Thanks, but I already saw that. I heard he played sets vs the top japanese and Champ, and I was looking for the timestamps to study and enjoy his Dante.
Yo, i was wondering if the Jago grapple reset into unblockable with wesker assist works with x-23’s low hittin assist as well? does anyone know?
Yes it does. Watch out for raw tags
[FONT=Helvetica]Anyone feel like talking start of the round with this character? Both character specific and general principles would help a ton :)[/FONT]
Yo so I’m having the hardest time playing against spencer/hawkeye
I’m running Dante/Vergil/Mags idk what to do and I’m sacred to push block or press anything. I’ve tried chicken block but sadly I just push myself to the corner
So can anyone with greater Dante knowledge explain how Bold Cancel blocking works with the use of frame data? Like I understand how to do it and what its used for, but what are the techinicalities behind it?
As far as I know.
Every jump cancel-able move can be canceled into jump (obviously), every jump can be canceled into special move in its first frames (before the character leaves the ground).
This is actually how Viper cancel her Seissmos into each other or whatever, Seissmo, just like Shredder(S H S) is super jump cancelable, so you cancel it again.
Bold cancel is about canceling a normal move that is usually no jump cancel-able into a special jump, and like any jump, it can be canceled in its first frames into another special.
I believe that you can only block if something makes contact within the 4 prejump frames of Bold Move. If it doesn’t though, then you can’t do anything until the 16th frame; sadly this includes blocking. Works great for supers that are really fast after the flash (like point blank Bionic Lancer) but you have to actually time it for other stuff.
BC blocking is filed under “shit I really ought to practice but I’m too lazy to”
lol, misread the “blocking” part
When you’re about to get hit you cancel the normal you’re whiffing with Bold cancel and then you cancel the jump with a block as the attack connects.
So I found some interesting tech today.
If you do j.S as low to the ground as possible, then do air play right as the hitstop ends, it cancels j.S into dante’s standing animation without the recovery normally associated with that move, so you have pretty good frame advantage. Also since air play stops push block momentum, for some reason this just completely negates push block, so if they push it, you’re in their face at like +1 million.
Kinda hard to do consistently but figured I’d drop it off here for people to mess with.
Can we talk a little bit about empty cancels for a bit? Anyone know any ways to consistently do empty canceled st.:h: into Weasel Shot? Or is it just better to resort to Weasel Shot off block strings? While I’m also thinking about it, what are some good go-to block strings for Dante? Right now, I use:
:l::h:
:h: (Weasel Shot)
:l::h:
:h: :a1: (Cold Shots)
:l::h: :a1: :d::d::s:
:l::h: :qcb::l: ~ :h: (Reverb - Fireworks)
And alternate them depending on match ups, situation or assist types (usually between Felicia’s Rolling Buckler or Amaterasu’s Cold Shots). I’m wondering if there’s anything I should be paying attention to or abusing more.
Stinger BC air dash?
I’m assuming by empty cancelling you mean whiff cancelling and it’s just like if someone blocked/got hit by St.:h:. You just just press back and hit :h: repeatedly.
Ooo dayum. I never thought about Magnet/Dante/Doom team with Weasel Shot and Missiles. DIRT.
I wanted a Dante/Sent team, but Sentinel is wack and missiles are god like.
Double tap H to whiff cancel into Weasel Shot, though there isn’t much use for it if they aren’t already blocking the H imo. On the other hand Reverb Shock whiff > Fireworks is uneccesarily godlike and should abused extensively.
For these blockstrings, you don’t ever use Stinger, which is a very important anti-pushblock tool (and an anti-everything you think you can do 3/4 of the screen away tool as well). If you LMH, they will probably pushblock the M and the H will whiff. If I start my blockstring with LM, I use those two hits to hitconfirm and go into H > Stinger on hit and on block straight into Stinger > Reverb Shock/Call Assist Teleport/Bold Move air dash H or whatever. If I air dash M/H my way in I generally hit/block confirm of of the air attack and only a standing M on the ground to ensure I don’t get pushblocked out before I can Stinger my way back in.
With Cold Star my standard mixup was: block string > Stinger + Call Ammy > Teleport for a cross up, then I get an air dash L/R mixup if they block it (or even if it hits if you want unscaled damage).
Yea bro. The team has so much left/right, high/low mix up potential, and all three characters can build so much meter.
How do you consistently whiff cancel Reverb into Fireworks anyway? Happens randomly for me still, even when I was practicing it the other day
Right after he says “Don’t” is the window for the cancel. Comes out like “Don’t ( :h: ) Bl-EYAAAH.” For a visual cue it’s also right before he stops losing forward momentum.
I believe it’s a two frame window to cancel on whiff (as well as to cancel into Crazy Dance all the time) so double tapping is the truth.
The timing for canceling into Fireworks on whiff is much earlier than on Block due to there being no hitstop, so I would recommend double tapping and then pressing H again (or triple tapping) as sort of an OS so that you get Fireworks on both block and whiff (either of which can occur during pushblocking and whatnot).