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

so… nobody found yet a combo with 3 jumps and 2 air dashs with dante in DT ? =p

I was only saying what I’ve heard but here’s the truth (from what I can tell): Basically it depends on your timing. Obviously, since you’re in the air, the opponent is always falling after they reach a certain height so when you do a combo into Sky Dance, the timing of your combo and the combo itself into Sky Dance sets how high/low the opponent is when Sky Dance connects. There’s a popular misconception that Dante has to be lower than the opponent for the SD’s last hit to whiff but thats not true.

Testing this out on Hawkeye, I used two different aerial combos: MMH xx Sky Dance and MM dj H xx Sky Dance. The first makes the opponent rise in the air bc of Dante’s jM. The second puts them lower than Dante bc I double jump before connecting the H xx Sky Dance. Both combos will make the last hit whiff if timed properly however there are times when the last hit will connect. I thought it might be height based but unless your height being just a mm off can cause a change, I highly doubt that. When I first started testing, I noticed that if SD started when Dante’s head was horizontally lined up with Hawkeye’s knees, SD would connect completely however for the past 5 mins or so, this is not the case. I doubt that it’s random since the move most likely wasnt made to miss the last hit 90% of the time and if thats the case, there has to be a reason why most of us can get it to whiff 99% of the time.

that input doesn’t make sense, how the hell can you volcano right after bold cancel since it leaves you jumping in the air? I tried to do this but it seems easier with stingerxx2+SL>623M rather than just ATK+S after stinger. You can see this guys inputs a little bit different in this video

[media=youtube]Cy3axL6cijc[/media]

imo just learn the timing for a combo that makes the last hit of skydance hit vs whiff. I’ve got combos for each

after groundbounce or on a standing opponent

launcher (wait)->sj.MMH->skydance. Last hit whiffs every time.
launcher (no wait)->sj.MH->skydance. Last hit hits every time.

after a wallbounce in the corner
bold move->airdash forward->skydance. Last hit whiffs on everyone but sentinel.
bold move->airdash backward->skydance. Last hit hits every time.

At normal jump height you can kind of tell what height they need to be at to get the last hit to miss (being behind them just makes it miss all the time so that’s easier).

The factors that can affect whether skydance’s last hit lands or not are

  1. your height
  2. opponent’s height
  3. opponent’s size
  4. opponent’s weight

The last two have less impact, but should be accounted for in extreme cases such as iron man, rocket racoon, sentinel, ect. Rather than trying to eye how high you need to do your skydance, you should just experiment with combos on sets of characters to find ways to get the result you want.

Good shit, Sonic.

Are you the FL Melee player, or am I mixing you up with someone else?

Yeah I’m the Marth player in CFL. We should play Marvel some time.

charge shot loops involving 10+ shots without assist aren’t consistent enough for match play tbh

You can cancel the first few frames of Bold Cancel (the frames before Dante leaves the ground) into a special. Weirdly enough, you’re basically saying the same thing. Stinger Bold Cancel Volcano

Doesnt it just require timing?

neither where ROM MvC2 loops but give it a month or two worth of hard core practice and I’ll answer that question.

You must be new to Dante. You cancel stinger, into bc, and complete the 623m motion before he jumps in the air. The result is what you see as the starters in that and any Dante vid. Stinger x 2, bc, volcano…that makes no sense.

+1 to Feli’s comment, hitting stingers after 10 shot loops is not very reliable.
You guys can say all you want about putting in months of practice. Charge shot loops were around in Vanilla and in the 10 or so months of its life, I didn’t see one top Dante player using it as their bnb. Having an assist to allow tele, jS/hammer, finishers makes it practical.

If you think about why Wolverine/Wesker were good, it’s because they NEVER dropped their combo. Dante, Mag, Viper on the other hand, even though they had greater damage potential, even the best players would drop their combo every once in a while.

What’s your Live tag? Once I get my team in order I’ll you over Live.

mvc2 ROM is insanelly easy… it is not consistent if u want always to do above 30 hits… and mvc2 didnt have the Hit Stun deterioration and it was not that much char specific (kobun and sentinel were the extremes, the other ones were pretty much the same timing), but in umvc3 is a lot more variable those factors.

if u are talkinb only about training mode, then thats fine… but in a real match its a little harder to control those variables…

Agreed. Looping a bunch of 10+ shots isn’t really that consistent, but stinger after 10 shots is pretty reliable. I’m sticking to 2 shot loops in matches so far, ending with 10 shot>Stinger>whatever.

my combo has 2 (10 shots) and one (2 shot) to stinger just did 730,600 to strider mid-screen version add strange to that too 740,700 all 1 meter combos with close to 80% meter gained.
I guess I’m trying to say don’t write it off as being to hard till you given it a bit of effort.

oh nini how do you get the 10 shot stinger to work consistent just pop em up and blast em a soon as then stinger after your finished shooting?

Can someone hook it up with Dante BNBs that are useful in match play.

J.H>5MH>6H>Bold Cancel>Volcano>J.H>Air Play>J.H>5H>5S>Prop Shredder>228S>Hammer>Volcano Beehive>44S~H~6H>Bold Cancel>Teleport>J.236H>Acid Rain>Volcano>J.S>Volcano>Beehive>Million Dollars

Two questions

  1. Is there a way to make sure the sky dance will cause the ground bounce?
  2. How do you connect the volcano after acid rain? Every time I do it, the opponent stands back up.

Nini posted some but if you are looking for something more simple:
Any LMHS combo from Vanilla still connects if you just change the H to cr.H
LMHS Stinger BC Volcano jH air play jH (delay until just before you land) land s.S shots xx Prop -> stuff
In the corner, most if not all bnbs from the last game should still work

  1. Everyone says it happens all the time after a BC teleport but it doesnt ever happen for me either
  2. Nini said if your Volcano doesnt connect its bc you didnt do Acid Rain ASAP after recovering from Sky Dance or something close to that

At what point during Dante’s BnB are assists generally added to add more damage? I’m a Viper main, and for her, assists are generally used as meterless relaunch tools and combo enders right before her hyper. Does dante’s BnB also have that clear-cut place where assists are most useful for adding damage to the combo?

I’m currently dealing with C. Viper (Burn Kick/Thunder knuckle) and Strider (Vajra) assists.

It may be in another thread but someone posted a video or two showing a combo with Vajra assist. I think Viper’s Burn kick assist is usually used after a hard knockdown while doing Volcano xx jS but you have to experiment to see when to use it during a combo bc if you use it too late the opponent will pop out. Thunder Knuckle is good if you start a combo in the corner with Cold Shower xx Prop. Call Viper right before the Prop Shredder and after the Prop Shredder you should be able to get atleast one more Acid Rain loop than usual. Not sure of any other uses

Another question I forgot to ask…

How do I combo after Dante’s level three?
It seems you can dash during the end of his cinema. I just don’t know exactly when that time starts.
I could get really close to the opponent, but it doesn’t seem to pick up 3H hitting them off the ground.