Thanks although after a bit of practice I think the j.m actually is universal if u time it right. If I time it right it actually feels easier to do/time the rest of the combo. Now I just need ultimate to come out so I don’t have to do all these double motions. Its almost impossible for me to do them on P2’s side which limits my combos/dmg on that side
I’ll say any beam or gtfo assists will do. Hidden missiles does nicely as well.
Use Drones… for multiple reason.
damn, I posted in the wrong thead should be the dante team one
EDIT: nothing to see here folks… see you in ultimate
If they have to be at a certain height to start with, wouldn’t OTG volcano jc revolver be an easier start?
well yeah use whatever setup that’ll give you the height needed. you just want them to get hit by the beehive really high up
Wait Im confused. Doesnt beehive end in a soft knockdown after the second time its used?
Beehive ends in a soft knockdown if your groundbounce isn’t available. Skydance resets your groundbounce if the last hit connects. So, you could repeat the two infinitely, if you can properly go from Beehive to Skydance, and Skydance to Beehive.
And, isn’t the fastest beehive 4 frames?(First frame for Volcano activation, then 6, 2, 3+m?)
edit: NO IDEA WHAT WE’RE TALKIN ABOUT
Which volcano bnb combos are easiest? I heard the volcano into j.m, airplay, j.h, land dash s.m, s.h guns is pretty easy although I can’t get the timing. When I skip the standing m and go straight into cold shower with the standing H, it seems I have to mash really hard and fast or I’ll get the stinger. Also u guys have any tips on doing mid screen acid rain combo consistently. I use the standing S then j.S but sometimes they are too high. I guess I have to delay it.\
What are the bnb’s I should be learning?
You guys have any tips on extending combos with Mag’s disrupter and Sent drones?
Is smexymills j.s combo still the best off of j.s / hammer?
I somehow feel like this has been spelled out multiple times already, but there are a few standard ways of setting up propshredder…
:l:,,:h:,:f::h:,:s:+:atk:,:dp:
, j.:h:,:qcf:
, j.:h:,:h:,:s:~:h:~:s: (Launch, AA Charge Shots, Propshredder),:d::d::u::s:(Superjump Teleport Cancel), sj.:qcf::l::qcf::l:, etc. Mid-screen only on average size characters (or really difficult to time in the corner), out damages all the other setups, and is relatively easy. Will not lead to acid rain though. Make sure you delay the j.:h: after the Air Play until just before landing, otherwise I can assure you they will recover before your standing :h: hits. The standard Sentinel combo would be this, except with inserting a j.
after Volcano (i.e.:dp:
, j.
, j.:h:,:qcf:
, etc.) You can setup Acid rain by inserting the first hit of :d::h: before the :s:~:h:~:s:, I believe.
:l:,,:h:,:f::h:,:s:+:atk:,:dp:
, j.:h:,:qcf:
, Air Dash, j.:h:,
,:h:,:df::h::h::h:,:s: (Wild Stomp, Propshredder), sj.:qcf::l::qcf::l:, etc. Works everywhere on the screen, always. Keeps the opponent low enough that Superjump Teleport Canceling the Propshredder is not necessary, but can still be done. Sets up easy acid rain in the corner easily as well. Another version is to remove the Air Dash, delay the j.:h: that would have followed the Air Dash until just before hitting the ground, then Ground Dash into
,:h:, Wild Stomp, Propshredder, etc. Instead of doing the ground dash, you can also actually walk forward enough for
,:h:,:df::h::h: to connect, but only the first two hits of Wild Stomp connect, and I don’t know the character specifics of it. I personally found air dashing/ground dashing with the stick was far easier than attempting to dash with buttons and plinking the :h:, or pressing
+:h: twice. Try them all out.
:l:,,:h:,:f::h:,:s:+:atk:,:dp:
, j.
,:qcf:
, j.:h:,:h:,:df::h::h:,:s: (Only the first two hits of Wild Stomp, then Propshredder), sj.:qcf::l::qcf::l:, etc.
Works everywhere, Is consistent on all characters if timed properly, and is quite a bit easier than any of the dash variations above, but does less damage/doesn’t travel as far horizontally. (Then again, I never practice this variation, so to me it might as well be the hardest) Like the others, delay the j.:h: after the Air Play to give yourself as much time as possible to connect with the standing :h:. The opponent will always be too high for the last two hits of Wild Stomp to connect (unless its sentinel or something).
Also, about the timing of :h:, :df::h::h::h: (Wild Stomp); don’t mash it, press the :df::h:'s right when the :h: hits. If press the buttons too fast, you will not get the last two hits of Wild Stomp. If you press them too slowly, they will fall to the ground before Wild Stomp becomes active. You could also press the first two :df::h:'s fast and delay slightly before pressing the third one.
So, uhh, the combos you mentioned sounded kind of like an awkward cross between the second and third variation that I posted. j. lifts the opponent upward instead of pushing them away like j:h: does, which is why you no longer need a ground dash if you go straight to :h:,df::h::h: after it, and why it also works on sentinel. Still gives up some damage though, and doesn’t look nearly as cool as the variations with dashes in them.
You could go look in the Assist Extension thread for combos with Disruptah/Drones, because I’m too lazy to repeat what others have said quite a few times. (Or, even what I’ve said before)
Actually, I’m feeling inspired today some I gonna continue to rant a little.
With drones, after doing all of your standard crap into Propshredder -> hard knockdown, then after Wild Stomp -> Stinger -> Wallbounce -> Put them in hard knockdown again, I usually did :dp::dp:
,:df::h::h::h:, Call Drones, :qcb::l:~:h:, dash, j.:s:. In the corner you can’t actually dash, as the drones hit them sooner then they would at midscreen. Unlike the versions without Wild Stomp, I’ve never ran into a character that this didn’t work on, and it actually works in the corner, unlike the other versions.
With drones in the corner you could also do EvilToaster’s ground bounce reset combo, but I personally recommend Air Dashing Back while calling Drones, before using Sky Dance. I found it to be ridiculously consistent, and look even kewler.
The most your going to get out of Disruptah is: Hard Knockdown -> Call Mag, :dp:, j.:s:. Yay.
Welp, I’m done, Que all the people ready to disagree with something I said.
As well wouldn’t this be easier in xf bc of the speed Boost/less recovery time for Dante?
Sent from your phone
Wait…is skydance even fast enough to be TK’d after beehive and actually connect?
i honestly dont think so but maybe…i will try it out real quick.
In normal OTG situations, probably not, which is why his setup included a Million Carats>Beehive. It’s the same mechanic as setting up the dhc glitch in the corner. You don’t have enough time to hit with grapple if you hit a revolver low, but if you hit a high one, you got more than enough time
I’ve done it but only once bc it has to be TK’ed ASAP as well as done at the right height. The best I’ve been able to do is Volcano OTG xx Beehive, Cold Shower xx delayed Stinger (so they dont cross you up) Bold Cancel, Sky Dance xx DT (or XF), Volcano xx Beehive (you can most like do a Stinger BC first), Stinger BC Jet Stream xx Fireworks xx Million Dollars
If you do a Bold Cancel bnb into this and use lvl1 xf instead of DT it will kill off a 900k character even without the Million Dollars as well as leaving you with a small time of XF and 2 bars. Ammy’s QCF+S (Sword) also resets ground bounces so you can do her corner Sword bnb, DHC to DT, Volcano Otg xx Beehive, Cold Shower xx Stinger BC Sky Dance XFC Volcano xx Beehive, Stinger BC Jet Stream xx Fireworks
@NiniHeart- Interesting. Sounds like I have a slightly more damaging bnb to practice now (and it’ll get a lot more meter).
While I agree with most of the stuff in this post, just wanted to add some more stuff. The first prop setup leads to acid rain, you just have to time the normals in a certain way.
The versions that include a J.M are something I would not recommend on something other than Sentinel since I get the feeling it scales a bit harder in combos. If you’re starting off an assist it might cause the combo to be dropped.
Disruptor assist, you can get rainstorm>call magneto>hammer extension in the corner and midscreen.
Drones you can also get the Million Carats>J.S>Hammer extension, or simply Million Carats>Hammer in addition to all the other ones.