Thanks bunches! Very helpful. =D
Gotta go hit the lab!!
Thanks bunches! Very helpful. =D
Gotta go hit the lab!!
In the ShineErection BNB on the OP, the one with the early double jump, I’d never seen a Cold Shower done directly after a Sky Dance… is that reliable? or does the Sky Dance have to hit a certain way like when you want to Reverb Shock after it (the last hit has to miss or cant miss? Something like that, right?)
Edit: might as well just ask, even for the Reverb stuff, whatever the cause for Sky Dance into reverb sometimes working sometimes not, how can one control this? I’m sure it’s in this thread somewhere, but please excuse my unwillingness to dig thru 18 pages to find it. Thanks
I’m trying to learn this character, but one look at the advanced combos on the first post intimidated the crap out of me LOL.
Can someone find it in their marvel loving heart to tell me what his tourney-standard BnB is off a ground hit, air to air, and any other combo I might need? Thanks a lot. I’m learning this game let and its hard to separate the necessity from the flashiness at this point in time.
Probably using Wolverine/Dante/Phoenix if there’s any team specific stuff you guys need to know regarding combos.
Sky Dance ground bouces and puts them in the longest knockdown in the game when you manage to make the last hit whiff. Midscreen, you need to make it whiff if you wanna follow up. If the last hit connects, it pushes them away and you can’t do much after it.
In the corner, you can link a 5S/Reverb Shock/5L even if the last hit connects.
Getting the last hit to whiff requires specific setups and positioning and shit and a lot of it is random as fuck. Instances where the last hit whiffs include where you hit them with the tip. TBH, only time I use skydance is when I’m on P2 side and i’m feeling too lazy to do a hammer or telehammer.
He doesn’t really have a tourney-standard BnB. You can just freestyle it with him. His basic BNB that works of any situation and I see mostly in tournies is LMHS>JMM>JMC>Killer Bee>HS>JC>J236C
Any fun stuff Dante has off an arial tag-in? I remember reading once he can back dash then Killer Bee, but it could only be done off of one direction of tag(down?). I’m also assuming he can just tag in, jC xx Sky Dance, but I imagine there’s better than that.
It depends really. Midscreen, the best option would be to hammer and finish your combo, but it’s kinda hard to hit the hammer. If you’re in the corner, you can just JMH>Airplay>JMHS>finish your combo.
Midscreen you can try going for Sky Dance whiff after JMH>Airplay>JMMH. There’s no HSD after an aerial exchange so pretty much everything you can do in the air with that character will work.
Got alot of ideas from earlier bnbs, noted dante players, and just some of Dantes core combo mechanics and came up with this… tried to squeeze out as much dmg as possible without touching the corner with my team… dont know how to implement straight task arrows in a combo but this one did nice dmg, and I pulled it off in matches quite consistently.
820k + dmg without the Taskmaster DHC, builds 2 and 1/3rd bar… not including the one you start with, and its stylish in its own right. LOL
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Zz, people need to stop killing their J.S/Hammer starter combos by starting with cold shower>prop.
J.S/Hammer combos, from easiest to hardest.
Assistless
J.S>Volcano>J.H>Airplay>J.H>5H>5S>Delay Charge Shot(2 shots)>5S>J.H>Killer Bee>44S>Charge Shots(2-6)>5S>Charge Shots(6-10)>Reverb Shock>Fireworks>Million Dollars.
J.S>Volcano>J.H>Airplay>J.H>5S>Charge Shot(2 Shots>)5S>J.H>Killer Bee>44S>Charge Shots(2-6) x 2> Stinger> BC Million Carats> J.S>Volcano>Beehive Super
J.S>Volcano>J.H>Airplay>J.H>Something-Unique’s Charge Shot Loop> Stinger> BC> J.S>Volcano>Beehive>Jetstream>Fireworks>Million Dollars
Assisted
J.S>Volcano>J.H>Airplay>J.H>5H>5S>Delay Charge Shot(2 shots)>5S>J.H>Killer Bee>44S>Charge Shots(2-6)>5S>(Assist here )>Charge Shots(6-10)>( or Assist here)>J.S> Dash Cold Shower>Stinger>Million Carats>6C>BC Jetstream>Fireworks>Super
J.S>Volcano>J.H>Airplay>J.H>(5S>Charge Shot(2))x 2> (Assist here)5S>Charge Shot(2-10)>(or assist here)>J.S>Dash Cold Shower>Stinger>BC(Teleport)>J.S>(Assist Extender depending on your team)>Volcano>Beehive>Jetstream>Fireworks>Super
Any assist with decent hitstun can be used to land the J.S after charge shots. Some assists need to be called before the shots, others need to be called during or as soon as shots end.
Damage on these combos range from 700k-1m.
Assists I tested and can guarantee work:
Zero: Ryuenjin
Trish: Low Voltage
Haggar: Double Lariat
Akuma/Ryu: Tatsu
Ryu: Shoryuken
Magneto: Hypergrav
Phoenix: TK Shot
Captain America: Stars and Stripes
Morrigan: Shadow Blade
Doom: All assists
anybody got some good post lariat assist, combos for dante? i keep running into hitstun decay and cant build much meter
been using volcano otg as my starter.
-dime
What assist are you running? Most of those J.S/Hammer combos work off Lariat.
Basic Volcano>J.H>Airplay>J.H>5H>5S>J.H>Killer Bee>445H>5S>Charge Shot X 10>Reverb shock>Fireworks>Super is almost 700k.
You can easily hit 800-900k with assist or if you learn charge shot loop
This one should work with most assists:
Volcano>J.H>Airplay>J.H>5S>Charge Shot(2-4) xN>5S+Assist Button>Charge Shot(2-10, 2 works with most assists, super fast assists like Akuma need to be called during the shots)>J.S>Dash Cold Shower>Stinger>BC(teleport)>J.S>Stuff
Bold part is optional, but getting 2-3 reps there is pretty easy since you have a big leeway
yeah, the jump h airplay jump h is the one im trying to do… i can do it easily from the lmhF+h volcano starter… but when i lariat into volcano i tend to drop the 2nd jumping h cause hitstun seems to just fall off the map… makes the combo alot harder than i would like, so i was looking for alternatives. i just started picking up dante and made up my own little scrubby combo that is consistent for me:
lmh stinger BC volcano j.h airplay j.h, s, j.h xx killer bee, volcano, beehive, million dollars = about 700k damage. nice and easy for the most part. but i think it only works in the corner…
are charge shots consistent against the entire roster? im utilitarian with my combos… ill sacrifice damage for consistency. if i can get about 600k for 1 meter from haggar assist ill be more than happy. any thoughts?
-dime
If you mean charge shot loops, no, they’re inconsistent. You’ve gotta know which characters fall faster/slower than others and adjust your timing accordingly.
2-3 reps are consistent across the board.
As for the J.H>Airplay>J.H, it’s fairly easy. There’s not too much timing involved. The hard part is linking something after the second J.H. Trying to put out a 5H there seems like a tight window, 3 frames at best. You can just throw out a 5S instead and get more leeway.
Also your combo works anywhere, though linking Volcano after killerbee might be a tad strict.
ok, cool. i havent really messed with my combo much i just remember trying it midscreen and wiffing the killer bee alot. i probably just need to get more consistent my spacing… if the 5h after lariat,volcano jh airplay j.h is indeed a 3framer i really shouldnt be missing it at all… i dont miss 3 framers in streetfighter games unless im on like no sleep/completely mindfucked… 3 framers are free… but this is marvel and timings change so much depending on the previous moves timing… i just need to get more consistent with the starters timings i guess.
thx for the help, ill start grinding out that lariat volcano starter.
-dime
Here are my Dante BnB’s, they’re extremely easy and always 100% with DHC glitch (at least into Zero and Felicia, haven’t tried everyone). It requires No Bold Canceling, No Jump Cancelling, and always ends in the corner.
Start off: J.H, c.L, or L (basically anything)
**BnB: **M, H, (Optional 1 here), S, SJ, H, Air Play, (forward dash if not in corner), H, Killer Bee, H, S, M, M, H, Sky Dance, (Optional 2 here),
OTG Cold Shower, cancel to Stinger, Bold Move S (or Hammer), OTG Cold Shower (**Assist ***), Finish
Optional 1: This is any ground extender, even Million Stabs works, basically anything that will hit people who get to far away, Million Stabs prorates like crazy but it shouldn’t matter. You can also cancel doing the air series and do Stinger Bold Cancel or whatever you want here instead.
Optional 2: This is where you put your other assist, for instance I call in Zero then do Volcano, Jump S or Hammer, then continue to combo, this isn’t necessary, it’s for style or more damage if you need it for some reason.
**Assist ***: This is any assist that holds them long enough to finish, a lot work, it’s all about when you call them during the Cold Shower, I use Akuma Tatsu, who is best called right after starting Cold Shower.
Finish: DHC glitch by doing Grapple into Devil Trigger into DHC glitchable hyper. If you can’t DHC glitch do Million Carats, Reverb Shock, Fireworks, Million Dollars or Devil Must Die. You could also reset, but other than DHC glitch you won’t kill people with more than a million health (if you do level 3 it’s about 1 million).
If you find the H, Air Play, Dash, H, Killer Bee, too hard you can just do M, M, H, Killer Bee, but you’ll need to do some good damage with Option 1 or your DHC glitch combo to make up for it. If you have any questions let me know.
Here are my followups with Zero and Felicia:
Zero: S, (SJ) M, M, Sentsuizan M, S, (SJ), M, M, Sentsuizan M, S, (SJ) M, M, Sentsuizan M, S, (SJ) M, M, H, S, Sentsuizan H. If you need more damage charge a buster and release after the final two air M’s, then L Hienkyaku, and relaunch with H, S, (SJ), M, M, H, S. You could also blow a bar if you need to at the end and do Rekkoha.
Felicia: Dash, Toy Touch, J. M, M, H, S, M, H, S, (SJ), M, M, H, S, (Dante as soon as grounded), Toy Touch, Cat Spike H, c. H, S, (SJ), H, S, Toy Touch, Tiger Knee Rolling Buckler H to Rolling Uppercut (H) or Dancing Flash (depending on if you need the damage). If using Kitty Helper for DHC make sure you start the combo right away and she shouldn’t screw it up (doesn’t happen to me anyway).
Most assists have a significant cooldown that prevent you from DHC glitching if you use them to go into grapple directly though, so that’s not really an option with most assists unfortunately.
Also Sky Dance is really inconsistent outside of the crossup or Tele Sky Dance from a prop shredder, not sure you wanna try your luck and hope the last hit whiffs so you can continue your combo.
Sky Dance always whiffs on the last hit if you do M, M, H at the right time (so that they are slightly above you when you start Sky Dance), a little practice will make it hit 100% of the time, it’s not luck related at all, it’s all timing (with quite a large margin of frames). The cool down is not a problem if you do the grapple and wait before starting, you have a long time to start the DHC glitch (basically until they hit the ground). Just don’t do it right away and you’re fine. I’ve never had a problem with that (you also get the start up frames to get the assist to recover, so just mash until it DHCs if you did it too soon). I’d say the hardest part for me, is that I have to wait a little before doing Grapple as Akuma pops them up pretty high on the last hit of the Tatsu. If it didn’t end in the corner it wouldn’t be an issue I guess (since they go sideways off Tatsu). You could make it end out of the corner by crossing them up with the Cold Shower, Stinger, Bold Move (do this right away so you slip under them) if you really want to.
*Edit: changed never to always
Wiffing on the last hit for skydance is a *good *thing. The goal would be to make it wiff, not to make it connect, which would end the combo without the knockdown shenanigans Dante’s good for.
From what I’ve observed, skydance hits in different ways on different characters, so much so that one character needs a delayed sj.H, and another needs the full MMH, for it to even connect at all. Other people have observed this too, right?
On that alone, I’d say memorizing the demanding nuances of it’s timing, to last-hit-wiff it on the majority of the cast, would be a little absurd.
Lastly, OTG -> Akuma Assist -> Grapple -> DHC Glitch, is not “extremely easy”, as you put it. In fact, I’d say it’s downright difficult, and requires two tight timings(One to hit with the grapple right before they hit the ground, as opposed to just hitting with the grapple normally, and two to Super -> DHC at the last moment; even out of the corner). I use Dante/Akuma, and it’s much easier to save a wallbounce for midscreen stinger -> grapple, or a groundbounce for corner Revolver -> Grapple, both of which give you plenty of time to DHC. The only assists I can think of that would make for reasonable DHC Glitch setups, would be ones with slow-moving projectiles, like Doom Missiles or Modok bomb.
So, long story short… I think it’s a little silly you’re saying you’re confident going with these options, but for some reason you don’t use bold cancel setups to both do more damage initially, and in the long run when you use your groundbounce for something other than killer bee.
I meant that it should whiff on the last hit, and the amount of frames you have for the Grapple to DHC Glitch is much, much more than those for a Bold Cancel. I rarely drop this combo, I drop the bold canceled combos much more often, I designed this combo to provide an easy 100% combo that’s consistent. If other people are more confident with other combos then they should use those. I’m just providing this so other people who struggle with bold cancels can use it. Nothing in this combo is that hard, try it out yourself if you don’t believe me. Felicia’s BnB (her only BnB) is at least twice as hard as anything in this combo. Additionally more damage is unnecessary as it already goes well over 1,250,000 with either Zero or Felicia, and ending in the corner is necessary for some DHC glitches, and provides a better mixup on the incoming character after the combo finishes.
On that matter, I use SkyDance when TACing into Dante, and I have 7 different variations to make it whiff depending on the character, and there are still characters where I can’t find a consistent setup.
Only 100% consistent Sky Dance whiff setups I know are Shredder>Tele Dance and Cold Shower>Stinger>BC>Crossup Dance.