sweet, that ag blockstring beater should work on my team as well since i run ironman unibeam. currently looking for a 2nd, thinking i might just derp out with wolvie there… it makes sense since its wolvie and hes glitch capable, plus i can use his AA assist for dante if needed.
and xf2 wolvie>xf1 wolvie
my current combo for dante is abc stinger volcano j.h airplay j.h, s, j.h xx killer bee, volcano, beehive, million dollars. does about 665 k and pretty easy. i think i will look at hades combo… i need to up my damage about 50-100 k.
I posted a very easy no bold cancelling required 100% damage DHC glitch combo for Dante in the Dante combo thread (that also does 800k from anywhere on the screen without DHC glitch). I think Dante has more options for high damage combos than anyone in the game, but when it comes down to it simple reliable damage is what makes him so damn good. Styling is not top tier material, consistent damage is. That’s why Wolverine is so good, anyone can do those combos.
Anti air combos deal almost as much as basic ground string. Same for air to air situations if your hitconfirm is decent. There is no starter where Dante cannot get retarded damage. Dante can and will push his combos to max HSD regardless of the starter.
The reason why that happens is you’re cancelling the stinger too early. If you do a late cancel, Dante ends up almost point blank making it easier to connect.
So I sat down and grinded the lightning loop with Zero out tonight, I’d say I’m about 30% on it now (a full loop). Here’s some numbers and things to think about since I see a lot of Zero’s potential discussion coming up all the time:
My standard combo (non lightning loop) does 750k. If I DHC it does about 900k+. This one I hit pretty much 100%, and it only requires one assist.
Lightning loop at the end of my combo (just ending it at lightning loop) does 850k. I was able to start a second loop easily (using assist) and much more difficultly loop not using assist, and that second loop after the first will take it into touch of death territory.
Knowing that though, you need 2 meters and 2 assists to do about a million, give or take depending on what you do. If you want it to sure fire kill you can tack on rekkoha to the second loop and it’ll kill everyone but really… 2 assists… 2-3 meters to kill an average health character is not THAT amazing really. This does turn level 3 buster from the air into a pretty big combo if I have meter (buster into lightning loop raw does about 600k).
So knowing the numbers, does Zero still sound as broke at super maximum execution levels? A lot of characters can reach those numbers with those resources.
Buster into lightning>Jump Loop X 3>JM>Buster>Lightning>5S>Air Series>Steb ender>is like 600k meterless and gives you over 2 bars, so not sure why you’d wanna do the lightning loop right after a buster when you could end with it and tack on that extra damage
If you’re too far you can always do Buster>Lightning>5S>J.2C>JC>Normals>5S>JMM>Buster>L Hienkyaku>Relaunch>Air series>Steb ender for slightly less damage
My brother can do 1.05 million with just one assist and one meter using either Captain or Felicia. The entire combo builds 2 meters so if he needs to kill off Wesker or She Hulk he’ll easily burn the second meter to make sure they die. You really need to step that execution up if you’ve gotta use 2 assists and burn all that meter to do TOD damage. Sounds like you’re not getting the j.H loop in there or something.
The fact that he can do 1.05 million with one meter is pretty fucking stupid if you ask me. If I was a Zero player I would just think it’s cool I guess. Instead I just die to that shit. LOL. I use a side team of Chris/Dante/Wesker and if Chris took any stray hits or chip before he got hit by Zero…his 1.1 million goes down the tubes like he was Akuma (with Zero only spending one actual meter).
@ Nini: What’s the best combo you do to get damage off s.L/M anti air or air dash H against airbornes?
Yeah I came up with it quickly since both of the other characters I use (X23/Doom) are specifically designed around tools that negate advance guard. When I picked up Dante I just started trying out any sciences that could get me past advance guard after reading some shit in the strat guide and put that together. You can even do s.L+assist to f+H which actually leaves a slight gap that can counter hit them out of an advance guard of the stinger.
We can write about potential, because somebody may discover useful shit or new tech about a character or team composition…
…but at the end of the day, the shit that wins major tournaments is streamed, those characters and tactics go to youtube, people see and copy, and that is what wins casual games, and all other tournaments all over the world.
Tier lists should be builded with characters effectiveness on mind, and leave character potential aside, until it’s viability is proven in tournaments vs real stuff.
Are you talking about with X Factor? I find it extremely hard to believe you can do 1.05 million with Zero using just one assist and one meter, and no X Factor.
and the thread goes in circles again.
Back to pairing/team talk…
With all of this theroy~ish talk going around with zero (not to say that Zero can’t completely obliterate you) what assist would you say pairs up best with Zero and what Point-assist counters Zero/Zero’s partner in crime
In my mind say a pairing of Zero/Dante(Jam session) goes up against BFFs (Wolverine/Akuma(b-Tatsu) or Dante/Tron what is the result
Zero is never JUST Zero from what I’ve seen. Just like how Wolverine is almost NEVER just Wolverine and Dante on point is… well never Dante
In my mind I see it as a pairing battle at almost ALL times when there is a Zero on the screen or, really, a Wolverine/Wesker on screen as well >_>
i had the same problem when i started to use this as my bnb. you really only have to make sure to hit the first j.C immediately after after the jump canceled vulcano, don’t wait until you are at the top of the jump arc. just do it as early as possible, and the airplay will always connect. then delay the second j.C, land, and so on. try it, it’s really easy and works everytime for me vs every character (except sent, where you have to do j.B, j.C xx airplay, j.C, land).
also a second vulcano xx beehive instead of jetstream adds another 15 - 20k damage to the combo. though, it doesn’t cornercarry, so it’s kind of situational which one is better i think.
Why would I be talking about with XF? This isn’t Wolverine. Talking about like real combos that real fighting gamers do…not dat win button shit. That’s why this game is stupid though. You press 4 buttons and all of a sudden your character can viably kill off 2 people by the time the power up is over. That’s like some Super Mario Bros. shit. Shouldn’t be in fighting games. There’s a difference between making a game easier to play and then letting Wolverine get a chance to kill 2 people in 10 seconds. Way to go Capcom. Need dat Super MVC3.
Not to get back to old shit but as a Wesker player, I wait for Zero to do one of his many multi-hitting normals and XFC cancel into Rhino Charge. To me that’s a BIG advantage vs any Zero. He’ll combo me all over, true. But that’s what his big ass health bar is for. All I need is to block the 1st 2 hits of one of these moves…
Standing H (which is 3 hits and leaves Zero + frames on block)
:f::h: (3 hits. + frames for Zero on block)
Air H (3 hits. one of the most retarded hit boxes in the game)
Air :d::h: (see Air H)
Every Zero player whores these 3 moves because of their retarded hit boxes and the + frames you’re left at. Learn to recognize those attacks and XFC Rhino Charge those bitches. The resulting combo will kill Zero. Oh yeah, and Rhino Charge is the best DHC trick starter because you’ll have all day. So I don’t really fear Zero with Wesker. I’m gonna block one of those damn things. And that Zero player is gonna pay for it.
This has been THE INVINCIBLE SWORDSMAN saying:
Y’know… Johnny from Guilty Gear wasn’t the most combo intensive guy. And he was one of the best characters in the game.