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

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Ouch lol.

IMO, it’s worth learning those combos and getting them down anyway. For one, the DHC glitch might not stay around, it might get patched out. Two, something might happen to your team format(i.e, someone disrupts your DHC order with a snapback, or kills the initiating character, assuming Dante’s not on point or you haven’t got a second DHC glitcher) that might prevent you from DHC glitching. Finally, you don’t want to limit yourself in general. If you have the chance to use a simpler combo for the same results, using a DHC glitch combo, that’s fine. But it’s wise to invest in harder and longer combos, because it’s another option you have in your arsenal and a plan B just in case you can’t DHC glitch.

So 1 executional part I can’t seem to get down consistently is the 8 hit charge shot into pop shredder. I can only consistently continue the combo after 2 hits of the charge shot. Everything else up to 8 they seem to fall out of pop shredder before the final hit putting them in the air tech state and no more combo. Sometimes I can get 4 hits with the charge shot successfully but not very consistent. Is there a certain timing to this? I usually try and delay the pop shredder as long as I can but sometimes I will just get st.S instead (which I know I can do the charge shot loop from, but since im brand new to Dante and BnB purposes I would rather implement that step later after I got this down).

Any tips would be great.

It ain’t random when it is true.

If this is your reply to my post you have major reading comprehension deficit.
How your post contradicts the thesis I presented?

You don’t know what you’re talking about.
I use Zero, a character who actually need execution skills to reach decent damage. It’s not like I’m using team Cheap Hunter like you.
Anyway you can be sure that if Zero could start the DHC glitch I would use an easier combo instead of the hard ones I’m using now, because only an idiot would use something less reliable to reach the same goal.

For future reference, before saying to a Zero player that his execution is sloppy learn to charge switch while doing loops and remember that you are the one with a character that can just use magic series combos :wink:

This is a good point but it’s also obvious. I’m not saying that you should not learn also those combo, I’m saying that in a tournament environment you should use the easier combo that gives you the desired result.

The fact that it’s the best choice to use the DHC glitch when it’s available and when it’s the easier way to kill a character (if the same meter is used) remains the undeniable truth.

You’re implying dhc glitch with dante is easier than a full bnb, that’s not the case. It may be for storm, mags, etc., but for dante it’s not, since the setup for the glitch is maybe the hardest part of the combo. Also in most cases you can’t build meter in the second part of the combo.

Let’s resume this: dhc glitch harder to do (at least as hard), worse net meter gain for the same result: killing a character.

DHC glitch is way harder than just finishing the combo for me lol… unless they’re in the corner. Also playing both Zero and Dante I can say for sure that Dante is way fucking harder than Zero if you want to do his max damage stuff… like what RogueYoshi was saying.

I do agree that reliability >>> max damage. I have yet to see a match video of a Dante doing any of the really crazy stuff in a real match.

Can you guys do that stuff reliably in a real tournament match though? I can’t even consistently get 2 acid rain loops, much less all this crazy shit you guys are doing lol. Guess I’ll just have to settle for my 750k combo =(

Apparently you read better than I do. I apologize. I confused myself because I can kill Wesker with 1 DHC if I open the combo with j.:h:, but I forgot that the rest of my argument was based around s.:l:.

Anyway, this thread is getting kind of volatile. DukeSharp feels it makes sense to use DHC glitch with teams that can do it. I agree, but I don’t think its important enough for Dante in general to warrant accounting for it during team building. Everyone is giving their opinion, but several of the posters are including unwarranted and unnecessary personal attacks against each other. Its an important discussion for everyone, but that doesn’t mean we can’t be civil about it.

Sorry bro. I use Zero too and his combos are way easier than Dante stuff. The only hard thing he has is lightning dive loops. And I doubt you’re doing that seeing how you’re talking about doing simple stuff.

Charge switch combos are not hard. It just takes some time to get used to it.

And lol @ team cheap hunter. What the fuck does that even mean?

The average Dante combo not using any loops and all that shit can get you 700k+ easy, now unless you catch someone with this combo at very beginning which is unlikely, then you can factor in that they’ll be missing a good portion of life. Seeing as how most characters in the game have around 900k-1m, you can get your kill sir and only cost 1 bar, not 2.

Fair enough Dukesharp.

I’d be lying if I said I could do them reliably in matches haha. But I pretty much go for hard combos all the time in general just so I can get used to pulling them off in matches. Unless it’s online or the TV’s laggy.(which, to be fair, was what Dukesharp was saying, which is fair.) But I believe that later on down the line, Dante players will be pulling that kind of stuff out on the regular. :slight_smile:

Anyway, let’s not turn this thread into a slanging match, we should just move on lol. Finding it really hard to dash then st.h after Airplay>j.h for Rogueyoshi’s combos. I skip out the st.H but then I can’t land Charge Shots on characters like She-Hulk. Need to practice some more.

Also, is it me or is it very hard to combo Shuma Gorath properly? Like, I do the usual starter, but Volcano whiffs after Stinger…

It was my understanding that this sequence that sets up hammer doesn’t connect in the corner:

But it forms part of the Richard Nguyen Corner Combo, is there a secret to getting this to hit in the corner? If not, is there another way to get from Volcano to Hammer that I can do mid screen and in the corner?

can someone name all the loops by dante discovered so far?
i know a few but he has so much stuff it gets confusing :stuck_out_tongue:

The only ones I can think of is the charge shot loop, the acid rain loop, then in Lvl 2+ X-factor he has some infinites via Jam session, TwisterxxTempest, and Cold Shower.

Sorry for the late answer.

I didn’t mean to start a long argument and I think I’ve already explained my point so there’s no need to write another long multi-quote post.
Everybody should feel free to dissent with my idea, no hurt feelings :slight_smile:
I don’t want to talk about my zero skills and combos until I have some tournament matches recorded (especially because it’s offtopic here).
Thanks to all the people who gave me their opinions and advice.

You can do volcano, backjump h, airplay, j.h, st.s, charge shots, but it doesn’t work on all characters. Thus, i prefer sticking with j.h, airplay, j.h, st.m, st.h, cold shower.

midscreen I dont really bother with acid rain stuff, I save that for corner only. Midscreen I think if you cant do charge shot loops, at least learn how to get 700k+ AND how to get DHc trick in case you`ve got a char who get it from Dante (like you “should”). I also main dante/zero and I agree Dante is harder than zero, with the only exception being the lightning dive loop which is hard as hell.

but who cares if your char is hard or easy mode? I mean…if it works for you, good, keep using them. Im not gonna say “oh im pretty godlike because I can pull dante/zero combos” and also i wont say they are a walk in the park, they just need a certain level of execution that can be improved through training mode, thats it. But i WILL say you’re godlike if you’re using viper and pulling all her shit like Marlin pie does…but thats another story, lets keep with the combo discussion please.

regarding combos…whats the timing for charge shot loop? Sometimes the opp ends up too high or they fall too fast, what am I doing wrong?

Lol, i main viper AND dante! ^^

For the shot loops: what setup do you use and how many hits of charge shot? If i do it from j.h, airplay, j.h, h, s, and do four hits of charge shot, it works pretty well. Timing is still tight though.

I tried the combo you posted with neutral jump h, but that only hits in the corner. I’m looking for something that hits mid screen and corner. Tell me if I’m just doing it wrong.

I should explain that my execution in general is alright but I have problems recognising when i need to do a corner combo. I sort of zone out and just input the sequence. If I’m trying to do the titaniumbeast BnB I end up dropping most of the damage if I’m close to a corner and don’t notice.

I dont think I’ve ever seen them too high, usually the problem is between prop shredder coming out (hit :s: too early) or whiffing the next launch (hit :s: too late)
I use visualization/feel to imagine at which point it’s too late for prop shredder to come out and immediately hit :s: to relaunch.

Getting the charge shot loop’s proper spacing depends on a lot of factors. Most important is how you go into it.

The combo i’ve been using from JS or xx>stinger is:
Volcano>jh>air play>J.H>5H>5S>J.H>Killer Bee>44>5H>5S>Charge shot loop

The backdash positions me properly for the best positioning. If in corner, I skip the 5H before the loop. Depending on how you go into it and your positioning on a screen, you should find a way to adjust in order to get the best positioning.

When setting it up from Volcano>J.H>Airplay>J.H>5H>5S>Charge Shot Loop, delaying the 5S after the 5H for example gives a very good positioning to loop it.

Still, I don’t really go over 3 loops for consistency issues. 2 Charge shot(10shots)reps and one Charge Shot(2)rep>reverb shock>whatever is what I find most consistent.

@Strydeer: After the shredder window is gone, there is a sweetspot. If you miss it, they will be too high. It’s more noticeable on characters with tiny air hitboxes like cap/arthur/joe. Then again, it all depends on how many shots you’re doing.