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

It works in ultimate but the timing is stricter. Basically you just have to call Zero right before you input acid rain. The easiest way to do this is to use stinger’s wallbounce and wait for the recovery to finish (don’t bold cancel), then call Zero+acid rain.

For those that are comfortable with bold cancel->acid rain, you can also do 6H->call Zero+bold cancel acid rain. The timing on this is pretty strict because you have to call Zero and bold cancel at almost the same time. The general concept is that you need acid rain to start hitting while Ryuenjin is still hitting them.

edit: so I tried my last one out and the bold cancel+Ryuuenjin extension is affected by HSD Q_Q. The acid rain hits just a little too late on that one. The wallbounce one isn’t affected by HSD though.

So I’m looking for a Dante with superior execution to my own to test out my combo and make sure it’s actually possible before I spend hours on end practicing a combo that is just impossible to do. It would be much appreciated. The section in bold is where it keeps dropping (and as a result everything after that hasn’t been confirmed either, but it’s pretty basic anyways so I doubt it will drop there).

In the corner:

(starter) > MH > Stinger xx.BCC.xx Valcano xx.JC.xx j.H > Air Play > *j.H > Killer Bee > **S > ***j.MMH > Sky Dance (ground bounce) > Call Vajra > Million Carats (Vajra Hits) > Cold Shower > Stinger xx.BC.xx **Sky Dance (no ground bounce) > Beehive **> Beehive > Million Dollars

*Delay it slightly. This helps to ensure you get a ground bounce from sky dance.

**Do it as soon as you can, while they’re at the peak of the ground bounce. This helps ensure the ground bounce in sky dance.

***Do it as soon as you leave the ground. Helps to ensure skydance ground bounce.

I’ve noticed that the HSD causes them to pop out before they hit the ground after the sky dance, but I don’t know if that’s making connecting beehive just a lot tighter, or just straight up impossible. If someone could test this out for me, it’d be much appreciated!

Tested with jH just for good measure. Around 720k with 1.6 meter build (minus 1 since you end with Million Dollars)

720K mashed or unmashed? I honestly think we should always be reporting combos unmashed for consistency purposes. =P

Also, did you have any difficulty landing it at all? Was the timing tighter? Any tips for that one spot?

And thanks for testing it, I really appreciate it.

Sorry 720k mashed. I’ll retest in a sec (DLing costume pack)

No difficulty which I why I felt like I did something wrong but from your notations, it seems I did everything right. I’ll just give tips for the whole combo (atleast from my experience)

-To make the first Sky Dance whiff (ground bounce) just learn the timing of the jMMH. Basically, jM knocks the opponent higher while jH brings them down a bit but also does enough hitstun to let Sky Dance connect. I used this as part of my day 1 combo in Vanilla so Im 100% sure just doing S into jMMH Sky Dance will help you learn the timing.
-For the second Sky Dance, do only two shots of Cold Shower so Dante doesnt cross up, then just learn the timing for connecting Beehive. My opponent never popped out and I usually only messed up when I messed up the timing.

703,800 unmashed
740,300 mashed like an insane person

This shows me that all this time I really havent been mashing as hard as possible and missing out on a good 20k…fuck

xD Wow. Thanks much, I’ll take your tips to heart. This combo came out better than I thought.

XF3 Dante is so dumb.

Off small confirms you can loop volcano->j.Sx2->volcano->j.H->airplay->j.S for retarded damage. Devil Trigger thunderbolt->j.S is mad easy for even more loopage. Fly->thunderbolt xN is a great way to kill people while saving XF time.

Air play->j.S is the most useful confirm ever.

j.hhhhhhh->volcano works on airborne opponents. You can even set this up with prop shredder for style points.

Reverb shock->fireworks->st.LS works in the corner. Reverb shock->fireworksx3 works midscreen.

man he kills shit so quick in XF3. If you’re using million dollars you are a FRAUD.

And I’ve done Air Play into jS before without XF against Wesker. Basically I throw out Air Play if I think the opponent is gonna do a random Max. Wesker. If the Air Play stops him right in front of Dante, you can link jS afterwards into a combo.

Real talk, XF3 Dante is really retarded, and also fun as shit. He gets that XF4 status with DT and then you can just go crazy.

Hey, do you think it would work if instead of going straight from Beehive > Beehive > Million Dollars at the end of my corner combo, I went from Beehive > (dash back) S > Clay Pigeon > Stinger xx.BCC.xx Valcano~Beehive > Million dollars? Or would the HSD be too much at that point for it to work?

My corner combo:

(starter) > MH > Stinger xx.BCC.xx Valcano xx.JC.xx j.H > Air Play > *j.H > Killer Bee > *S > j.MMH > Sky Dance (ground bounce) > Call Vajra > Million Carats (Vajra Hits) > Cold Shower > Stinger xx.BC.xx Sky Dance (no ground bounce) > Beehive > Beehive > Million Dollars

And assuming it does work, would it be safe to say that at that point damage scaling would be close enough to maximum that it would actually do more damage (even though cold shower, clay pigeon etc usually scale a lot) than going straight into another valcano/beehive, or at the very least a very similar amount of damage while building more meter? I figure I must be wrong about this, or else everyone would be doing it, but then I guess people miss stuff sometimes.

Damage scaling does not affect meter gain. Meter gain is based off of the base damage your attack does (so no, beehive->beehive will never give more meter). Minimum damage scaling also exists (though I forget exactly how many hits this is), which dante reaches very easily. beehive->volcanoxxbeehive will always do more damage than beehive->beehive. Even before minimum scaling, volcano’s 1 hit will have very little effect on the damage beehive does, simply because the damage is divided among beehive’s hits. Beehive will already be scaling it’s own damage far more than what Volcano will do, and 1 hit of beehive does less damage than Volcano.

The guide has the exact meter gain for each move with 10,000 (IIRC) being equal to 1 bar

I think you might have to read my post again, a little more carefully. I’m not asking about the one hit of valcano before beehive, but rather the addition of an entire clay pigeon loop.

Also, I’m aware that moves always gain the same amount of meter despite DS. I’m asking:

  1. Will this addition even work, or would HSD be such that it would be impossible this late in the combo?

  2. Should it work, would DS be near its minimum such that it would actually add damage, rather than reduce the overall damage as it usually would when done earlier in the combo? Or;

  3. If not 2, then would it at least be a very similar amount of damage, such that it would be worth doing just for the extra meter gain?

Too much HSD. They pop out right before the Up shots

Suppose I’m running Dante Hawkeye Sentinel. As a relatively low execution player, I’m satisfying myself with a standard LMH xx Stinger xx BC xx Volcano jcMH xx Killer Bee, S~HH~S sj Hammer, land Cold Shower xx Stinger into jS or teleport jS depending if they’re cornered, then Beehive xx Million Dollars and ta-da, I have a bland but reliable BNB.

Two quick questions about this:

-After the Hammer when I’m doing the OTG stuff at the end, what’s a relatively easy way I can utilize Drones, if available, to extend a few extra hits at the end? From videos and other players, it appears when I do the jS before Beehive I can call Sent at the same time, then OTG with Million Carats, then they bounce up and land on the drones. If that is the best way, then what? I tried tiger knee Sky Dance and tried jumping for another Hammer, both seemed to miss. Again, without needing the rest of the combo to be any fancier, what’s a simple way to incorporate drones for a lil extra damage?

-Just in case one actually exists, does Dante have a respectable alternative BNB that can start with an ABC launch? I don’t mind the Stinger Volcano stuff of course, but in vanilla, I was able to TOD with simple ABC. It’s the one thing I miss about DHC glitch LOL I know it’s a scrubby question, but if it means NEVER dropping my combo, I’ll ask it all day.

Thanks!

IIRC you can do LMcrH launch just about anywhere although I’d suggest not starting with :l: because it scales all your combos badly. In fact, the only time I ever use :l: (besides specials) is too punish moves.

After launcher you should be able to do jMM Killer Bee S Up Shots Prop shredder. Havent tested in a awhile so I cant remember but Im 90% certain that works.

Yeah, I think it does. But it also lead to my posts above about the Shots-Shredder not working right. BUT, I totally figured out how to get that right when doing the Volcano jc MH Beehive stuff (tapping H only twice makes it work perfectly), but haven’t seen if that works on the ABC stuff. All depends how much damage is sacrificed by going the scrubby way. If it’s, like, 50k less, I’ll go with the one that never drops. But if it’s, like, 150k+, gotta go with the “real” combo. The dropping on this one is more about my controller than my execution in this case. First world problems :slight_smile: Thanks for the quick reply! Any idea on the drones thing? lol

Cant remember how bad the dmg is but yeah the dmg is pretty low. In Vanilla, his ABC combos did nearly 700k as well IIRC and the Bold Cancel combos were mostly for meter but now you need to Bold Cancel for good dmg AND meter.

I’ve never tried to play Sentinel (never really liked the character) so I dont know about Drones. [S]Id test it out but I just turned off my PS3 awhile ago[/S]. Just thought of a few things, give me a few minutes to test out

Yeah in vanilla it was a scrubgasm because I could ABC tac to Mag DHC glitch back to DT, add a tablespoon of butter, little sugar, and anyone not named Thor hit the flor.