I also use Dante, and what I normally do open people up is:
When far away and the enemy stays on ground for the most time:
Call PW’s Missile assist, Drive, then teleport.
When close:
Call PW’s Missile assist, jump, air dash H, jump, air dash H.
This normally causes an unblockable/high low mixup, so it does work for me.
Also, I’ve been trying to gather 3 pieces of evidence in a single combo (corner), and this is what I’ve got right now:
s.:l:,,:h:,:f:+:h:, DanteJam Session, :atk:+:s:,:f:+:h:, delayed :s:, j.:h:, :d:+:h:, :s:, plink Maya :qcf:+:h:, :f:+:h:, DeadpoolKatana-Rama, :d::d:+:s:,:f:+:h:(causing stun)…
This gives me 2 pieces of evidence, but…
I just don’t know what to do after the stun.
I haven’t tried, but as the stun happens on the air, I guess there isn’t just enough time for me to change modes, grab another piece of evidence and do something else, so what do you guys think?
Not enough time to do it, as the only way to go from Cross-Examination to Slip-up is to wait for the long recovery, so I tried mode change after C-E and then Slip-Up, but it didn’t work as the enemy wasn’t stunned anymore by the time Slip-up hit.
EDIT: Nevermind, I was timing Slip-up wrong. Thanks!
Thanks for the help, also at the end(not good at the game yet) but couldn’t you do Thc lv 2 with Wright and deadpool? On another note thinking of running Wright(Get em missile)/Dante(Jam session)/Strange(bolts), while Strange doesn’t have that much synergy with wright(I can impact palm hard tag to wright then do maya hyper for objection), I just don’t know if bolts help Dante out more then Dagger assist from Arthur.
No, there is no way to do that as Assist Ok! doesn’t appear on time to THC/DHC/do whatever thing assist-related.
Bolts do help Dante, as it does 2 delayed hits, allowing for a teleport in the middle (causing a cross-up), and as it makes the enemy stunned for a bit of time, you can easily combo from it, so I think it’s better.
It also may help Wright, as in calling Maya shield and Bolts together, allowing for an evidence grab and maybe, if close, a combo.
But that’s in my opinion, I never played Strange so I’m not sure. Try it out a bit and see what’s better for you.
I have yet to see a more optimized version of the plinking combo I presented in my combo vid a while back, but I suppose now is a good a time as any to break it down in finer detail. The last combo right before the credits (5:33) uses the team you mentioned.
s.:l:, s., st.:h:,:f::h:,:s:, j.:h:, j.:d::h:, j.:s: xx land xx :qcf:~:s:(plinked), :f::h:,:a1:(almost any ground bounce, wall bounce, or lockdown assist works),:d::d::s:, j.:d::h:(dizzy) xx land xx :f:, :d::d::s:, :qcf::h:~:s:(plinked), :atk:+:s:, :d::d::s:, :qcb::atk::atk:
This combo is used with akuma at 2:00, but I use this series multiple times throughout the video with many different assists. Here are some things to keep in mind with this combo:
You must hit them with 2 questionings and be in the corner by the time you start plinking. Wesker and deadpool’s otg assists are invaluable at making this combo work basically anywhere and off any confirm. Practice the midscreen combo at 1:37, and make sure to omit any grounded questionings to keep the hitstun low. Unless of course the combo started with the otg assist in which case you need to hit them with questioning first in order to get 2 questionings in the combo.
You must plink M~S Maya first. The M version of Maya comes out slower and may drop the combo on small bodies, but the faster recovery is needed if you plan on doing two plinks or Maya won’t leave the screen in time. Also If you plan on doing two plinks in one combo you may have to accept throwing away good evidence (unless you can plink to any slot like a boss).
You should call the assist as late as possible to allow the maximum amount of time to mode change and dizzy. I generally “plink” the f.H to assist to get the assist to come out late. There are some slow assists where this does not apply such as eye of agamotto.
Deadpool’s otg can, but shouldn’t be used in this combo. This combo nets 3 evidence with two plinks while this:
:qcf::h:~:s:(plinked), :a2:(deadpool otg), :atk:+:s:, :f:,:atk:+:s:,:d::d::s:, :qcb::atk::atk:
will also net 3 evidence, but with only one plink. This combo can be used with jam sesh to get 3 pieces, and deadpool’s otg can squeeze out one more.
I got to say though as good as an assist that jam sesh is; it performed very inconsistently with this combo, and I personally feel plinking twice in a combo is pretty impractical to begin with. That being said I have one other combo with jam sesh that may be a bit more useful.
s.:l:, s., st.:h:,:s:,:a1:(jam sesh), :u::atk:+:s:, manual superjump, j.:d::h:, j.:s: xx land xx :qcf::h:~:s:(plinked), :atk:+:s:, :d::d::s:, :qcb::atk::atk:
This should work midscreen and can still get you 3 evidence if you end in the corner. 4 evidence if you extend it with deadpool’s otg, and maybe more if you can figure out how to use dizzy in there. Don’t get me started on using meter; by adding in the dhc to devil trigger and the thc Wright can get 10+ evidence in a single combo with Dante. No doubt in my mind these two are bffs, but ammy is a close second.
Thank you very much for the info!
The only problem I got with double/plinking in combos is that the only one I can do consistently is Maya :h: as I play on a pad with the default config.
Anyways, I tried all of the combos you listed, and the one that I’m being most sucessful is this:
s.:l:,,:h:,:f:+:h:,:s:,:a2:(Dante),:u::atk:+:s:, Super jump, j.:d::h:,:s:, land, :qcf::h:~:s:, :f:+:h:~:a1:(Deadpool), :d::d::s:, :f:+:h:, :d::d::s:, :f:, :atk:+:s:, :d::d:+:s:, :qcb::atk::atk:
…which gives me 3 pieces of evidence.
It is essentially almost the same combo from the post I had made before, but it does a little more damage.
I actually wanted to make it like this:
s.:l:,,:h:,:f:+:h:,:s:,:a2:,:u::atk:+:s:, Super jump, j.:d::h:,:s:, land, :qcf::h:~:s:, :a1:~:atk:+:s:, :d::d::s:, s.:s:, j.:d:+:h:, land, :f:+:m:, :d::d::s:, :atk:+:s:, :d::d:+:s:, :qcb::atk::atk:
…which would allow for 4 pieces of evidence.
But when I call Deadpool (:a1:) before the 3rd evidence pickup, he just doesn’t come out.
For the first combo I can see where u are going, but using the dizzy with deadpool’s otg is unnecessary and is actually netting you less evidence. For the second combo I believe you missed one of the questionings needed for the dizzy, but again with deadpool the dizzy is just going to make things harder. The air dizzy is useful for getting the extra time needed for Maya to leave so you can call her again, and works well with assists that also stall for time. Otg assists have a much simpler extension with Maya (assuming the otg is not being used early to help confirm) because of the hard knockdown that Maya causes.
After an air series ending in the corner the follow up looks like:
:qcf::h:~:s:(plinked), :a1:(otg), :atk:+:s:, :f:,:atk:+:s:,:d::d::s:, :qcb::atk::atk:
This should net a clean 3 pieces of evidence off one plink. Putting that on the end of the previous combo should look like:
s.:l:, s., st.:h:,:s:,:a1:(jam sesh), :u::atk:+:s:, manual superjump, j.:d::h:, j.:s: xx land xx :qcf::h:~:s:(plinked), :a2:(deadpool otg), :atk:+:s:, :f:,:atk:+:s:,:d::d::s:, :qcb::atk::atk:
This should net up to 4 evidence before using meter, but you won’t use the dizzy in the combo which can be both good and bad. I did some tests and Deadpool should definitely be able to come out in this combo. There is actually a pretty big window after plinking Maya to call Deadpool; just make sure to start searching asap after calling him so slip up can connect (which it should since deadpool’s otg is also a ground bounce).
I totally forgot about that video you made. I was always just doing simple things such as LMH > cold star > collect evidence x2 > launch > etc. Now I took that corner combo you had and put my own little twist on the ender.
I got lucky with good evidence while recording this but during the slow down section, I could’ve plinked each maya for more evidence or just go into THC when I have at least two bars to go into Turnabout. I’ll try to utilize this more often down the line if I ever get the chance to play people often again and if I can get my plinks down consistently. I think at this point in time I’m at like 60-70% at my maya plinks with M and H. Can’t seem to do the L version very often at all lol
I think you did pretty good, I guess some tips I would say are:
-More experience with the enemy mixups, seems like you were having a hard time with some of his mixups.
Some of your combos were dropping, make sure you can finish your combos, though it was probably nerve racking being recorded.
-You should probably do more overheads or throws while behind your shield sometimes the opponent wont expect it.
-You were too bold at pressing buttons on the incomming and in situtations were blocking would probably be better. Though it was good that your attacks miraculously hit.
So, messing around in training mode and there’s this situational thing that may or may not be new. Apparently Wright’s evidences can neglate pushblock (tested with bot), however you’ll need to be at the correct distance to recover from evidence use. Its situational too because I don’t know the exact timing, I think you have to dash at the same time your evidence hits and when the pushblock occurs, I haven’t been able to do it consistently.
Also using Maya hyper after evidence hit can negate pushblock too, just that I don’t know a consistent timing for it also.
That throw tech into missile assist was hilarious, but awesome. Also, wow! j.l crossed up! Did not know that.
Interesting thing to do at 13:29. You can actually get more evidence by THC cancelling into Maya. So you would do your Spencer BnB, DHC into Phoenix Wright, get 3-4 pieces of evidence, then THC cancel into Maya. You have another 5 chances to get good evidence. It’s a lot of meter to burn, but it might be worth it. Plus it wastes time.
That combo at 13:52. Best way to end the combo would be Order in the Court then DHC into Spencer. Wright can’t kill fullscreen off of that hit confirm (at least to my knowledge).
Something you did a few times was to throw out random Order in the Court hypers and you got comboed because of it. Don’t do that.
This point is specific to Turnabout mode. You’re running Tatsu assist, so you should be trying to set up his unblockable after putting them in blockstun with Tatsu. They might alpha counter to avoid the unblockable (that guy playing X23/Iron Man/Rocket Raccoon did counter it), but you should space yourself when setting it up so that you don’t get hit. You got Wright into Turnabout mode, but didn’t do much with it.
But otherwise, good stuff. Your blocking and your hit confirms are solid, especially with Akuma. Plus you’ve got nice frame traps with Paperwork and you’ve got good confirms off of TAC Objection.
I tried playing around with this sometime back. Both evidence and Maya slide negate pushblock. If you plink Maya you can try to go for an unblockable set up or grab. The problem with the former is that Wright has to dash at a really specific time and use either his slow standing overhead (slip up) or a jumping attack. Plus you need to be able to plink consistently.
It’s so damn annoying when I get that 3rd piece of evidence and then everyone starts zoning like crazy. Mag + Missiles turns from rushdown into hella lamefest once I get it, and other teams as well. What do you guys do to get around typical teams that lame the crap out of you?
From what I’ve seen, most people just try to find a safe way to raw tag into a character with better mobility. Haven’t played on PSN in months, and I don’t have much time to play Marvel with others offline so I can’t say what I would do.
It helps if you have a duo that can fight fire with fire (e.g. run Wright with Mag/Doom ) so rather than being forced to approach, you force the enemy team to approach you. Mag/Doom can do this, Mag/Dante might be able to do this, I think Zero/Dante might be able to do this, any shell that consists of a good assist and a well rounded point character. There’s a guy in Argentina who plays Joe/Wright/Taskmaster and he just zones with Joe and Taskmaster and occasionally calls Missile.
Alternatively, structuring a team that bolsters Wright’s zoning is another possible option; frankly, I don’t see the point of having to rushdown with Wright, esp. considering that he has a more defensive-oriented game anyway. Ragequit zones with evidence and tries to play footsies with Objection by cancelling into Paperwork.