Pressure, Safety, Mixups, Resets and Approach

I wanna post a video about the strength of Acid Rain after Sky Dance. I can’t explain to you the effectiveness of this mix up in the tons of matches I’ve been playing lately, both offline and online. It definitely isn’t fool proof but I’ll try to go over that the best I can. Something about putting things in a video make it seem more understandable than writing it in a post, haha, but if the video thing doesn’t fall through, I’ll just end up explaining it here. Keep the mix ups coming guys, I’m liking this thread. One reset is really all it takes to kill so the more the merrier.

That seems like a good idea. Keep in mind to make it as practical as possible. Show it from basic b&b, and common converts, show what solution the enemy has to the mixup (how to defend or even how to crack it entirely). Try to keep any assist depended setup to end, first showing what he can do solo (or with common beam or something)

Yeah, the concept itself is for Dante solo but there are ways to incorporate assists. i’ve been a little busy as of late but I’ll get working on it as soon as I can.

Also, I’m sure you guys I’ve seen the Snap Back teleport glitch before but I was wondering if anyone has incorporated it into their game. I mean, if timed properly with an assist, the set up looks to be a true 50/50 but I’m not sure. I’m gonna mess with some of that as well.

I was looking into attempting a solo Snap mixup not to far removed from the original, except with a little bit of knowledge on how to make it cross up 100% of the time (basically, Snap - Teleport - Neutral Air Dash - Hammer). I totally forgot about this though and now I’m wondering what kind of mileage it could get with my assists (Burn Kick & Vajra).

Solo Dante incoming mixups I use:

  1. Acid Rain
  • Good ol’ Acid Rain - dash under(s)
  • Meaty (as possible) Acid Rain - s.MH - Teleport - j.H - c.L/M
  1. Crystal/Million Carats
  • Crystal xx Devil Trigger - anything is nuts if you trap them with Crystal. If they’re mobile enough to get out of it, then:

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  1. Jam Session
  • Jam Session - Devil Trigger or XFC on reaction to a push block - Jump Grab
  • Same sequence but s.H on the ground cancelled into Weasel Shot for safety if they press nothing attempting a ground throw on ground
  1. Revolver (Anti-Mash setup; cancelled into Fireworks for safety which can be further canceled into Devil Trigger for one final high/low attempt while they’re stuck in blockstun)

  2. The Ryan Hunter

http://i.minus.com/igwGYKvKMWycp.gif

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As they’re coming in, s.MH - Weasel Shot - s.MHS - Whatever. Looks cool/dumb as fuck with Dante auto correcting that many normals into the Weasel Shot pickup.

Few resets I’ve been looking into/using:

  • High HSD combo - OTG with Twister xx Devil Trigger - dash under jump grab. I’m certain there’s more layers that can be added to this basic idea, but this is good when you want to end something and be in Devil Trigger for whatever reason as the next character is incoming.

  • Midscreen (Double) Acid Rain BnB - Using the dash up S - Clay Pigeon - Prop Shredder combo route, do an Acid Rain (two reps for more meter & HSD) loop and while the character is falling, call your assist of choice and press s.M to reset them to neutral and either cancel that into a teleport or dash under then back for a mixup attempt.

  • In the corner, any wall bouncing Stinger - BC’d Acid Rain - Teleport. One of my favorites just because of how simple and effective it is. It covers all techs and the high low is really good post teleport.

Assist aided:

  • s.MH - Call Viper Burn Kick + Stinger - BC Volcano - TK Grapple is probably the earliest I can go for a grapple reset

  • Any high HSD combo - Call Vajra + Volcano - TK Reverb Shock is currently the dirtiest thing in my possession. Reverb crosses them up almost simultaneously as the character resets and Vajra comes down on them. This means any meter optimized or unoptimized combo can end in a hard knockdown for a Volcano pick up and Shot Loops finish

Really, it’s just about taking advantage of how hitstun decay works with Dante and making it a positive for yourself.

I’m gonna get that Acid Rain reset video posted up tomorrow. Through testing it in training mode I’ve found it isn’t as great as I once thought but it’s still a great tool to have in your arsenal. I couldn’t get it to be as detailed as I liked either since I had limited time and resources (if you could only see the set up I had to record with my iphone) but the vid still gets the point across. Hope you guys like it though.

Alright, here it is. I’ll just post the description of the video here as well.

[media=youtube]mI2MT7dQ89A[/media]

“This video describes how to use Sky Dance and Acid Rain to land a nice reset in the corner. Make sure not to teleport as soon as you can because if you teleport too early, you can be air thrown from the back tech. I haven’t tested this reset on projectile nullifying assists but for the most part, the Acid Rain will protect you from assists as well. It’s better to use the dash H out of the teleport because if the Acid Rain is blocked, the dash leaves enough time for the opponent to leave block stun and eat the cross up. Also, the double dash out of Devil Trigger can be air thrown, but one dash will hit the opponent if they attempt one, so there’s where the mix-up lies.”

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The lockdown there is terrifying. DOUBLE MISSILES.

Meanwhile, I finally have something to add to this thread:

[media=youtube]IwLPdFRrs_o[/media]

I hope it helps someone.

Some things i like to do with dante is abuse certain tools while in dt. asides from the thunder bolts xx or guitar spam. doubel air dash mixups + assist, i like to abuse Stinger bold cancel fly unfly technology. remember reading it on forums but that imo is one of dantes’ best mixup potential in game. Namely . Stinger (on block and advance gaurd lets you have enough time to Bold cancel fly unfly jump m. if stinger hits and you were going for the mix up it becomes a natural combo.) this might be old news. but i dont see anyone really using it. (pair this with say ammy assist or drones, This essentially lets you get 2 high low attempts. or a fake high into low.

Another trick i like to use is tiger knee airplay plus assist (or solo) if not advanced guarded you get a jump light? if hit combos into jump light right into ground series. Sorry for mispells , early in the morning and jsut not really caring ><

What are some good mixups that will discourage people from pressing buttons on the way in? I’ve tried million carrots but they just block and come down with buttons =\

Really, you just have to force them to block. Acid Rain is the most helpful method for this as it covers a wide area you can control well. If you know for sure they’ll be pushing buttons, you could always try hitting them with a Revolver on incoming. Cancel it into Fireworks with H to stay safe if they block it in its entirety. Depending on what assists you have, you could also do something with Jam Session and a DT activation.

Jam session into DT is really good against characters with air dashes and Sentinel. If you time it meaty enough you actually can counterhit sentinel for trying to mash harddrive on incoming if the opponent is trying to do it at the start of the incoming animation. Otherwise I highly suggest doing million carats into DT since it creates a really hard to see mixup as shown in Fusilade’s video.

If the opponent is trying to come down with something like vergil’s helmbreaker or Frank west’s knee drop, a well spaced crystal will help you lead into free pressure with assists with stuff like teleports or weasel shot etc. Also jumping up and doing a meaty j,M > airplay into air dash J.H serves as a hit confirm on mashing opponents and a good blockstring to lead into pressure for those moments where you don’t have time for acid rain.

Try jumping in with j.m, j.h killerbee to whatever combo right as they come on to the screen. You can option select the j.h with an air throw (i think?). After doing this a few times, they’ll probably learn to block when coming in, allowing you to set up your mixups.

I find that j.H > Air Play > j.H land is pretty much auto combo if they press anything on the way in. Need to check when they push block if you can just dash air throw

Hey azure can you tell me all the dante/strider mixups you know? Incoming or not.

Uh, I’m really lacking with regards to having specific setups but really the assist is flexible enough that if you think frame trap + teleport, dash up or double overhead, you’re more than set.

  • Vajra + Stinger - BC Air Trick on hit/block
  • s.M meaty on incoming + Vajra - s.H - Air Trick is a pretty decent opening gambit, even moreso if you put some Acid Rain out for them to block. Midscreen this can be made even sillier if you do Acid Rain - Vajra - dash under - jump - box dash backwards j.M - Air Trick
  • Anything - Weasel Shot + Vajra is already a means to stupidity between the option of a buffered Air Trick on landing, buffered plink dash (plinking M to H during the animation of Weasel Shot gives you the full number of shots while allowing you to immediately cover a stupid amount of ground space upon landing) to tick throw, or plink dash to overhead/double overhead attempt
  • Post ground grab (forward specifically) - Wave/Plink Dash + Vajra - Air Trick as they tech is a good way to chase the tech with some semblance of safety

Those are pretty much the biggest ones I use.

Cool. That’s pretty helpful. Two more questions though.
1.For block strings what would you normally do?
and 2. What is the timing to getting the air grab to combo with vajra?

Dantes neutral game consists mainly of what tools? Air play into j.m/h , teleport + assist. Anything else?