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

I’ve been having trouble with it as well, besides the smaller input to cancel into it, my problem seemed to be trying to mash it out (it worked in Vanilla :/) but IIRC it worked correctly when I did just :d:+:s:+:atk:, :d:+:s:

Alright thanks Shine.
@Kaiten Yeah ve been doing those inputs But still no luck. it would even appear correctly on the notation But still no luck.

Weirdly enough, I find it incredibly hard to press down, S and atk all at the same time in the game. 90% of the time the notations dont show up together

I just posted a sample combo in the video section for Dante using(experimenting rather) his Devil Trigger. the combo itself isn’t very long and I’m sure everyone can improve the damage. Let me know what you guys think.

LINK to Dante Video section

shameless self-promotion: favorite or like the vid! I don’t care about being a top subscribed channel. It just makes me feel good that people watched it at least. :smiley:

yes! shine pointed out that I had to start doing j.M>j.H and i was just used to j.H :confused: and yea thats exactly what i realized today watching yipes play some matches there, I’m making that my bnb for sure, thanks a lot! ur combo vids r pretty insane.

ok boys and girls after an entire night of testing I think I’ve found the mid screen BnB we’ve been looking for as
people have said before three 10 shot reps are possible with the charge shot loop I’ve personally gotten 4 just doing em raw on tasky any ways

LMH Stinger <bold cancel> Volcano jH Air Play <IAD> jH 5MH (S Charge shot 10)X2 (S Charge shot 2 Stinger)

Here is where it branches off, if you are far from the corner <bold cancel trick> Hammer (Volcano Beehive) x 2 Million dollars 723,400 damage 75% - 80% meter gained eyeballing the hyper bar rough estimate

If your approaching the corner <bold cancel> Air dash jS Volcano Beehive > Stinger > Jet Stream fireworks > Million dollars

If the combo carried to the corner you just got paid in damage <bold cancel> Million-carrots - Volcano Beehive - Stinger - Jet stream fireworks > Million dollars.

This combo is hard but I think it can be very consistent with practice.

ps. please help me test on cast. So far Task and Vergil

IIIRC if a BC Volcano combo doesnt work correctly, you have to delay the first jH. Hope that helps with the testing since I think for Firebrand you always have to delay the first jH

You can cancel j.:h: into an airdash?

He probably meant to put air play after the first jH

I’ll keep that in mind thanks, I’ll work on it later tonight after work. I think I can get another charge shot rep of 10 on verigil and task but it feels random. Going to use doom in my next test hopefully I can get you guys damage and meter gained on the other two branches ASAP.

Yeah sorry about that just made an edit it’s really late early lol been up all night. I mean jump H then air play then air dash jump H it’s tricky cause your starting the air dash as soon as you recover from air play

Actually speaking of random, is there a reason why I can sometimes get two acids rains on Chris but other times I can just barely do 1? My timing doesnt seem that different each time

Also, anyone know what makes the opponent pop out during Prop Shredder? I’ve done combos that were less than 10 hits and it worked fine and I’ve even done a 14-hit combo into it and it worked but there are times when the opponent will just pop out. I thought it was height related as well but I’ve done and seen Prop Shredders that barely touch the opponent and they still worked besides making you have to teleport cancel to combo into Hammer.

I know the Prop Shredder thing is the positioning and timing, what exactly it needs to be to make it work I haven’t the slightest clue. Personally, I never really studied it because I never really had them fall out enough to worry about it.

Prop shredder is fickle they have to be in certain section of the disk at the right time to get launched delaying used to help a lot now with the hit stun decay on rapid mode you just have to time it with a slight delay after shots to get the perfect prop launch.

Acid rain was my main thing in vanilla I can tell you a few things first is canceling on the first available launch frames helps the orbs hit as high as possible the higher they are up the shorter the amount of time it takes for the rain to come down and combo them basically keeping them suspended in the air it’s sort of sweet spot that used to let people chain rain like 7 times in a row on tron and sent.

If your in the corner try and start your proceeding quarter circle as soon as the orbs start hitting the opponent so your buffering the move and get it out on the first available frames when you recover by doing this you should be able to get three reps and 5S to jS. It’s character dependent though Wolverine for example falls like a sack of adamantium so one rep is probably all you’ll get.

Mid screen I’d go for two at the most they fall to fast to do the the dash under acid rain trick after two reps like in vanilla. hell in fact most I’ve been able to do mid screen is 1 rep in to volcano jS and that’s using the air dash bnb ;_;

Lastly the higher they are in the prop shredder before launch the better obviously. Which means corner combos in to cold shower prop shredder are counter productive since they get stuck deep in the middle of the disc. Try and go for the the neutral jump charged shot corner launch if your going for acid rain reps. LMH > Stinger (BC volcano) jump neutral H Airplay jH 5S charge shot 2 prop shredder <Acid rain> x what erver

Someone mind telling me how you get Ground Bounce from Sky Dance consistently, please :/?

Its really just timing. What combo are you using?

OMG! GUYS! I got new stylish combos for dante from hammer or jump S: go into tempest or ice crystal and cancel into devil trigger and…I’ll just post a video. just saying it involves great use of fly as well. TO THE LAB!!!

You better had not built up my hype for nothing>:(

Although this reminds me, I havent really been using DT even with the improvements

The first BnB in Nini’s vid. I’ve seen people say Dante should start it slightly above or below the opponent, but I need to know for sure. Also, it resets ground bounce, I’ve heard? Is that true?

From what I’ve heard, Sky Dance always causes a ground bounce after a BCed teleport but Im not sure. And Sky Dance only resets the ground bounce if the last hit hits. Basically, if Sky Dance causes a ground bounce, it didnt reset it.

EDITED

I figured out(through theory) that it depends on whether or not you hit the opponent with the full prop shredder. When I was practicing Nini’s bnb’s I noticed that the practice dummy flipped out when my prop shredder didn’t hit on the first active frame ie the sword made one rotation(therefore one less hit) before hitting the opponent. Maybe someone can test this with video proof. I know it’s not height dependent because I can hit them(mid-screen or corner) with the bottom half of prop shredder and they’d still float to the top…assuming I hit with all rotations during prop shredder.

I kept replaying Nini’s combo and a youtube video of Richard Nguyen’s Dante combo and noticed that enemy position plays a factor.

Videos:
Richard Nguyen(first combo in video) /watch?v=LLG6uqR29bk
(Nini) /watch?v=qLOp-d2vmv8

I watched really carefully and here’s how Dante does Sky Dance: Using his right hand(blue sword) he swings across his body to the left, then his left hand in the opposite motion. Then he starts a series of front flips while holding both swords in front of him making a ring along Dante’s mid-sagittal plane. When comparing both videos, the first hit of this front flip rotation misses during Richard’s first combo and the last rotation(where Dante lands) hits Sentinel. Which is why he has to super to continue it since there’s no ground bounce. In Nini’s combo the first front flip rotation hits and results in Dante missing the last rotation(when he lands) and thus a ground bounce.

The enemy’s position (even though Sentinel and X-23 have different body sizes) are different in terms of distance to Dante. Maybe that’s key to getting the ground bounce? Or maybe I’m just talking out of my butthole. Again, someone could test it and figure out how to get one outcome to happen consistently by how late/early the super jump/jump cancel/bold cancel teleport and how late/early sky dance has to start.

tl:dr we need to test with video confirmation