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

So ryan’s post about improving your combos off a raw jump S/hammer got me in the lab with mine, and I was looking for some feedback/improvements.

Since a simple solo combo like…

jump S, land, volcano, jB jC 236A, land 5C, launch, jC, 236C super

is ~650k I wanted to land more damage than that.

I don’t have a set dante team yet but I’ve been messing with tron assist and spencer slant shot assist. Also some trish low voltage assist but to use it in a combo you have to have a slightly awkward pause due to it’s startup so no labwork on that yet. :lol: Anyway. I’ve got:

jS, volcano, jC airplay jC + spencer, land, launch, jS, dash 3CCC~stinger~teleport, jS volcano-beehive x2, super = 727k

or if I add a “call tron, volcano, jS” after one of the knockdowns, it = 784k

now I bet if I could do a consistent acid rain loop I might get more damage but it also seems like 3CCC~prop shredder scales the damage a ton.

I also found an interesting way to land another volcano at ground height due to grapple assists unique way of making them grounded yet comboable:

jS, volcano, jC airplay jC + spencer, land, 5B 5C (whiffs while spencer pulls in) volcano~2147B, dash jS, 3CCC~stinger~tele jS, volcano-beehive super = 711k

now I realize using revolver? (214B) eats up my ground bounce and is not optimal, but that was the best I could figure out right now. I wanted to do another rep of jC airplay jC but I couldn’t figure out how to combo after it as they’d just fall out of everything. What can I do off of volcano when it’s too far into the combo to do another airplay rep? Am I stuck with eating up my ground bounce via beehive or 214B? any ideas?

EDIT: this is all midscreen btw. Corner combos are pretty simple to get damage on.

Hey yo this is some gdlk shit. I was messing around today with a Zero/Dante/Akuma team and this is truly some next level shit.

I was building mad meter doing this shit in a combo with only 2 acid rain reps.

Full combo was Airplay>Airdash>J.H>5M>2M>5H>Stinger>BC>Volcano>J.H>Airplay>J.H>5H>5S>Charge shots>Shredder>Acid rain(xN)>Hammer/J.S>Call akuma Tatsu>Volcano>TK Volcano>J.S>Cold Shower>Stinger>BC>J.S> call zero shippuga> Volcano>J.S(TK revolver if you have trouble with volcano beehive link)> Volcano>Beehive> Stinger>BC>Jetstream>DHC glitch or fireworks> level3

Shit was building mad meter. Builds at least 3 bars. It’s like a self sufficient level 3 combo and a self sufficient DHC glitch combo with some extra meter to spare.

I wish my Akuma was any good, I could actually play this team for real.

EDIT: WTF, it works off a 2L too. Looks like meter gain has some weird properties O_O. To get it to work midscreen, I found that Volcano>J.H>Airplay>Airdash>J.H>5S gives good positioning for landing at least two acid rain reps. On some characters, you can do volcano>j.m>jh for more meter.

I have a list of all the characters I found that can do that stuff on page 20 where I posted my TOD combo. I’ll go ahead and add Zero to it.

im looking for a standard or RELIABLE combo ending in crazy dance so I can use the DHC glitch. any suggestion would be appreciated…

Like, 90% of Dante BnBs end in either Reverb Shock or Jet Stream. Pick one and hope you can… reliably get the crazy dance followup.

The standard:

M H 6H BC 623M j.H j.236M j.H H S~H~S sj.236L236L 3HH~6H BC (22S if midscreen) j.S 623M623M (6H BC if opponent is in corner) 214H~S

works wonders if you don’t think you can get the acid rain juggle.

So you’re mileage may vary, but I’m starting to get crazy dance down consistently. If you have sent on your team this is absolutely the DHC glitch of choice because it can move you to the corner far easier. Basically pick the BnB of your choice and make sure it ends in jet stream, here’s what I’m personally using so you can compare damage if you like.

:m:,:h:, :f:+:h:, BC, Volcanoe, j.:h:, air play, falling :h:, land :h:, :s:, xx Charge Shot xx Prop Shredder, Jump cancel teleport, hammer, land, Volcanoe, Beehive, Jet stream xx Crazy Dance, Devil Trigger, DHC to Sent (or DHC glitch of your choice).

Now, here is the method im using to get crazy dance out. Right now I’m getting it about 80% of the time, and honestly it’s really simple. Once jet stream starts hitting, I’m taking all 3 of my main button fingers, and just pianoing the shit out of the S button. They key for me is to keep my fingers really loose and just make nice easy rapid piano taps.

This is mad scrubby, it’s silly, but it’s working. I played gear for years, FRC’s are a cakewalk for me, but getting that goddamn link on crazy dance to come out feels damn near impossible to me without this mashing technique.

For my Dante team (Dante/Sent/Wekser). This DHC glitch is mad preferable to get sent max damage since again it pushes them to the corner. I just DHC to drones, do the standard launch into sents air BnB, land, rocket punch, plasma ball. It does about 1.15 mil, and you need less than a bar to start it all (about 75% of a meter is enough).

If you do an even more advance Dante BnB to start it, I’m guessing it’s a guaranteed ToD on the whole cast. If you have an extra bar you can do drones for the 2nd super with sent and go into plasma ball after as per the norm.

I honestly think this is Dante’s DHC starter of choice, it builds extra meter and again gets them to the corner. I never thought i’d come on a forum an advocate mashing, but that’s pretty much exactly what I’m gonna do for those looking for a way to get crazy dance out more reliably.

I’ve found that for Reverb Shock and Jet Stream, pressing S just after the last hit of the move connects will reliably get you a Crazy Dance, it’s been working pretty well for me.

Also found that instead of doing j.H -> Air Play -> airdash j.H, it’s easier to do j.H -> Air Play -> j.H, land and then dash with either s.S or s.H-s.S to start midscreen Acid Rain loops. Using this in my ground BnBs allows me to break 800k on my midscreen combos pretty much every time I touch someone, the max I’ve gotten with no assists and ending with Million Dollars does about 870k, and the combo builds nearly 3 bars by itself, so you end up with almost a 2 bar net gain, even ending with the hyper.

Why don’t you use up your wallbounce during your Dante combo? Sent can’t wallbounce so you’re just selling your damage and meter gain short for no reason at all. Hell, you’d probably make up that last 85K you need to TOD the entire cast, or even just the 35K needed to take out Tron.

Personally, I find that waiting to press S until the split moment the opponent twitches gets me the crazy dance more often than not, but I’m still not going to bother going for it unless I feel like styling on someone.

Do all the GG players play Dante?

Anyway, the timing for Crazy Dance is after hitstop of the preceding move ends (3~4F after Reverb Shock, 4~5F after Jet Stream), except for Revolver which you do just before the last hit hits. I second the double/triple tapping method. If you can manage to double/triple tap as fast as possible (every 2nd frame), then you can turn the 2F Crazy Dance window into a 6F window. I just do a quick double tap, focusing on timing the first tap correctly, and I can do Reverb Shock -> CD about 80-90% of the time.

Also, since I also run Phoenix and meter is very important to my team, I’ll change up my DHC combo depending on the enemy’s health. If they have 800-950k, I’ll purposely do less damage / more hits before the DHC, to allow myself to build up extra meter proportional to their health, then do a weaker combo with more hits (that still kills) after the DHC. I also DHC glitch with Million Dollars over Devil Trigger whenever possible.

Simply put, main reason i’m not using the wall bounce yet mid screen is that i have troubles with the bold cancel teleport into jumping S. If i’m near the corner I hit it no problem, but i drop the midscreen version to often right now to put a lot of faith in using it. Once I’m more comfortable with it I might start adding it in. Doing otg charge shot, stinger, bold cancel, teleport, S, adds 40-45k to the combo. Which is a good chunk of damage for sure, but right now i’m looking for consistency of hitting the whole thing, so at the moment I’m willing to sacrifice what boils down to less than a 4% increase in damage to give me a much higher chance of not dropping the combo.

Once i get the wallbounce down i’ll add it in, but i’m not gonna beat myself up over using a combo that I can actually hit that will TOD 90% of the cast.

:tup:

Without having the game in front of me, I have three ideas for you to try in my head for these assists, based off what you have already.

  1. Minor, but just to try to squeeze out a little more damage, instead of doing j.H xx QCF+M, j.H + Call Spencer, why not do j.H, land, s.H xx Call Spencer, or s.M + Call spencer, s.H? Maybe this doesn’t work, but I’m just curious.

  2. When you do j.H + Call Spencer, land, s.MH (H whiffs), I’m assuming you’re canceling into the H and then whiff canceling the H into Volcano? Maybe there’s something you can do with s.M xx Crystal xx Million Carats? They probably get hit too low because of the angle Spencer pulls the opponent in, but Million Carats is my favorite move, so I always look for places to stick it :razzy:.

  3. Here’s what I suspect is the most likely thing to work for you. I like your combo of doing two reps of Volcano -> j.H Airplay j.H, and I think if you can get that into a good ender, it should be a lot of damage. Since you’re having trouble keeping hit stun after the second rep second j.H, why not call Tron there :wonder:. If you can get Tron to hit after the second j.H, the opponent should be untechable all the way to the ground, allowing you to do whatever.

You might have to figure something out though to get enough time for Tron to come out. Something with your double jump or air dash or something, I’m not sure. Like j.H xx QCF+M, airdash, j.M + Call Tron, j.M (I don’t even know if this works)? Or j.M, dj.MH xx QCF+M, j.M + Call Tron, j.H (again, don’t know if that even works)? Gonna depend on what the hit stun will allow at that point. You might even be able to just do like j.M dj.MH and call Tron somewhere in there.

If you can figure out the sequence to get Tron to connect then all you have to do is cancel the last aerial hit into j.S/Hammer (whichever timing you need, fast/slow) while Tron is hitting, and then you can just land and go into df.HHHH Stinger, like I do with Dark Hole.

I hope you can make this work, it sounds like it should, and it sounds like it should be a lot of damage. It also sounds like it would be super stylish, which of course is 99% of all that matters when playing Dante :cool:.

Gonna have to stop you right there. Tron’s assist is not soft knockdown. I’ve checked :frowning:

Edit: That is, if you’re talking about Gustaff… No clue about the other two. Not sure why anyone would use one of the others anyway.

Yeah, I was talking about Gustaff Flame. I don’t know why I assumed it was a soft knockdown (I wasn’t sure if it was, because I’ve never checked, or even used it, lol), but at that point in the combo I don’t think they’d tech out of it, as it’s not that many hits. Even if they do tech out, it will probably keep them in enough hit stun to combo to j.S. I hope so, at least. I want to see this combo happen :(.

Thinking about it, Gustaff will link into j.S (barely) after two acid rain reps so you’re probably right about it working there.

Ok so, I got home and had to try some of this. Here’s what I found with some limited testing:

  1. I couldn’t figure out a good way to juggle into Tron assist. It’s an issue of not having enough options at that point in the combo (can’t double jump, can’t air dash, etc), and having to wait until after the Airplay to call Tron because Spencer is still recovering.

I tried doing stuff like letting Spencer being them to the ground, and then doing a ground string, just to let the assists recover, so I could just do DP+M jc j.whatever + Tron right away, but at that point in the combo, no ground strings combo due to scaling. Best I was able to do was a simple t.H Bold Cancel DP+M (which is pretty nice damage though).

  1. I was able to do the second rep as j.H xx QCF+M, j.H + Call Tron, land, s.L, (Tron hits), but it was extremely tight timing and inconsistent. I think you could probably Bold Move cancel the s.L, and then j.S and get the knockdown, but like I said, way too inconsistent to be realistic for a real match.

So instead, I just messed around to what I could find with your assists. I was able to get you up to ~775k with the following. Not as cool as the idea of 2 reps of Volcano j.H Airplay j.H, but still very cool.

j.S, DP+M jc j.H xx QCF+M, j.H + Call Spencer Angled Shot, land, s.H (Spencer hits), df.HHHH (must hit while they’re airborn) xx S jc dd.S, QCF+L xx QCF+L, land, Call Tron Gustaff Flame, DP+M (Tron hits) jc j.S, DP+M xx DP+M, DP+M xx DP+M xx QCF+AA.

Pretty good damage/meter gain, and really simple/consistent. Wish the other idea worked though :(.

ok this combo…i have 2 problems with it…A LOT of the time when i do
:qcf::l:(killer bee), S.:h:,:s:, (mash):h:(up charge shots)
it misses because the guy flys over the bullets…why and how do i fix this…also
at the end when you do reverb shock into fireworks…he almost as frequently shoots the opposite direction thus dropping the enemy…help?

Well, I adjusted my BnB since I switched my team(again) and brought back Zero for wesker.

XX>Volcano>J.H>Airplay>Airdash J.H>5H>5S>Charge Shots>Prop Shredder>Acid Rain(x2 at least)> Hammer/J.S>Call Zero shippuga>Volcano>J.S>Cold Shower>Stinger>BC(22S)> The Hammer > Call Trish low voltage > Volcano> Beehive> Stinger(corner only) > Jetstream > Million Dollars> Round Harvest DHC> Tag Dante> 22S> Sky Dance> Reverb Shock> Fireworks> Million Dollars(optional)

Should kill everyone with the final million dollars, should only be necessary for 1.1+ characters. Can be started from 0 meter off any clean hit. Round harvest DHC is too godlike with Dante.

Either wait very slightly for the enemy for fall after the killer bee or do an instant backdash into st.H st.S~H.

Ryan if you’re still around answering questions I was wondering if you’d have any idea how to work Doom Plasma Beam assist into a Dante combo. Your awesome stuff on the stream the other day inspired me to try new ways of working my assists into my combos (ie: inspired me to steal your ideas ^^).

For Zero’s Ryuenjin I’ve found that after a hammer you can call Ryuenjin, Volcano jc j.S. I can’t seem to find anything worthwhile with Doom though. You can call Plasma and do j.HH into Killer Bee (Hammer will whiff) but the combo ends up doing less damage than it would without the assist.

(If anyone else has any ideas I’d appreciate them, I’ve just seen Ryan’s creativity already =p).

I would play with this a bit more. You might be able to squeeze out the same amount of damage (or slightly less but) with only 2 meters just by rearranging the sequence a bit. Technically, Round Harvest works as a DHC glitch super because it doesn’t directly hit. Usually, this is worthless, because you can’t normally combo much after it, but in this specific case, you might actually be able to get more damage by doing Jet Stream xx Crazy Dance, Devil Trigger DHC Round Harvest.

This might be especially true if you rework your combo a little to save a little more of the combo for the second half after the scaling is reset. In other words, save your wall bounce for after the DHC. You’ll likely get more damage out of them due to the scaling being reset, where as in the pre-DHC section of the combo, they’re already heavily scaled.

Try something like:

XX>Volcano>J.H>Airplay>Airdash J.H>5H>5S>Charge Shots>Prop Shredder>Acid Rain(x2 at least)> Hammer/J.S>Call Trish low voltage >Volcano>Beehive>Jet Stream>Crazy Dance>Devil Trigger>Round Harvest DHC
Tag Dante> 22S> Sky Dance>Cold Shower>Stinger>BC(22S)> The Hammer>Call Zero shippuga>Volcano>J.S>Cold Shower>Reverb Shock>Fireworks

Unfortunately, you can’t also save the ground bounce for the post-DHC portion of the combo because Sky Dance uses your ground bounce. Is it possible to use a Hammer instead of Sky Dance? I would try that also and see if you get more damage out of the Sky Dance or being able to end the combo with Beehive -> Jet Stream xx Fireworks.

No clue. I really don’t mess with characters other than my own. The Spencer/Tron stuff was just too interesting, that I couldn’t resist messing with it.

But in general, I want to say you shouldn’t concern yourself with finding a place to stick plasma beam assist because 98% of the time, you’re going to be using it either to get in, or to mixup with a teleport, meaning you wont be able to call it mid-combo.

This is the same reason why in the Team Combo Video I just did, there are no combos with Ammy where I use Dark Hole in the middle. For Ammy, it’s a pressure assist, not a combo assist.

So instead of looking for a way to stick it into the middle of the combo, I would spend time learning how to do strong combos after hitting with stuff like Call Plasma Beam -> Teleport and the Plasma Beam hits from behind. It’s actually not as simple as it sounds, because typically it becomes a challenge of how to get the opponent into a Prop Shredder after they’re already in the air from the assist and with significant hitstun scaling.

This is definitely what I would focus on in terms of Dante + Plasma Beam.