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

since we are talking about Dante/Trish,
one corner dhc i was attempting was off the crazy dance -> devil trigger->round harvest-> tag to dante and try to go for as many acid rains, since the position round harvest puts the opponent in seems actually perfect (its directly over u when u tag)
Dunno how many loops are possible off of it though. Ill try it out and see how many loops are possible (not on Tron)
Try it out Nini Heart and whoever!

EDIT: In relation to the whole round harvest hitting, teleport up and sky dance thing: I’ve been messing with round harvest stuff and you can definitely teleport up and do hammer or even jS. Yesterday I was doing regular DHC (no dhc trick) into round harvest, teleport jS and even though the teleport took me out of the corner, the jS still spiked them straight down like hammer. Something about round harvest stopped them from flying at that awkward 45 degree angle. Something to think about.

It’s mostly for consistency at the moment. Even though if I’m not using combos in assists I can land and link a s.H just fine, something about also calling an assist makes me mess up the timing. Probably just a muscle memory thing that I could fix with some practice.

omg yes. Million carats is sooo dope. Whenever possible I prefer to otg with that into super rather than his other choices. :lovin:

I like the tron idea with extending the double airplay combo to actually work, I’ll hafta mess a bit with that. Only issue is I realized that having both tron assist and spencer assist makes for a shitty team. I usually have one or the other.

This man understands. :lovin:

Thanks for the response man.

Anywhere where there’s a jS or a hammer in your combo (earlier in the combo = easier) you can call doom, pause, OTG volcano, and jS while doom hits.

…Really gotta come up with a dante team. I need to figure out where I like him best in terms of team order. I’ve been running him on point but he almost seems better in the secondary spot so I don’t get gibbed a person’s full team.

Hey Klaige, didn’t know you played this character.

What input are you using for the bold cancel teleport? You can buffer the first :d: while you’re inputting the bold move cancel. So the inputs that work for me are :d::atk:+:s:, :d::s:.

This is especially useful for getting the grapple to link from anywhere on the screen, my plinking inputs goes something like this: :qcf::m:+:s:~:h:, :qcf::h:

I’ve also been practicing some Dante execution for a while now, and what I did for getting the crazy dance link down was record myself successfully getting the link, then replaying it over and over to see the frame it cancels on. My visual reference is the white flame/slash that expands just after the last hit connects, the cancel point is just as its expanding (You’ll see the largest white blur in the animation before he goes into it). I was able to get it down 20 times consecutively today doing this, though thats not saying much since I was in a practiced rhythm and doing it on the spot is always tougher.

I also did this for reverb shock, and its as soon as they start popping out from the last hit. Unfortunately reverb shocks particle effects seem rather random so I can’t really get much of a visual cue on Dante for it. If anyone can help me consistently get whiffed reverb shock xx fireworks, I’d love to implement it into my game.

Also, something I experimented with while doing mid-screen acid rain loops. You can kara the acid rains with s.:h: as you loop(s.:h:~:qcf::l:). I was able to adjust my spacing and get more reps then usual this way, but I’m not sure if it will really help if you already have the proper spacing. I was however, able to cross-under mid-loop to continue the combo in the opposite direction, which allowed me to get the grapple link mid-screen from the corner.

You can also plink :l::m::h: for the air play > airdash jH combo to make it easier. Same trick thats used for Mags’ hyper grab loop.

Hope this helps anybody.

Sorry guys, I just started playing Dante so, I haven’t seen a lot of this thread. What attacks are you using and what are you canceling out of? I’ve been trying to figure out how to combo into the grapple and haven’t been able to figure it out.

edit:nvm, figured it out.

After doing :df:+mash:h:(Cold Shower) > :f:+:h:(stinger), they wallbounce and you go into bold move cancel > grapple. You can do this for your otg after comboing into hammer(after charge shots+prop shredder etc.)

This is where you have to change your timing depending on their height and distance, and why plinking is good so your timing is accurate instead of buffering the bold move cancel like normal.

Thanks

ok i think my left hand is just damn stupid…atleast when it comes to the stinger bold cancel into teleport thing…i know what the input is… it’s :f:+:h:xx:d::s:+:atk::d::s: but my left hand can only seem to input one :d: in that one combo…any help training my hand to behave?

You’d be surprised at how slow you can input the :f::h:, BC, :d::d::s:. Just do it very slowly and exagerrated and work the speed up from there (if you even need to). Personally, I use :f::h:, :d::l::s:, slight pause at neutral, :d::s:.

Techically it’s not a plink, because plinks are done 1F apart and if you do Bold Cancel ~ :qcf::h: 1F apart, you’ll get Million Dollars because of the input leniency. It’s a slightly delayed cancel, I just do :f::h:, :d::df::l::s::f::h:, :qcf::h: without any problems.

Oh man. Why did I not think to buffer a qcf into the bold cancel? You just made that a lot easier for me, thanks. You’re an eddie player, right? Or at least used to be. I think I hung out at your house a long time ago playing casuals after a tourney I went to with the WA guilty gear peeps. :angel:

So I just found out something fucking awesome when it comes to dante swagger. Using chris’ mine assist allows dante to use his ground bounce moves without using up his ground bounce. They land on the mine and the explosion pops them up but it’s not them actually hitting the ground and bouncing. My mind is blown. So many applications:

ABC 6C, volcano, jB+chris, jC, killer bee, land - from here you do whatever. You can launch and do another killer bee, you can do guns into stinger/prop shredder, whatever you want really. You can do killer bee relaunch sky dance combos and get the ground bounce on sky dance to allow you to keep comboing rather than having to do super.

Being as revolver (214B) is one of my favorite moves, in the corner you can do: ABC 6C+chris, volcano jump cancel revolver (2147B), mine hits, do whatever. Guns~stinger/prop shredder, launch into killer bee, whatever the fuck. Or if you call chris simultaneous to your bold cancel, you can do another revolver for MAXIMUM SWAGGER! Revolver revolver level 3? Yes please.

Also you can get 3 reps of volcano-beehive. Either call chris, volcano beehive, he lands on the mine instead of the ground, then do it twice more. Or after one volcano-beehive, call chris, volcano-beehive, he lands on it, and volcano-beehive again. The latter seems more difficult for sure.

Lastly, (shoutouts to ryan hunter) you can fucking call chris, do an OTG million carats (followup to Crystal) and then they land on the mine which gives you enough time to recover and keep comboing. No longer do you have to end your combo there with a super cancel. If you land a jS or hammer, call chris and hit with million carats, you can still land guns~prop shredder for some usual nastiness. So fuckin’ dope.

Yeah I play Eddie in AC, and I thought I ran into you back then at the tourney / afterwards. That is a friend’s apartment though, not mine, I’m from out of town. I teamed with Digital Watches that time, and even though it was the two of us in the finals of singles, we lost to a WA team in LF of teams. :frowning:
And hey, if you want some games sometime, add me on XBL @ TeyahDL. I could always use more local-ish people to play against. :tup:

Back on topic: can someone help me find a use for Wesker low shot or Phoenix fire dash assist in Dante’s combos? All I could come up with is doing Volcano + Phoenix, j.S, Volcano + Beehive etc etc as a corner ender.

Just for clarification, Mechanica, you can link a 2A or reverb shock anyway… but yeah, that mine removes a difficult link and probably allows for higher damage too. Strong stuff, good add.

I don’t think Dante needs Wesker gunshot, his own OTGs are already good… phoenix firedash, maybe if you got really creative you could save a ground bounce or add some stun somewhere… sounds a bit iffy. For the gunshot, just save it for unblockables imo. Him 100% always being available when you need him is probably more useful.

Volcano into jump attack sequence and Cold Shower xx Prop Shredder require hit stun decay to be low. Cold Shower xx Stinger requires a wall bounce. Volcano xx Beehive requires either a hyper cancel or a ground bounce. Twister needs a hyper cancel or to be early in a combo. Million Carats and Crystal require a hyper cancel. Rain Storm requires an assist. Acid Rain… I have no idea how you’d reasonably combo into OTG Acid Rain. Pretty much all of Dante’s OTGs require something for you to use them, otherwise you could do them forever.

You could throw Samurai Edge in during the series of OTGs at the end and hit them with a TK Hammer. So, something like Cold Shower xx Stinger xx Bold Move xx j. :s:, Samurai Edge, Hammer, Volcano xx Beehive, Jet Stream xx Fireworks xx Million Dollars. I haven’t tried it yet, but it should work.

What is your timing on the the second j.H? Do you do it as soon as possible? Wait a bit? Or delay?

I saw your post and then I went into training mode to try it but I can never get dash > 5H to hit. I’ve tried wavedashing it and also canceling the dash as early as possible with 5H.

The only way so far for me to get acid rain midscreen consistently is j.H > j.236M > AirDash > j.H > 5M > 5H > 3HHH or delay j.H as much as possible after j.236M but not all characters will fall nicely so was looking for something more universal. :x

Yeah I know you can do J.S or hammer, but I find it inconsistent. Sometimes, the teleport after round harvest will give me some weird positioning, and J.S will whiff. As for the hammer, I get crossed up and end up with only killer bee most of the time.

Will definitely try DHC glitching into round harvest to see if I can squeeze some extra damage.

Oh, off million carats? Well if you’re at all far in the combo there’s probably nothing to get off 2A cause ground chains usually make them flip out, yeah? And reverb shock requires a super so yeah I’m still hype to use million carats and still keep comboing. Although a reset into an air throw would be pretty cool too.

Got an awesome start to corner combos so far (haven’t spent as much time theorycrafting as I’d like) with hammer or ground chain into volcano, jC, airplay, jC, land, 5C, 5D+chris, sjC, killer bee, land and do guns~stinger or guns~prop shredder without using up ground bounce. Surprisingly good damage, and if you don’t use prop shredder you keep the hit counter low for less scaling. I think I was getting 860k off a jS/hammer combo starter last night (1 bar). Not bad!

or I find this very stylish: jS, volcano, jC + chris, air play, jC, mine hits jS, continue combo. You can land and jump again and do jS, or you can airdash and do jS, just to look cool. Can also do another jC airplay jC but I can’t figure out if I can keep the combo going. Maybe in devil trigger with the psycho crusher move…

Well I was working on a J.S bnb that is more consistent without needing wesker. I stumbled upon one that was pretty decent.

J.S>Volcano>J.H>Airplay>J.H>5H>5S>Charge Shots>Stinger> BC(Teleport)>The Hammer>VolcanoHive> Jetstream blablabla.

This is the universal version. With my team setups, I use volcano>J.S with my assists a couple of times to squeeze some damage and meter. Does some pretty good damage and is relatively simple.

Is there any reason to not do the full HHHHH (10 shots) charged shots in that combo Nini?

Finally got a chance to go back in the lab last night to test a way to get this off midscreen. Doesn’t include grapple but rather crazy dance as the finisher. But IMO, Crazy Dance off Revolver is the easiest of the 3.

So yea. Just do CD off revolver as a finisher and you should be good for the DHC setup.

None outside of laziness/simplicity. It nets more meter and damage overall. Both work either way, so power to you if you can link the stinger after 10 shots consistently, though I think it’s just simpler and almost as efficient to do 2 basic reps of launcher>charge shots and then do a stinger.

I was trying to get the timing down after 10 but it’s weird since chars have different falling speeds(fuck you iron man) so I just stick with the S>lotsa shots>S>2 shots>stinger.

Basic version I posted above deals like 700+ with super, but when you do some charge shot reps or max number of shots and use assists, you can get up to 900.

Edit: I found a more damaging version now that i’m less lazy.
Nini’s updated J.S combo
J.S>Volcano>J.H>Airplay>J.H>5H(skip on some characters to get the optimal positioning)>5S>Charge Shots(10)>5S>Charge Shots(10)>5S> Charge shots(2)>Stinger> BC(Teleport)>The Hammer/J.S>VolcanoHive>(6C) Jetstream blablabla.

Deals up to 820 if you tack on a super. With assists like I said, you can tickle 900 and almost builds 3 bars.

Also it’s a good midscreen combo off stuff>volcano if you can do the 2 reps consistently. It’s easier than acid rain loops midscreen and does almost the same damage.

Out of curiosity, when you guys use Sky Dance to reset the ground bounce, not to get an OTG opportunity what are you following up with?