Smokin' Sick Style! The Dante General Discussion Thread!

Vajra is so easily the better of the two assists. Resets, mixups, damage, there’s nothing it doesn’t provide for Dante and with Felicia assist, it pretty much completes a point Dante setup. Felicia also gets excellent mileage from the assist as she picks up well post hard knockdowns. Then there’s also the fact that you also get Strider as a character and Strider is waaaay better than Sent. (Biggest IMO goes here). (This was one of my first teams in the game actually.)

I have a corner combo that “pushes HSD to the max” that I could try it in. Just to be sure, you’re doing Volcano xx Beehive into Million Carats correct?

Just tested it and it works. The ground bounce is untechable and Im pretty sure it ignores HSD and since Million Carats is one hit that causes a soft knockdown, it basically ignores HSD as well. However, its connects so low to the ground, IDK why you’d do it, you cant even connect Reverb afterwards

It’s just an idea for an DHC for the Doom/Dante/Strider-Dante/Doom/Strider team that I’m thinking of picking up, Dante will extend the Doom combo into Sphere Flame and Dante DHC into DT for teleport :s:… and a further extension with Vajra. I’m not sure it’d be any good duo to Dantes fun damage scaling but I was eager to know if it’d actually work in practice.

Thanks a lot Kaiten.

Would :dp::m: :qcb::ub::m:(TK) work @ high HSD? the hits look like the go into each other fast enough but my Dante is yet again as fraudulent as it gets.

no, volcano > revolver does not work late in a combo. it actually stops working before you’ve reached max hsd.

there should be a chart or a list or something of what stops working at what point of hsd. problem is i don’t know how to measure it, i just kind of… know when something won’t work anymore, lol. not exactly the most exact of methods. but off the top of my head

volcano > j.s is the first to go, it pretty much has to be right at the start of the combo. so i guess that’s when is still at level 0 (for lack of a better way to detail it)? then you get a little bit of time to work with until you can’t go into killer bee off of volcano. there’s enough time to link j.m chained to j.h, but that won’t cause enough hitstun for anything besides air play (which in turn won’t cause enough hitstun for anything) or the 2 devil trigger attacks.

then either at that point, maybe a little after, prop shredder stops working. and now after a launcher, anything slower than vortex (14f) won’t work, and shortly after that vortex will stop as well. i think this is also the point where j.s (22f, iirc) after vortex stops working. but sky dance and killer bee (18f) still work for a little while. you could also do another vortex, but you’ll more likely than not knock the opponent up too high to continue the combo.

i’m not sure exactly when it happens, but twister~tempest no longer can be followed up for a while now. cold shower > stinger still works, as does launcher > clay pigeon, so that would be a good point to use your wall bounce (unless you’ve got an assist that can help you with that.) obviously you’ll do cold shower if your opponent is in a hard knockdown state, and launch/clay pigeon off of a ground bounce. at this point i’ll do sky dance if i’m in the corner, teleport if i want to get to the corner, or grapple for a reset.

by this point hsd is pretty much maxed out, so your extensions are limited to whatever assists you have left*. since scaling’s most likely been capped for a while, you’re just building meter at this point. imo (i say imo because i haven’t bothered to actually test it, so it’s not so much opinion as much as it is an assumption… but anyway) the best way to build meter is sky dance > killer bee. there are plenty of assists that will let you reset your ground bounce. with hidden missiles, for instance, [stinger + assist, jet stream~fireworks, sky dance, beehive, stinger, jet stream~fireworks] builds almost an entire bar if i’m not mistaken. acid rain also builds a ton of meter, but there are less assists that will let you do acid rain than there are ones that can be used for another ground bounce.

*you might have to use your assists earlier on in the combo, as hsd affects some more than others

hopefully that all makes sense, because i don’t feel like proofreading it. hopefully it’s not flat-out wrong, either, as i haven’t tested most of this, lol. speculations based on my observations, pretty much.

Good shit bro. I’d like to mention that dash back S xx Up Shots also wont work if the HSD is too high. I’ve found the best way to deal with it is walk back S
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You guys are the best tear

That sheet of guidelines will come very handy in my journey to properly play Dante.

Does that still work even when hsd is maxed out? If so then Dante should be able to build even sillier amounts of meter. Since that’s exactly what he needs, after all

This is amazing, i was trying a new combo with the shots but the opponent always popped out, if it deals with HSD Dante will be the meter generator machine.

Not sure, havent played Marvel in awhile so I’ll test it in a longer combo now. I honestly dont think it does though

Nope, they pop out right after S

Any trick to Bold cancel :qcf:-moves? can’t get it consistently, some(most) of the time a :dp: motion comes out even though I’m letting it go to neutral after I buffer stinger. y_y

The only other way (even MarlinPie does it) is to do a half circle forward

Thank you yet again Kaiten.

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So I’ve been working on pressure strings with Dante and got about four cross ups in a short amount of time (with two assists backing him up). I think it could be really solid especially since the cross ups can be varied at different points (teleporting and then dashing over for same side or dashing back to cross over when the assist pushes them back) but the only problem is the string relies heavily on hit confirming into either stinger on hit or weasel shot on block. The issue is I simply can’t hit confirm fast enough if I’m only using M and H (don’t wanna use L to avoid being push blocked early). The weasel shot has to be cancelled from H in its early frames, which makes it difficult. I’m not that great with Dante to begin with so I was wondering if anyone could help me out with maybe a different hit confirm or an easier way to hit confirm into stinger/weasel shot.

Also, I tried using the horizontal clay pidgeon (I think that’s what it’s called) but only four shots come out which isn’t long enough for the pressure string. Thanks in advance.

horizontal shot is called scat shot, and yeah it sucks. it covers full horizontal distance, which weasel shot does not, but like you said only 4 shots come out, and a lot of characters can just duck under it lol.
as for your hit-confirm woes, maybe try an assist that will let you combo off of weasel shot if it hits, like disruptor, and allows you to maintain offense on block, like… disruptor.

and this isn’t directed specifically at you, as i’ve seen a lot of people do it, but the word ‘pigeon’ does not have a ‘d’ in it. the pokemon pigeons do, for whatever reason. but not real pigeons. or clay pigeons.

Haha, wow, I guess I’ve been playing too much pokemon. I got Chris’ Machine Gun assist and Drones backing me up but I’ll look into comboing with weasel shot. I still want there to be gap if they block for the teleport so I guess I’ll elongate the weasel shot when it hits and shorten it when they block enough to have a small gap. Thanks for the tip man.

This works? Really? I literally just let go of the control stick (360 pad) post Stinger then do a slow QCF after inputting Bold Move. (As per JuuM’s method)