whats the deal with stinger bc teleport inconsistencies? sorry if this was asked already but the bnb I’m currently using with dante doesn’t work sometimes cuz ill end up teleporting weird or sumn. Any fix to this? I’m runin the normal into j.hxx airplay j.h, land, st. h, s, up shots, prop shredder sjc teleport, hammer, cold shower, stinger bc teleport and thats where it drops sometimes.
i admit my combo isn’t the most efficient as yet, but I’m really jus trying to learn my other characters before i worry about max damage
Ewww, seismo assist? That’s like, her least useful assist. xD
Couldn’t I, theoretically, get a HK in the corner, call Viper (Thunder Knuckle), 623M, JCC 236L~L, 6, S? I know it sounds iffy, but I think the stun on the TK might actually add enough HS to allow for the Acid rain.
Seismo at least serves the OTG purpose. Burning Kick’s cool for unblockables, but I’ll take the combo extensions from Seismo. You should try that combo though, might work. Or just switch to Seismo and use the combo I said.
Firebrand and a few others have a weirdish hit box where you actually have to delay the first jH a tad bit as well.
You dont have to wavedash (I do it by just pressing R2=LMH). I use someone’s strat from here where I do it as he is putting Rebellion back. And thats what I meant, you dont actually have time to see where Dante is and/or hit confirm afterwards so you have to practice the timing.
Vergil (maybe Dante as well?) can cut projectiles with sH
takeurlife2 goes over the new Dante, his does and donts and combo’s in general. I’d check him out if you’re unsure about Dante.
[media=youtube]K2njMUxw3GQ[/media]
Summary:
-Air play is still a solid zoning tool, and was actually sped up (15 > 8 frames)
-Most of his moves are the same, barring hammer which was lost most of its invincibility (its not longer free)
-Anti airs are done with standing M instead of standing L (it pops them out)
-Bold cancelling is still in
-volcona / beehive and S into clay pidgeon does a ton of damage. You even get an extra volcano beehive.
Yeah he gave me the biggest reason for dropping the beginning of My bnb. Its because i wasnt holding forward after airplay. But i think Ill Just stick to Vergil since he’s easier and can cause more damage .
Hello all! Quick question… anyone have any idea how to continue to combo off of the following situation?: Opponent is on the ground, call Magneto Disruptah + teleport, Dante falls behind them as beam connects. In vanilla I just did jH into day 1 combo and used DHC glitch for the damage, blah blah. But I was under the impression jH on the way down, land sMH xx Cold Shower should work to keep it going too. But it is horribly inconsistent in this game, they’re almost always too far away if it even connects. Even just hitting them off the landed beam seems much less consistent than vanilla, really.
I’ve been using Virgil for the role just to try him out and because he also has a quick teleport, but was hoping I could pick up where I left off with Disruptah-Dante. Anyone use this duo and have an idea how to do some damage when they don’t block the crossup beam (ie. never)? Thanks!
So looking at that, am I right in saying that the difference between getting Prop and S after Clay Pigeon (I really dont like this name) is just timing?
Also has anyone found anything else that wasnt officially stated in the changelog?
So far I know: Can combo off regular jump height air throw by himself now - not sure why this is since Twister has not been sped up at all. Can connect Hammer after jH during a combo - very time strict but probably possible bc of the easier way to do Hammer
As well there’s a glitch where Stinger crosses up during a string on standing opponents. Happened during a blockstring and also happened right before I did a lvl3 (still connected) but it may be an online only glitch.
Fantastic! Though what specifically are you doing with the charge shots? I never used them in vanilla, so I don’t know enough about their interactions to figure it out from watching. The stuff afterwards I have an OK idea, but immediately after the killer bee (combo 1) and MHS (combo 2) could you provide a couple moves of transcript? Thanks!
Combo 1 is just me exploring, wouldn’t use that in a tournament unless I was feeling myself something silly .Combo 2 is the basic MHS>Launch>Prop which should be the go to confirm but with an extra launch>charge shot thrown in there for style points, not really necessary.
Might actually make the damage worse than it woulda been without the extra damage scaling, but it gives extra meter so it’s win-win in both situations I guess.
Does stinger only cause wallbounce when used as a followup from cold shower/clay pigeon? Or does it just require them to be in a “launch state?”
If it just requires them to be in a launch state, then there may be ways to improve the Rekkoha->Devil Trigger DHC. Something like launcher->Jump cancel acid rain-> stinger (wallbounce)->stuff
Stinger will cause wallbounce if the opponent is not standing. How he got to be not standing doesn’t matter.
6H will NOT cause wallbounce ever.
Confusing, I know, but important. Stinger is the move that is style changed into after clay pigeon or the otg guns (possibly the weasel shots as well, I havent verified). 6H is just a command normal. They look the same, damage is the same, damage scaling is the same, but the ‘wall bounce on air hit’ is only with the Stinger. Frame data may be different as well, I dont remember.
In short, if you cancel guns into it, its a Stinger. If not, its a 6H.
Maybe I should clarify, when I said “stinger” I actually meant 6H. My bad. So I guess “6H” will never cause wallbounce? Well there goes my idea.
And I just remembered that you can do stinger after 5HH lol. I wonder if you can somehow get a 5HHHH->6H on an airborne opponent anyway (And if it’s affected by HSD)
6H and Stinger are two different moves actually. 6H causes an untechable knockdown on air opponents, but Stinger which causes the wall bounce can only be used by using one of Dante’s Ivory and Ebony moves, Cold Shower, Clay Pidgeon, Weasel Shot and 5HHHH(dunno the name).
So no, launch>6H would not cause a wall bounce.
HOWEVER, that is a brilliant idea. It is probably possible to do Acid Rain (1 or 2)> Cold Shower>(acid rain hits and ignores HSD)>Stinger and continue from there after a rekkoha.
You just might have salvaged the Z/D dhc synergy. Will experiment once my fucking roommate stops hogging my xbox