J.236H’s first and last hit resets the ground bounce. When the last hit whiffs, it uses up the ground bounce itself. When the last hit connects though the ground bounce is reset but you can’t do much except super, 5l/2l or reverbshock. Using the reset ground bounce generally means expanding XF or DT to continue the combo. There are assists like deadpool which reset the groundbounce. I don’t think it’s a glitch or anything.
On another note, are there any other assists like Zero Ryuenjin which allow you to go into a second acid rain sequence without DT/XF?
It’s probably at the HSD limit where Prop stops working.Try getting only one hit of charge shot to hit? Maybe that will let you continue.
I know J.S>Volcano>J.H>Air Play>J.H>Level 3>Dash Cold Shower> Prop Shredder works.
Also I found a meter neutral airgrab combo with my team that deals around 1m-1.1 using the ground bounce reset. Pretty slick
I played around with this a little the other night, but if you do a basic :l:, , :h:, :f::h:, Bold Move xx Volcano, j.:h:, Killer Bee, :h:, :s:, j., j., j.:h:, Sky Dance (last hit hits) - against some characters, you can actually link a :s: xx Charged Shots if they’re in the corner. I don’t know how many assists are really capable of extending the combo here, but I can call either of my assists to allow for a j.:s: after Charged Shots. I’ve reached 870k after Million Dollars while starting with a :l:, over 900k starting with j.:h:, s.. Pretty good for an extremely easy combo.
I didn’t do a lot of testing with it, but I tried it out on Magneto, Wesker, Shuma, Ammy, Arthur, Sentinel, Wolverine, Iron Man, and Hulk.
Works on all of the characters I tried it on, though it works differently on several of the characters. Some I had no problems. Some I had to backdash after Killer Bee to get Charged Shots to hit or delay the :s: after Sky Dance. Some I had to do both. The character I had the most trouble with was Magneto.
I didn’t think to try Stinger after Charged Shots because of how close to the opposing character you are. Maybe I’ll try that later.
After the initial sequence in the basic BNB (ground chain to BC to volcano to air play etc), upon landing I continue to struggle with the S~H S for prop shredder and so on. If I were getting it sometimes and missing it others, I’d keep practicing and keep my mouth shut, but I dont believe I’ve yet done it ONCE (at least not with the shredder hitting correctly). Someone on the threads here told me once, “you can’t S~H too quickly,” but I can’t see how that is correct, as when I do it REALLY fast, I just get a standing S but if I slow it down, I DO get a shredder, just not correctly timed… Anyone have any possible idea what it could be? I can do everything else in his combo, but cant get passed this part (I know I can do the stuff after it, tho)!
Do you guys piano the S into H? Two quick taps? I’ve read not to hit the H more than once, but does anyone double tap it with success? Also, does it matter if we do the standing H before the S~H? I can do it either way, but wondering if omitting the H could help (hasnt made a diff so far). I play on pad, but that shouldn’t make a difference, I know there are good pad Dantes out there. This is driving me nuts! lol Currently I’m playing Storm and just doing day 1 combo to air tag to Storm to DHC glitch and getting 900k+, but that feels like a cheap band-aid fix. Any advice on this? Thanks in advance!
Playing around with a new team that can DHC glitch to Trish’s Round Harvest, then raw tags to Dante. He then teleports up and takes them back to the ground to continue the now-reset combo.
Can anyone recommend a good follow-up after Round Harvest at this point? I looked around through this thread and the Dante video thread but couldn’t find what I was looking for.
I’m guessing it’s something like Cold Shower -> Stinger -> Bold Cancel Teleport (or just Bold Cancel if near the corner already) -> j.:s: -> Volcano -> Bee Hive -> Volcano -> Bee Hive xx Million Dollars? Or could I get a lot more in there?
Hmm, I will def try that. But I know for sure others have said not to mash the H because you only want one shot (might be two, but they’re def saying not to mash it). I’ll try double tapping it, at least, if not mashing it. Thanks!
I’ve just done a video showing how you can continue a combo from Viewtiful Joe doing a Desperado by DHCing to Devil Trigger:
[media=youtube]s5dgV36s8Gw[/media]
So uh…I may have found the coolest aerial exchange loop to ever exist EVER with Dante in devil trigger.
TAC into Dante (in devil trigger)->j.H->j.236M->j.M double jump j.M j.H->214S (fly)->[ j.h->j.236M]x3->j.H j.S->Dante stuff.
using j.m j.h instead of just j.H makes the loop a little more consistent, but it’s less damage. If you do more than one j.m j.h in the loop you can only do the loop twice instead of 3 times.
I’ve also messed around with just doing airplay->airplay over and over since in fly mode you can do that but they drop out so often that I just gave up on that.
I’m likely not the first person to try this, but I haven’t seen any mention of it anywhere so I’m trying to bring a little attention to it.
Also, I have a question about Dante combo enders.
Why do people do volcano->beehive after they’ve used their ground bounce in the corner? (they go volcano->beehive->million dollars). Wouldn’t it be more damage to do 3hhh->stinger->bold cancel jetstream->fireworks?
3HHH>Stinger won’t work at the end of a long scaled combo. Stinger>BC Jetstream>Fireworks is better, but you can do Stinger>Volcano>Beehive and it’s pretty much the same damage and meter gain. In the end it just depends on what you’re more comfortable with.
Well it makes little difference whatever you do at the end of a combo since the scaling has hit it all so hard, so just a consistent way to hit hyper is best.
Actually, my TAC Dante combo is really just a loop of the little flight combo in Ryuga’s video
You get to repeat j.H to air play a couple times because during TAC combos the hitstun scaling resets and you don’t build any until you land (where the full hitstun scaling is back to normal).
I’ll working on a midscreen TAC combo since the j.H airplay loop is corner only. Maybe I can just airdash after each airplay or something, cause this is like the coolest TAC air combo to date imo (second coolest being sentinal fly, unfly stuff)
In the same manner discussed by Shin Oni and HunterSFL, there are many other assists that can connect revolver, grapple>DHC Trick.
For example, after a S-H-S>sj.Hammer,3HHH>6H>S+A>22S,j.S
Sentinel-A:
Mid: Sentinel-A+3HHH, Dash, Million Carats, Revolver, Grapple, Devil Trigger>whatever
Corner: Sentinel-A+3HHH>6H, Million Carats, Revolver, Grapple, Devil Trigger>whatever
Anywhere:
Dormammu-Y, Volcano>Revolver,Grapple…
Tron-B, Volcano>Revolver…
Phoenix-A, Volcano>Revolver…
Etc., etc.
Much easier to do than Crazy Dance without nearly the sacrifice in damage that would result in a premature Grapple.
If you choose not to do the DHC Trick, you can follow the Volcano w/ j.S into Volcano>Beehive into Volcano>Beehive/Jetstream>Fireworks. You can even go for the Crazy Dance if you’d like.
Off a 5L, damage ranges from 750K to 820K and builds a minimum of 2 Bars.