okay cool thanks for the info i forgot about bold move.
yeah I’ll definitely try to learn to do that but before i get into more complex combos i wanna just have some very basic bnb while i first get used to how to use his moves in a match and whatnot.
but i’m pretty sure i’m sticking with him
my new Iron Fist/Frank West/Dante team looks like its got lots of potential and great synergy
So i’ve seen Richard Nguyen after a wall bounce stinger and teleporting doing j.s xx killer bee in order to continue the combo into the corner. Is it just tricky timing or whats the deal with it? I’ve tried canceling when the j.s hits but not a thing. Wish i could refind a video of him doing it to see for myself.
So, is there a rhyme or reason behind whether j.QCF.H causes a ground bounce or just flings my opponent forward? Anything I can do to guarantee the ground bounce, or at least determine whether it’s going to come out or not as I’m doing it?
Wait, the non-ground bounce causes a hard knockdown? I could have sworn it was a soft… I guess I just need to wait for them to hit the ground then, huh?
No I think what Momo was saying is that both of those would result in the ground bounce which ends in hard knockdown.
It’s all timing and space dependent. You basically have to take a combo and figure out how to make the last hit whiff.
After a hard knockdown in the corner:
Two shots of Cold Shower xx Stinger BC Sky Dance causes all hits to connect meaning that the ground bounce gets reset and they go into the spinning animation.
Four shots of Cold Shower xx Stinger BC Sky Dance causes the opponent to be hit by the back of Sky Dance meaning it will cause the really long forced ground bounce. Dante also ends up in the corner.
Im still working on this but it seems if you let the opponent actually lay on the ground before doing the 1st one, Sky Dance’s last hit will whiff and Dante wont cross up. And by lay on the ground I mean waiting that small second for the opponent to fall after the little fake ground bounce that every hard knockdown causes…hard to explain
[media=youtube]91RcUODN95w[/media]
after Hammer, Doom goes into a ground bounce that doesnt actually ground bounce him (I just call it a fake ground bounce) and you can wait for him to fall back onto the floor and combo him before he rolls out
First whenever i use otg volcano they seem to roll out am i just hitting it to slow? Another is the the devil must die after beehive i always seem to go right through them.
Just tried this because I recall the seeing the same thing ( Dante Stinger>BC Teleport into the corner, j.S xx Killer bee and DHC into Vergil ), the timing doesn’t seem any different than canceling S into Hammer, and I mean it shouldn’t be any different. Maybe it comes naturally since I do j.S xx Round trip with vergil all the time but I haven’t seen too many issues with this.
I dunno, i can defiantly do j. into hammer and the timings just strange to me. Like i can cancel before it hits or if it whiffs but as soon as it touches them after a wall bounce nada. no execution errors just timings fucked to me
Hi all. I’ve been working on a more solid, meter building Dante combo and I was curious if this is alright for a bnb.
Starter, Stinger[BC] :dp:+:m:, j.:h: Airplay j.:h:, s.:s: :h::h: xx Prop Shredder, TK’d Acid Rain j.:s:, :df:+:h::h::h: xx Stinger Level2 [BC] Sky Dance, land :dp:+:m: xx :dp:+:m:(Beehive) , :a1: Stinger[BC] Revolver, Sky Dance, land :dp:+:m: xx :dp:+:m: (Beehive), Stinger[BC] Jetsream xx Fireworks xx Million Dollars.
It builds 1.95 Meter and does around 750k.
I’d really like to extend that to 2 Meter because I could DHC Sentinel, then Doom if necessaary for 1.1m+.
I’m using Drones and Hidden Missles, just for the record.
I’ve been trying to add a second acid rain or get the :dp:+:m: xx :dp:+:m: (Beehive), :a2: Stinger[BC] Jetstream xx Fireworks (Missles Hit) Sky Dance, but they both seem to drop and I think it may be beacuse of HSD, I’m probably wrong though.
Any help would be awesome though, or if this is good i’d love a short confirmation. Thanks!