I don’t main the duo, but one thing that really strikes me as being ridiculous is Call Strider > Jam Session.
Dante gets to combo of HIS OWN Jam Session. Yes, the scaling is complete ass, but the simple fact that you now get to fuck with any character that thinks they can run around at super jump height is amazing.
Also, s.M + Call Strider > Stinger > Teleport holds the opponent in blockstun just long enough so that they cannot jump in the air before Vajra hits them, giving you a full combo if they don’t block the cross up. It isn’t very easy to actually implement though.
During some of the basic Dante combos what are the better points to reset. Some classic points at which I can let them out of the combo in an advantageous position for me?
It’s not a scrubby question, it’s just a term for a position where neither character is at an advantage. It changes depending on the character, but most cases it’s mid to full screen. For Dante you would be talking just beyond his sword range and further.
Any Dante/Strider players tried calling Strider right before doing on-point Jam Session as an anti-air tactic? Spaced correctly, Dante should be safe if it’s blocked, and if it’s not blocked then Strider puts them into hard knockdown and Dante recovers in time for a combo. Startup on Jam Session is great, so this has been a fun trick for me to use.
I usually only do 2 shots (required to even do the move) and then stinger, otherwise you have to mess with the timing. Also, some characters you have to do more, like Sent. Any time I learn a new bnb or any part of a combo, I make sure to test it on everyone in the cast. It’s tedious and takes awhile, but you’ll never get caught offgaurd mid tournament match and drop an important combo due to ignorance.
Two questions regarding my fav Dante tactic, Reverb Shock xx Fireworks:
When you do this and they block, how do you guys like to follow this up? For now assume no assists are involved since I won’t always be able to time one specifically for a setup, tho at the moment I’m trying Dante as a battery for a xxx Doom Ammy shell (thanks to all for the Vajra ideas above btw, but man I just suck with Strider lol), so often I’ll call missiles while Stinger-ing into Reverb Fireworks, which will make the missiles land shortly after, but we have +2 on a blocked Fireworks per the Brady guide. Sometimes I’ll do something like jump back and Hammer to try and catch a punishment attempt. I used to go for another Reverb, but found this gets punished by button pressers, yadda yadda. Just looking for some fresh ideas to keep the initiative after this pressure tactic. or is doing so completely resetting the match?
When I land this and it HITS, but I’m trying to battery to store up meters for Doom-Ammy THCs after Dante dies, any followups you guys like aside from canceling to Million Dollars? Is there maybe some sort of reset or mixup potential upon landing a reverb xx fireworks? Or should I just call missiles or Cold Star and go for Stinger into another Reverb? Any fun ideas for this situation? If a Million Dollars will kill a guy, I’ll just go for it. But if it leaves them w/ half their life on an otherwise healthy team (ie. not positioned to expend resources to finish off an anchor or problem character), any good sequences to go right back into pressuring?
I’m pretty much looking to play an uber annoying zoning game w/ missiles, angling to soften them up mentally for when I decide to shift gears and blow their doors off w/ rushdown. So if anyone has any good tips for a runaway zoning Dante, or tricks on opening fools up w/ Cold Star and/or missiles, I’m all ears! Thanks!!
I need some help guys. I need the best possible assist for Dante with the best health that is also a great anchor. I already have an idea who this is but i would like to hear your feedback.
Doom?
Both assists are great, (but HM is the best in the game so…), around 110 health, etc etc…
Wesker comes in mind (1M HP, set up for unblockables, dark wesker).
I can think of Vergil too, but a little less life over there.
Anyway, for my question:
I’m running a Captain/Dante/Task team, now with Cap’ I pretty much have semi ToD (i.e on under 1M characters with DHC to Dante). The problem is after a throw, where obviously it’s gonna be though to ToD, so I want to add some spice there.
So I’m considering use some mixup and stuff, for aerial exchange to switch in Dante. Now, I know that after ae Dante should do air dash, hammer, but any ideas on what to do after it? While i’m more then willing to sacrifice damage (as from throw it anyway kinda hard to get some) for some real nasty resets, mix ups and such. As for now i feel like throws really won’t get me anywhere since my setups out of them are quite weak with Cap’, and it doesn’t really change the amount of hits I need to get the job done.
For some reason you can jump-cancel Volcano even if it doesn’t hit, if you fire off a multi-lock first. As long as the bullet (or whatever it is) makes contact, hit or block either one works, then even a fullscreen Volcano can be jump cancelled. The startup animation can also be jump cancelled, but I could only get it to work when Dante was really close to the other character. Multi-lock is the only projectile that this works with, as far as I can tell.
This is probably the most useless shit I’ve ever found in this game lol
Edit: Actually, you’re a genius. Just went for a run and on it occurred to me that this could be applied to stinger and bold cancelling. Got back and first thing I did was turn on the console and test it out. It works.
You can cancel whiffed stingers into million stab or bold cancel plink into reverb shock/whatever the hell you want. On a sillier note you can cancel st.S into Clay Pigeon from fullscreen.
As soon as the Multi-lock hits you can actually cancel anything as if it had hit. Whiffed st.H into st.S from fullscreen. Not practical, but possible. Someone should make a video for this.
So, up late watching fanatiq’s stream and just messing around soul searching on the character select screen a bit. What ever team I end up with I want dante to stay in there cause he’s my boy. And I like this team (spencer/dante/dormammu) a lot for the moment, preferably with spencer on point and dante 2nd. Came up with this to show the out of corner BNB assuming I don’t use an assist. Also, spencer was supposed to be 2nd here, and I’m too lazy to remake the video. [media=youtube]87jgY2JNcFI[/media]
If this scenario is possible then…yoo, st.S anti-air? Fire multi-lock, st.S (hits/is blocked before multi-lock fires), jump cancel to safety anyways. Granted it requires firing the mutli-lock first, but if Dante can literally throw out whatever the fuck he wants and still be safe when you do. Why the hell not?