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

It scales badly but is still worth it off of j.H into w/e, if you start with s.m like i usually do you can do the exact same combo. i actually used my wall bounce after the viper assist so i wouldn’t be able to get anything good out of it anyway. you CAN hit j.s clay pigeon after the akuma extender but not after beehive at the end of the combo.

Hey Shine, Id love to help update the combo thread, and even sit down and record all the combos we have listed for UMVC standards as well as testing drop me a PM or something, ill send this to you as well

Heres a few more of the advanced dante things i posted this to the video thread as well… its actually a demonstration of what my team can do but i feel more people need to utilize skydance finishers for thier combos… as you can see the damage output vergil can do… also if you have a wall bounce at the latter end of a combo… save it for vergil. his minimum damage scaling is higher than dantes IIRC so itll actually make more sense for him to do it/combo after it

Edit: just checked, Vergils special moves Scale to 20% minumum, dantes to 5% so ending a combo with a simple wallbounce, judgment cut, 2c lunar phase will do a big chunk more damage than ending with wall bounce jump S volcano beehive ect ect
[media=youtube]Y1Vljnf82ak[/media]

So what is the optimal bnb at the moment?

depends on who youre rocking bro

Solo Dante the optimum BnB is still 2x acid rain loop

With what combo?

I know how to get it in the corner but midscreen Im guessing the Killer Bee variant?

Hey guys, working on some new tech and I need a bit of help :wink:
Can you guys find the most damage you can do that ends in a midscreen skydance (wiff for hard knockdown)?
No assists, just straight dante, and putting them in the corner is a no go.

This needs to be solid. I can’t have the sky dance knocking them far away.

Assume execution is expert.

Thanks!

I think your best bet is timing Sky Dance after a prop shredder. Maybe jH land MH Stinger BC Volcano jH AirPlay Killer Bee land S H Prop Shredder Sky Dance

So I recently started using strider assist to extend my combos. It did a great job of adding more damage, but I was horrified to find that my hard knockdown starting combo (when they get hit with j.S or hammer) now does more damage that may normal BnB. o_O

So yeah, that needs to change. Help me add damage to this combo? My other character is C. Viper with either Thunder Knuckle or Burn Kick, but try to tell me how I can add damage without assists if you could. Viper’s my point character, and it’s not uncommon for her to die before dante comes out. Besides, I already have a basic I idea of how that would work.

Combo is as follows:

(-/ = land on the ground after being in the air. It’s one we use a lot on the viper boards but no one else seems to use it. <.<)

Starter (L, j.H) > MH > Stinger xx.BCxx Valcano xx.JC.xx > j.H > Air Play > j.H > -/ > HS xxxx Clay Pigeon xxxx Prop Shredder xx.JCC.xx Air Trick > Hammer > -/ > Call Vajra > Million Carats > (Vajra hits) Cold Shower xxxx Stinger xx.BC.xx Air Trick > j.S > -/ > Valcano xxxx Beehive > Jet Stream xxxx Fireworks xxxx Million Dollars

Any help would be much appreciated. This injustice cannot go unchanged!

this only seems to work maybe 65% of the time, and It would probably drop in a real tournament (the timing on the jump into skydance off prop shredder). I can’t seem to land teleport sky dance like I could in vanilla either (after prop shredder).

So far all I have is

LMH Stinger XX volcano j.MH XX killerbee HS (delay) j. MMH sky dance

this gets me a hard knockdown maybe 75% of the time

I know there is something better, :slight_smile:

Well midscreen I know is a bit hard because of the pushback on his normals. I have to test some Dante and Ammy stuff so I’ll probably boot it up in a few

Go to the video i posted, here it is again. the last 2 dante combos are 2x acid rains one midscreen and 1 in the corner. if you want the wall bounce after you HAVE to only do 2 shots of cold shower. Those 2 combos start specifically at 4:06 [media=youtube]Y1Vljnf82ak[/media]

:edit. Fixed

Unless you want me to rework that into a slightly harder combo. If so we’ll throw some acid rains in there or some TK volcanos(much harder)

Man, I live for the challenge. Look at my team, I’m an execution addict. I don’t like to just win, I like to win with style. ;D

Besides, the main reason that my hard knockdown combo is better in the first place is because the hitstun is less such that I actually start with double Valcano instead of million carats for the strider extension. :wink:

brings food and drink for next 24 hours into room

Spoiler

http://ragefac.es/faces/cc91e8741c0c596b8b15cb2fc544a488.png

Let’s do this thing.

watches video
[media=youtube]Iete5PJJkz0[/media]0:42
SHENANIGANS

Lol! The combo after counter attack? I was determined to come up with something Ammy could do solo after it since she’s my anchor. Does like 550k for her solo


I am here: http://maps.google.com/maps?ll=42.011930,-87.767660

When I get home from work I’ll sit in the lab for a bit and see what I can do. How much does each of your combos do offhand so I know what I’m shooting for


I am here: http://maps.google.com/maps?ll=42.011752,-87.748916

Another question; when I use S > Clay Pigeon, should I be mashing for more hits, or going for less? I’d imagine that don’t do a lot of damage and scale the combo more and are just there to extend the combo, but then I’ve heard that its primary purpose is to build meter.

Which is true? And is this the case for other gun moves, specifically cold shower? Mash more, or less?

No I meant that those are the exact combos I used in my video

Up shots:
-more shots scales the combo more
-more shots adds more meter (meter is 600 per bullet so 1200 per H)
-harder to time Stinger after a lot of shots than it is after 2

Cold Shower:
-more shots scales the combo more
-more shots adds more meter (meter is 160 per bullet so 320 per H)
-doing the full amount of shots usually makes Dante cross up after Stinger, 2 shots makes him stay on the same side