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

Someone help get even more style into this, its currently a very practical way to style on someone.

:l:,:m:,:h:,:f::h:xx:s:+:atk:xx:dp::m:,j.:h:,:qcf::m:, Air Dash,j.:h:,:m:,:h:,:dp::m:,:qcb::ub::m:(Jump cancel into Revolver), [:s:~:h::h:] x3, :f::h:xx:s:+:atk:,j.:s:,:dp::m:~:dp::m:,:qcf::atk:+:atk:.

If started from a jump in, you NEED to omit one of the initial standing attacks before the first stinger (most likely the :l:) otherwise the second Volcano will not combo into Revolver. I only bother doing three reps of the charge shot loop, but would love if someone good at them could do more than that.

In the corner, it is still possible to do a full backdash after revolver and connect three charge shot loops. The combo will always travel full screen, even if you start the combo by teleporting yourself into the corner; after the charge shot ~ stinger xx bold move, you only need to air dash before the j.:s:

You can also completely omit the charge shot loops and instead use j:s: after revolver, then dash into cold shower xx stinger xx bold move -> air dash -> j.s -> volcano~beehive xx blah

Any ideas?

I guess you could also use it as a ghetto dhc glitch setup with revolver -> grapple in the corner.

Also, I only tested this on wolverine, not on anyone smaller. I’m going to go do that now… and maybe post some damage numbers.

Can anyone do dante’s bold move combos online?

Of course. Very easily. The biggest problem with Online play is usually Delay, making it harder to react to the on-the-fly requirements of some combos, or to use visual cues. Bold cancel combos are all muscle memory, so aren’t really affected, unless that particular match has a terrible connection and straight throws a wrench in the data flow.

People seem to be intimidated by bold cancel setups in general, but they’re really not difficult once you find a method that works for you and practice it. The actual timing windows are fairly forgiving. Character-variable setups like charge shot juggles and acid rains are much trickier.

You can finish with Stinger>BC>Million Carats>6C>BC>Jetstream Fireworks>Super

How is the Charge Shot Loop done, exactly?

Launch>Charge Shot>Launch>Charge Shot x N

Charge shot has a lot of hitstun making this possible. You have to be careful not to press launcher too early or you’ll get shredder and fuck up the combo. Holding back while doing it also helps a lot with the positioning.

thnx

hey, does anyone know what Dante’s important bnbs are at the moment? just now picking up the character, but I feel like I’m always hearing that he’s got new bnbs and I don’t want to learn something outdated.

Dante combos divide into 4. Starter>Filler>Resource Consumption>Ender.

Starter is fairly general.

XX>Volcano.
XX> Launch

XX= LMH>6H>BC or Hammer or a certain variant
XX= LMHS

Filler is where you can freestyle.

Variants here include

XX>Charge Shot>Prop Shredder>XX
XX Launch>Normals>Killer Bee>XX
XX> Charge Shot Loop>XX

Resource Consumption is where you use up your combo resources. Generally, wallbounce, ground bounce and assists.

After that, you use the ender.

Enders include

Volcano>Beehive
Jetstream>Fireworks
XX>Reverb Shock>Fireworks

Add assist extenders somewhere in between.

As long as you follow the template and use up everything, you should be good.

Also your avi, ughhhh…

The combo starting at 1:53 seems impossible. How does he hit with j.S right after Volcano? It didn’t look like he used an assist. Then it looks like he does 3 Revolvers in a row, wtf? Crazy vid.

Volcano -> j.S combos, provided it’s done early. It’s just a very tight timing.

And, Revolver’s crazy dance comes out before they hit the ground, so yeah, he did Revolver(Assist prevents ground bounce) -> Revolver -> Revolver-crazydance.

TQ’s got some top tier shenanigans.

I didn’t know an assist could prevent the ground bounce being used. That’s awesome. And man, i just can’t get Volcano -> j.S. That’s some serious strict timing there!

Didn’t even think about that until you said it. Unibeam assist gets even more utility.

alright im an above average dante user…i can do the bold cancel shit and combos that have been called endless…i return to this thread on advice to make them even more endless…the way i look at my combos is they have a starting part and and ending part…a start would be something like this:
:l:,:m:,:h:,:s:,j.:m:,j.:m:,j.:h:,:qcf::l:(killer bee),:s:,slight pause, j.:m:,j.:m:,j.:h:,:qcf::h:(sky dance last hit wiffs)
or if im not trying to keep it safe i go for a bold cancel starter:
:l:,:m:,:h:,:f:+:h:(stinger)xx:s::atk:(bold cancel),:dp::m:(volcano),j.:h:,j.:qcf::m:(air play),j.:h:,:h:,:s:,:h:(AA shots),:s:(prop shredder),j:qcf::l:xxj:qcf::l:(hammer)

those are my favorite start combos. my ender combos normally involve my akuma/trish or deadpool assist like so:
:l:,:m:,:h:,:s:,j.:m:,j.:m:,j.:h:,:qcf::l:(killer bee),:s:,slight pause, j.:m:,j.:m:,j.:h:,:qcf::h:(sky dance last hit wiffs),akuma/trish assist, :dp::m:(volcano), j.:s:,:df::h::h::h:,:f:+:h:(stinger), :s::atk:(bold move),j.:s:,:qcf::m::qcf::m:(million carots),:qcb::atk::atk:(devil trigger),j.:s:,deadpool assist,:qcb::h:(jet stream),:h:,fireworks,either hyper
or if i use my bold cancel starter where i dont use my ground bounce i do this:
:l:,:m:,:h:,:f:+:h:(stinger)xx:s::atk:(bold cancel),:dp::m:(volcano),j.:h:,j.:qcf::m:(air play),j.:h:,:h:,:s:,:h:(AA shots),:s:(prop shredder),j:qcf::l:xxj:qcf::l:(hammer),akuma/trish assist, :dp::m:(volcano), j.:s:,:df::h::h::h:,:f:+:h:(stinger), :s::atk:(bold move),j.:s:,:qcf::m::qcf::m:(million carots),:qcb::atk::atk:(devil trigger),j.:s,:dp::m:xx:dp::m:(beehive),:qcb::h:(jet stream),:h:,fireworks,either hyper

SO! my question is to you stylish dante players…what are some more endings/starters i can do or any tips, anything?

I assume you’re using Deadpool’s OTG assist, by the looks of your combo?

You list here, Deadpool -> Jetstream. Instead, try Deadpool -> Volcano -> Beehive, Jetstream. Even if you’ve already used your groundbounce. Deadpool should hit during the beehive, and his OTG assist actually resets the groundbounce limit, when it’s unable to directly cause groundbouncing. I haven’t done any testing, though, so I don’t know if it’s finicky.

yes ive seen that done and ill try it…thank you

Kinetic, I’m trying to do the second combo but I can’t make the prop shredder hit the opponent, he always drop because it hits when the oppoent is too high, and if I wait a little the S comes out instead, any tips there?

he needs to be in the circle of prop shredder so before when you do j.:h:,:h:,:s:,:h:(tap) try to delay the attacks at much as possible so they can go down a little more…if youre in the corner you dont even need part of it you can just go straight from j.:h:,:h: to :df::h::h::h: it’s much easier in the corner as you might imagine just doesnt look as cool :D…OH! and if youre ballsey enough you can try the air trick after prop shredder but i dont like relying on that…i only use that when they are juuuuust barely in the circle of prop shredder and i wouldnt have enough time to reach then with the hammer…to do this you have to execute :d::d::u::s: during the last frames of prop shredder…good luck

Dealpool resetting the ground bounce is awesome. How i wish Wesker’s OTG assist did too.

Started using Trish instead of Akuma just because the colors match lol

What assist should I use to extend Dante’s combos?