^This. I have been using M,M,H to try and get the last hit to whiff on Sky Dance up until now but it’s so inconsistent that i’m sick of it. I’ve tried Bold Cancel and given up on them several times but i’m just going to keep trying, Sky Dance is way too unreliable. Just try it on Ammy and see.
Works on Ammy every time (just checked in training mode) if you time the M, M, H so she’s slightly above you, it’s pretty much the same for all characters some are just more lenient, but you always do M, M, H, there is no character it doesn’t work on. Likely the problem you’re having is you’re hitting M, M, H as fast as possible, don’t do this. Delay them and you should notice Ammy rising, as long as she’s a full wolf head above you it’ll work. You can get her up very high above Dante, and this will still work. Pressing H, S (or just S) quickly before the launch also helps get her up there, but no matter what by delaying you can get her high enough. Also Ammy just needs a simple 800k BnB to kill, shouldn’t need DHC glitch or more than one meter if you max the damage (Use assist during option 2, do the Million Carats, Reverb Shock, Fireworks ender, etc.). Also Ammy doesn’t require a forward air dash during the initial air series, she’s small enough that if you delay the initial H, Air Play, you can just go H, Killer Bee without needing to dash at all (though without the dash you might not reach the corner).
If you know how to do Akuma’s BnB it’s like that with the delaying of air normals, use that same rhythm.
Wait, what happens when you hit someone and start a combo with Akuma assist then? You can’t finish your combo?
Honestly, that stuffs just not reliable. Sky Dance is character specific, and in addition you need to have a specific assist on deck to finish your combo.
If you don’t have Akuma assist you need to do the Grapple after the Stinger wall bounce, you miss out on some damage and you need to Bold Cancel, but that’s the way these things work. Sky Dance is not character specific, if you want to complain about the combo do it about something that is real. Just because you mash out M, M, H so fast some characters end up below you doesn’t mean it’s character specific, if you do it in the right rhythm it always works. And you don’t need to use Akuma assist, any assist that holds them there will work.
We’re not trying to attack you. We’re just saying that, as reasonably experienced dante lab technicians, sky dance just isn’t reliable. If you want to host a live stream or something, and show it can be done on most of the cast without dropping it, great. But right now? Dante doesn’t need more droppables in his matches.
I watched Richard play his WNF matches, and he must has dropped two combos a match, going for Charged Shot loops into stinger. It makes me dissapointed, really. I’m starting to think it really is best to soften the tight timings of his combos, by using an assist.
Yes, it hits differently for each character and also hits differently based on whether or not you’re in the corner. I’m bad with difficult executions but great with timing, so I’ve spent my time learning how to make it hit or whiff on all characters. I rarely accidentally cause it to hit.
Yes and no. In the corner, you can connect with :s:, Charged Shots, then either Stinger or an assist to make the combo continue. I’m pretty scrubby with my Dante combos and I can do 930k damage in the corner. I provided the notation below. I don’t recommend bothering with this combo if you have the execution to not worry about it though - there’s even more character specific spacing issues in this combo to make the Charged Shots hit. The nice thing is that since the execution isn’t very tight, I can use this Skydance combos online.
j.:h:, , :h:, :f::h:, Bold Move xx Volcano, j.:h:, Killer Bee, :h:, :s:, j.
, j.
, j.:h:, Sky Dance, :s:, Charged Shot (10 hits), Doom assist, j.:s:, :df::h::h::h:, Hammer, call Hulk assist, Volcano, (assist hits), j.:s:, Volcano xx Beehive, :f::h:, Bold Move xx Jet Stream, Fireworks, Million Dollars.
This is true. Some timings are retarded, but become quite consistent by using assists. I’ve circumvented the need to do Stinger after charge shot simply by using an assist and hitting a J.S.
I disagree. As someone who has used Skydance in my BnB since the game came out, I find this to be wrong. Depending on what character you’re playing against and what part of the screen they are, the timing changes a bit. Character weight and hitboxes factor into the success of this move, so it’s not as simple as just always relying on the same rhythm (though you’re statement is true for a large portion of the cast).
- TitaniumBeast MidScreen Bnb 2
Dmg: 750k-760k
Requirements: 1 Super
Meter Gain: 2 meters
Note: “Should work” on everyone
,:h:,:f:+:h:(Stinger)xx:s:+:atk:(Bold Cancel),:dp:
(Volcano),J.:h: xxJ.:qcf:
(Air Play),J.:h:,:h:,:s:xx:h:(AA Charge Shots)**xx:s: (Prop Shredder),**J.:qcf::l:(Killer Bee)xxJ.:qcf::l: (Hammer),:df::h::h::h: (Cold Shower),:f:+:h: (Stinger)xx:d::s:+:atk:(Bold Cancel)xx:d::s: (Air Trick),J.:s:,:dp:
(Volcano) xx:dp:
(Beehive),:qcb::h: (Jet Stream),:h: (Fireworks),:qcf::atk:+:atk: (Million Dollars)
why is it during the prop shedder the combo drops for me like it hits them like 3 times and then they float away.
Your timing must be off, if you hit them too high on it it won’t work. They need to be inside the spin.
Jumping forward and hitting M,M,H works well enough, but i still think it’s inconsistent, especially midcreen. Often times they’ll get pushed away before the Sky Dance and can barely hit them at all. Though admittedly it could be that I only play online. It does make things even harder.
I think it requires some active adjustments. Depending on timing and spacing in other areas it might require you to hit the M, M, H faster, or slower. For me it’s all about visual cues. I can see when they’re at the right height. That said the timing probably isn’t the same between characters as Liquid says, it probably does requires slightly different rhythm in different situations. I think after playing a lot against different characters you just get used to it. As far as footage is concerned check the UFGT7 archives, I don’t think I dropped this combo there at all (might have, but I don’t remember doing it). I also didn’t DHC glitch though, because I was running a different team order (Zero on point) so it always ended with my Million Dollars/Devil Must Die setup.
i’m new to Dante, but i was wondering if someone could explain the combos richard is doing in thsi video?
2:50 he does some kind of loop but drops it. how is that supposed to be finished?
3:08 he does something that looks like it causes a wall bounce? is that just forward H?
10:30 jesus. what is the notation for this?
@2:50 Couples ways to end it, something like Charged Shots > 6C > BC Tele > j.S > 623B623B > Super or Charged Shots > Assist > 214A > Fireworks > Super
@3:08 6C when opponent is in the air wallbounces. like after they get picked up from cold shower (3HHH) or in the air from charged shots.
@10:30 Lariat > 3HHH > 5S > j.236A236A > land > 623B623B > Million Dollars > XFC > Tele > j.S > 623B623B > 623B623B > Million Dollars
So just a quick question, anyone have any tips for landing stinger after charge shot loop? Right now I’m doing launcher charge shot launcher charge shot launcher mash all the charge shots, and then after that it just seems really inconsistent on if the stinger hits or not. Is that any other options other than stinger here?
thank you! i’m having a really hard time getting beehive to come out after volcano but i guess its just a timing/input thing. will work on it. dante is pretty difficult…
Depending on your assists, you can call an assist to hit them as they drop out of Charged Shots, j.:s:, then do whatever OTG combo you like.
Incoming sickness from TQ
[media=youtube]tCg6bqKscdE[/media]
…annnnddd i just found my new j.S/Hammer bnb
Damn, he took my snapback showboating. Shit’s like a patent office, I gotta get my shameless combo-styling together before dante’s all lol’d out.
It’s almost impossible to hit stinger after 10 shots. I know for a fact because I can hit a 6C>BC Jetstream in the corner after 8-10 shots, which means the window to get the stinger out is long gone.
2-4Shots>Stinger is fairly easy, especially 2, you can almost mash 6H and it will connect.
TQ had some sick combos o_o. I’m glad none of the stuff I was planning on putting in my CMV came up in his besides the zero assist extension.