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

I used to run a Viper/Dante/X-23 team. If you have an OTG assist, you can call them on a hard knockdown and hit j.S/Hammer. It’s not alot of dmg/meter but it does get them closer to the corner if you do it. Deadpool’s Katanarama+Beehive causes a ground bounce (completely ignoring the ground bounce rule if you used one before) if you time it right.

Hello, have another question, this time regarding TAC into Dante. I checked the first page and see “DacidBro’s TAC” combo, but I know that was posted many months ago. Was wondering if any other good TAC-into-Dante sequences had been discovered since, Ideally one(s) that works from any direction tag (if I’m having my cake and eating it too). I imagine I’m prob not lookin at any TODs from it, but I do like employing TACs so wanted to see what modern theory recommends. Thanks!

TAC (any direction) airdash-hammer->OTG finisher as necessary. Remember if your down exchanged it uses your groundbounce, if you side exchange it uses your wallbounce.

I’m suprised there’s a lack of DT specific combo’s.
There is something I want one of you guys to try out, Considering my execution isn’t close to being good yet.

L M H Stinger BC-DT H S. Air M x2 Double jump Air M x2 Air Heavy - Vortex - The Hammer - Volcano(OTG) + Beehive - Cold Shower - Stinger - BC Teleport - Vortex - The Hammer - Volcano (OTG) - Beehive - Hyper

There’s two things that concern me about the combo which is wether vortex can follow up to The Hammer, I know you can pull off Sky Dance right after and get a ground bounce if timed right. Secondly I’m not sure wether Dante’s DT form will remain active for the second vortex.

Thanks for trying though!

I just ran the combo through in my head… not sure you can do hammer after the 2nd vortex after the teleport, just cause vortex sends you flying pretty far. As soon as I get home form class I will test this out for ya. Never really tried canceling outta vortex before so we’ll see what happens :smiley:

Even if you can’t Hammer, shouldn’t jS be good to go if they’re at the proper height when you Vortex?

My execution sucks as well but from what I can tell, Hammer will only connect after Vortex if they are on the bottom of the Vortex. The only way I have of doing this is standing S, J.MH (let them fall a tiny bit) Vortex, Hammer. I cant test out most of the combo since I suck at doing rdps (the teleport part).:frowning:

However jump S will send them flying to end of the screen and since you teleport behind them, corners wont help.

It is, but there isn’t much to follow up with if Dante is too far from the corner. It’s why i’m curious about Vortex to The Hammer. Using Sky dance right after Vortex means Dante would lose his Ground bounce properties if i’m not mistaken.

Having Midscreen DT combo’s is quite rare to spot and considering DT mode is going to get buffed up I’d like to see what possibilities it already provides now besides solid chip damage and corner combo’s

Doesn’t The Hammer have quite a solid hitbox when you compare it to the start up hitbox of Sky Dance?

That combo doesn’t work

You beat me to it >_<’

S’all good though

This’ll work as long as you end up in the corner by the time you have to do the j.S after Vortex. Takes two meters. It’s basically SmexyMillz j.S_Hammer BnB applied to Devil Trigger.

From j.S (or Hammer):
623M, j.H, j.236M, j.H, 5H, 5S, j.H, j.623S, j.S, Cold Shower xx Stinger xx Bold Move, j.S, 623M~623M (Beehive), 214H~H (Jetstream into Fireworks) xx Hyper

It does about 871k ending with Million Dollars, and iirc it kills the whole cast if you end with Devil Must Die.

I should note that you can cancel into DT after the initial hit, and continue from there no problem.

lmao. I like how this combo comes from a hammer that is invincible, plus 20 on block, and kills the entire cast like wesker’s 1.1 mil.

dante for best character in mvc3? who agrees.

Shhh we dont want him getting hit with the nerf hammer.

Sent from your phone

I’d put him at a close #2. Viper is the best in the game.

Do you guys not find, thought, especially midscreen, that when you try to jS/hammer volcano, jH xx air play jH, HS that half the time or more the sH (or S, I’ve tried both) are just simply out of range and whiff? I get this even when I dash in before the volcano. Is this avoidable and I’m doing something wrong? I know you can air dash during the air. Sequence, but since. No one adds that to the notation, I’m assuming we don’t have to. Anyone else have this problem?

What you need to do is not jump straight up after the volcano. You should be jump canceling towards the opponent using :uf:, AKA 9. The sH and sS will never whiff when you do this.

As well, I find it easier to delay the j.:h: (the one after air play) as long as possible and then just connect with a standing :s:

Sent from your phone

He’s talking about either hit whiffing though due to being out of range. And that’s regardless of whether or not he just goes into s.S after the second j.H.

I’m definitely jumping fwd. The moves upon landing just sometimes whiff, can’t explain it : /