So, I’m still learning Dante and I need help with some of his combos.
Can someone help me out?
For this one…
:l::h::f::h: BC :dp: j.:h::qcf: j.:h:
I can never land the ground :h: to continue the combo, how do I land it?
Should I jump straight up instead of toward the opponent after Volcano or something?
For the :s::h::s::h: clay pigeon/charge shot loop,
How does the timing work?
I hit :h: pretty much as soon as I hit the ground, you don’t really have to rush it in my opinion. I just learned it through repetition. Same with the shot loop. Although, you’re skipping a lot steps in Dante execution goin’ from that straight to shot loop.
Nini, I love you, and your combos. You need a Shine combo though, with Revolver in it somewhere and Twister. I’ll make you famous with it, or at the very least make me feel myself way too much.
Hint, hint.
Hey can you post said combo? I’m using ur exact team and so the notations would be heavily appreciated. Also, on a side note, I understand the vajra assist is good and all, but after more and more play I’m beginning to think it might be a lil overrated. It misses way too much, slow startup, coupled with strider having no health makes its cost sorta outweigh its benefit. Just my two cents hoping to get some input from dante players’ perspective.
From what I can tell, Vajra is good bc of two things: tracking and hard knockdown. The tracking is good bc unlike other assists, it can hit opponents at sj height and cause a hard knockdown from up there. And everyone knows how well Dante works off a hard knockdown. Not an OP assist but definitely one of the good ones
call strider vajra > million carets is pretty damn good damage on a otg combo extender. Starts on hard knock down ends with one you can pretty much do it any time too hit stun scaling doesn’t effect it to much. I’ve messed around with it in training mode a lotand personally I would run it in a heart beat. Just waiting for some one to figure out strider. I think it’s going to rank like top 3 assist in the game too sick. BTW I think acid rain might be dead every combo I’ve tried with it never breaks the 400s I get a lot of 490s but that’s it this is before super of course substituting an acid rain rep with teleport hammer seems to do more damage. It’s a real bummer cause I was an acid rain type of guy mid screen corner all day all night. Charge shots seem to be where the damage is now along with skydance ground bounce resets.
I am really basic with dante, and no matter how i try, i did never learn the bold cancel, i’ve already seen tutorials and it doest work without mashing and i dont want to use something so inconsistent, so… could someone tell me some combos with dante without bould cancel ?
here is what i use right now:
after a hammer or j.S
next to the corner:
Cold shower, Prop Sherdder, super jump, hammer, Cold shower, stinger, bold, hammer, volcano>beehive, jet stream>firework , million dollars
midscreen:
Cold shower, Prop Sherdder, super jump, hammer, volcano>beehive, beehive, million dollars
if i hit a normal attack , do the basic c. l m h S, m m killer bee, S, mm h sky dive, and i pray to cause a hard knockdown and repeat the above combos
there is anything that guarantee that the sky dive will end with hard knockdown ?
So, I was messing around a bit with Vergil’s Rapid Slash assist with Dante, and I swear that move is so random I couldn’t find anything overly powerful, but if you’re midscreen and you call the assist and teleport with Dante, the opponent won’t get sent flying right away. There’s a good window of time that you can combo him for, I couldn’t get this to work with his DT version of Rapid slash though. Also, if you’re in the corner and they get hit by Rapid slash you can s.:s: into charge shots and pretty much go anywhere from there, with your ground bounce/wall bounce still available.
@BCE: It’s really just timing. If you slow down the :h: so that the H is like hitting their legs, it generally makes the last hit of Sky Dance whiff. That’s how I do it at least.
Yeah I have this same problem, it is just inconsisstant
Yeah I have this same problem, except for me it is just very inconsistent. If I delay the j.:h: after the airplay I can get the ground :h: to hit every time, but then sometime the shots don’t cancel fast enough and they hit the ground before they go off. But if I hit the j.:h: immediately after the airplay I can’t get the ground :h: consistently… Also is there supposed to be a dash somewhere in the combo to make it work midscreen?
If you’re doing s.:s: into charge shots, then no you don’t need to dash. If you’re trying to do Cold Shower, then yes you do need to dash, but I’m not positive if it works in Ultimate.
To anyone workin’ the whole Frank-Dante fast level up tactic, I posted this in the Frank thread too… I don’t yet have the game (will tomorrow night) or I would have figured this out myself already, but does anyone know of a combo, DAMAGE IRRELEVANT, that starts with Dante, TACs into Frank into knockdown, and builds 1 meter? (obv tagging down doesn’t count) Basically I want to do the THC-level-5 trick, but would rather start with Dante. Anyone playin’ a similar strategy? Again, damage doesn’t matter for this, I just want to convert an early Dante hit into a powered up Frank. Thanks! (In case team context matters, Doom with beam is my theoretical third.)
How do you connect the j.S after the doom missiles? Is there a specific timing for when you call his assist out? I call him out right before I stinger —> bold cancel -----> jet stream ---------> fireworks. What ends up happening is that my opponent pops out before I can land j.S after fireworks. thanks in advance
On The Rocks
5MH>Stinger>BC Volcano>J.H>Airplay>J.H>5H>Cold Shower> 2369LL> Volcano> J.S> Cold Shower> Stinger> BC> 236MM> Stinger> BC> Revolver> Stinger >BC Jetstream Fireworks> Million Dollars
Anti Air confirm
5MHS>J.MH>Airplay>Killer Bee>(S~Hx10) x 3 > S~H~6H>BC> Skydance>623MM>Stinger>BC> Jetstream Fireworks>Million Dollars
Clay Pigeon:
J.S/Hammer>Volcano>J.H>Airplay>J.H>5H>2H>(S~H) x 4> S~H~6H>BC Million Carats>Stinger> BC Volcano Beehive> Stinger> BC Jetstream Fireworks> Million Dollars
Hey Nini, about your first combo, the midscreen bnb… I hope it’s not just my piss poor execution, but it seems to be pretty inconsistent in corner-to-corner situations. After charge shots > stinger > teleport, if you hit and cause a wallbounce off one of the corner walls, Skydance’s last hit seems to connect. But otherwise, Skydance’s last hit whiffs. Do you have a fix for this, or again, is it just me?