit into Hammer. You have ample time after prop shredder to high jump and get Hammer off since the last hit has the opponent in hit stun for quite awhile.
You can either do that or High Jump Cancel into teleport>Hammer. But you’ll more than likely have to adjust your combo a bit if done this way due to the teleport.
Pretty much what Shin Oni said, after the second J.:h: it ends up being just:
s.:h:,s.:s:, :h:(AA Charge Shots), :s: (Prop Shredder), Superjump or :d::d::u::s (Super Jump cancelled Air Trick), J.:qcf::l: Killer Bee xx J.:qcf::l: (Hammer) then you just go into whatever the rest of your combo is.
First off, I’d suggest practicing with the air dash after the air play. j.h xx airplay, air dash, j.h, s.S blah blah. It never hurts to do and adds some options to you for later on.
:S:~:H:~:S:, :d::u: :d::df::f:+:L::d::df::f:+:L:, :df:+:H::H::H: …
At s.S, it’s a standard launch.
Hitting H immediately afterwards does the upwards ‘charged shot’ bullets to hit the opponent. If you do it too late, the opponent may not be hit by the shots, and WAY too late and a standard standing H sword slice comes out where you can’t see. You cannot do the H too fast, so just get the hang of doing S~H as fast as you can to get the shots. Do NOT hit H more than once, you want only the one press to get two bullets.
Hitting the S after the gunshots does the prop shredder. This part does have a timing component. If you do it too early, the opponent will be hit by the spinning sword with the tip of the sword about on their feet; the final launching hit you want won’t connect and they’ll fall to the ground instead of launching. Do it too late, and you’ll get a standard s.S launch. You can follow it up with normal launch combos but not the hammer. What you want is to time it between the two, so that the opponent is well inside the ‘propeller’. Then the last hit will launch them up in a way that keeps them vulnerable for a long time.
Next part is getting to them after the propeller. I can’t back it up with any proof, but it feels like propeller is jump cancellable, and not the auto-super jumper than most launch s.S’s are. What I do is manually his :d::u: so I super jump up to the opponent. You have to time it so that youre hitting :u: right after or just after the last hit of propeller. If you just do a normal jump, you wont get high enough or fast enough.
Getting the hammer definitely takes practice. If you put in the input too fast, you’ll be too low to connect; too late and the opponent will flip out and be able to block. It always feels to me like I’m hitting the opponent in the feet with the hammer, if that helps any.
After the hammer, you’ll fall to the ground next to the opponent. Do :df:+:H::H::H: to OTG them and continue the combo.
Wow, thanks! I’m gonna have to take this info to training mode later. Though I know when I’ve tried S~H, nothing tends to happen if I dont hit H twice. In fact, a friend of mine even told me to doubletap H, and said just dont hit it a 3rd time. If that’s incorrect, is it possible to hit the S~H too fast? It’s the only reason i could think of not to work, as I’m most certainly not hitting it too slow.
So what this is is an easier way to get into grapple to start DHC trick right? It’s not more damaging damage wise than a standard BnB > f.H xx grapple > DHC or BnB jetstream xx crazy dance > DHC?
You could say that. If you’re sticking revolver in a Dante combo pre ground bounce, it makes it a lot easier to land grapple off into the DHC setup. It also makes it a bit tricky since you also have to worry about not overusing Volcano if you wish to try and go further in a combo for the revolver to ground bounce. Hence why I was glad to see Ryan using cold star after the second j.S to hold down the opponent long enough after crystal OTG to pull off Revolver.
I did this on She-Hulk without the referb shock>Crazy Dance followup and ended up doing around 1 mill on her after ammy sword charges. Don’t remember the exact damage but IIRC She-Hulk would be dead.
Not sure I understand the question, but if I do, the answer is yes, this is more damaging than t.H xx Grapple. At least for me and my team’s combo. Using the Ammy assist, instead of just doing t.H xx Grapple, I can do t.H xx Teleport, j.S, land, Call Ammy, Crystal (otg into Ammy assist), Revolver, Grapple, which is a significant increase in damage (and meter building) before even DHCing.
Before, when I was doing t.H xx Grapple, I was already getting 1.2mil with the entire combo, but the Ammy portion of the combo was kind of inconsistent/character specific midscreen. Using this increased damage, I should be able to do an easier Ammy combo that’s more consistent, but still kills any character.
after the t.h, do you have to bold cancel to get the grapple or am I just too slow?
Have to bold cancel.
I’ve always wondered why people do Stinger>BC>Grapple when they could just learn the timing for Crazy Dance after Jetstream or Reverb shock and do more damage+more meter gained.
Timing is really strict and trying to do it under pressure is even more difficult. If you can kill with less, it’s often better to just go for that than risk dropping the combo.
I combo into grapple off of a Revolver ground bounce. You have to hit them high for the them to bounce high and long enough for it to combo, but it works. A good way to do is is after an Acid Rain or high hitting Million Carats. You can also do Volcano -> TK revolver if it’s early enough in the combo not to drop.