I dont think anyone’s been saying he’s easier, in fact, he’s harder because you have to rely on Bold Canceling 90% of the time and they even decreased the time allowing him to do it. I cant remember the Mission mode combos but I remember one of them using a Crazy Dance during a combo which is something you should only do for style.
This is an easy bnb that you should learn
:l:, , :h:, :f::h:, :s:+:atk:, :dp:, J.:h:, J.:qcf:, J.:h:, s.:s:, s. :h: :h:, s :s: J.:qcf::l::l:, :dp:xx:m:, :dp:xx:m:, :qcf::atk:+:atk:
That was mission 9 and whoever had the idea for that mission deserves to die in fire/salt (I was trying that mission today) and mission 10 has some useful parts for BnBs (at least volcano jh, air play, jH)
I’m trying to do j.H, airplay, j.H, s.H, cold shower in the corner but the cold shower whiffs like 50% of the time, what should I be doing to make this connect properly?
thank you for this combo
i didnt mean he was a easy char to play. I heard he is ment to be easier than vanilla because they dropped the double motions for moves like the hammer and the beehive. sorry if that came across wrong i should really check my posts before i post them. i have done the first 9 missions with dante but im having the same trouble as smashingme regarding the j.h.airplay,j.h,s.h into coldshower always seems to drop
Nah its cool, no offense taken. The combos themselves are a bit easier but starting and ending them is probably the harder part. In the combo I posted, the first :l: scales the damage pretty hard so I tend to eliminate that. A big part of Dante is knowing how close you are to a corner so you know what teleports to use during a combo (Prop xx Air Trick and/or Bold Canceled Air Trick)
As for s:h: xx Cold Shower, in Vanilla, you had to do it so that Cold Shower came out as soon as s:h: hits. Just did the mission again:
-the second jH should NOT be delayed like we usually say to do
-Again, Cold Shower has to come out right after the sH hits
thanks man i shall give this ago again later on atm just practicising the stinger bc in volcano part of that combo you posted damn tricky to start with but after trying it for a while u realise u have alot more time than u first thought to pull it off.
I’ve been trying to comb this topic for particular combos, but admittedly I only skim everyday, put off practice, and end up further behind.
What are the most optimal, solo combos for…
–ground confirm, midscreen and or corner
–air to air confirm
–anti-air confirm (something like a random s.H or s.M tag)
–j.S/hammer knockdown confirm…
that doesn’t include more than 2 gunshot loops? My execution isn’t the greatest, and online makes things even harder, so I want to stick to the 4 most optimal yet practical combos I can do. A lot of the stuff posted in here isn’t quite in my range as far as consistency goes…so is anyone willing to make my time considerably easier and allow me to circumvent reading this thread for an hour or so?
I’ll try to cover the j.S/hammer confirm for you. Most damaging without assist is something like this: j.:s:/hammer>:dp:>j.>j.:h:>:qcf::l:>:s:>:h::h::h:>:f:+:h:>:d::atk:+:s:>:d::s:>j:qcf::l::l:>:dp:>:qcf::atk::atk:
Easier less damaging combo:
j.:s:/hammer>:df::h::h::h:>:s:>j:qcf::l::l:>:df::h::h::h:>:f:+:h:>:d::atk:+:s:>:d::s:>j:s:>:dp:>:dp:>:qcf::atk::atk:
in this combo u posted kaiten im having trouble getting the s, clay pigeon to prop shredder to work properly. Is there are reason why i shouldnt change the combo after the first volcano to j.M j.H 236 L then into cold shower, prop shredder and continue? only asking this because i have a great deal more success with this change and was wondering what the draw backs were, like less dmg, less bar or alot more hitscaling?
I go to jump cancel it and they recover as j.H would hit. I’m mostly trying to see if Dante is worth learning to finish off my team haha, if I can learn the combo I’m probably going to try him out.
You can use it as a ghetto relaunch off of Cold Shower ( :df::h::h::h:), after which you should either do j.:s: or super-jump Hammer for another hard knockdown into further OTG shenanigans. Make sure to pause briefly and confirm that you jumped, or else you get a Prop Shredder that they flip out of and punish you for.
i.e.
j.:h: -> s.:h: xx :f::h: xx :atk::s: xx :dp: -> j.:h: xx :qcf: -> j.:h: -> s.:s::h::s: -> sj. Hammer -> call Vergil -> :df::h::h::h: -> sj. Hammer -> whatever
In corner:
j.:s:/Hammer -> :dp: -> j.:h: xx :qcf: -> :qcf::l: -> s.:s: + call Vergil xx :h:
(they should fall out of the shots into Rapid Slash)
sj. :s:/Hammer
Then do whatever other OTG shenanigans.
Reset using Rapid Slash:
j.:h: -> s.:h: xx :f::h: xx :atk::s: xx :dp: -> j.:h: xx :qcf: + call Vergil immediately after Air Play -> j.:h: -> s.:h: (Rapid Slash should hit here) xx :qcf::h::h:
You have to cancel into Grapple very, very late to get it to hit. After Grapple hits, they will always neutral tech-roll out of it, so you know where they will be (right in front of you) and have an excellent chance to go for a reset. Obviously, watch out for Lariat, invincible hypers, counters, etc.
Confirming off of random Rapid Slash hits is a lot harder - you either have to be in the corner, or time a teleport j.S/Hammer perfectly.
I was only dashing after airplay bc that’s one of his combos from Vanilla that he technically lost. It still works anywhere on the screen but the timing is so strict when outside of the corner that there’s no reason to use it.
As for why s:s: whiffs on Frank, I believe it has to do with certain characters hitboxes in this game. IIRC Wolvie, FW, and Firebrand are usually the people who fall out during that part of a combo. I have a video showing it but it’s very hard to see visually bc it looks almost no different but the trick is to delay the FIRST j:h: as well as the second.