EL, every time I tried that guide combo they tech out during Prop Shredder, and I have never been able to TK Acid Rain like that. I always have to do the jump cancel first.

Just screwing around, and it’s probably known already, but… if you teleport behind an opponent who is in the corner and immediately do The Hammer, it will cross up the opponent. If you slightly delay The Hammer, it will hit normally. Could be a nice little mix-up when paired with an assist to keep them locked in place.

Seems to work on everyone except Sent, Dormamu, MODOK, Hulk, Doom, Thor, Storm, and She-Hulk. Basically people who are taller and/or fatter than Dante.

Ok, so then I am guessing this is a typo in the guide. They fucked up with the notation on how to TK acid rain so I wouldn’t be shocked if they fucked up his relaunch notation too. They also air recover when I try to prop shreddar. I just wanted to make sure it wasn’t just me.

I love Dante and Akuma!

Dante on point, Akuma 2nd. Sent 3rd.

I found a nice combo with Dante + Akuma Tatsu Assist.

Anyways, I have trouble applying pressure. So I use Akuma Tatsu assist to pressure. Then I tele with Dante.
But thats it…

Thats All i know!

Anything leading to Tele, my friends expect it. They assist, which hurts me, or they dash back. Or they just guard.

A little fyi for all you dantes out there, if you didnt already know

If ever you are not in a zoning position against Sent, Teleport -> Hammer will, at best, beat Sentinel’s st.S and cr.M, and at worst, negate each others hit (on st.S, it will always beat cr.M), which leaves you at enough advantage to land and connect with a light into a full combo. The only real way for Sentinel to beat it is to predict the teleport and have launcher already be active and hitting on the correct side when Dante crosses over, due to frames 1-3 of Hammer being vulnerable. Which is pretty much impossible when you throw it out at calculated intervals during the match. And the window for it is pretty iffy anyways, I only managed to hit Dante twice out of innumerable tries.
Another fun thing to do is after a blocked IAD M/H, to follow up with Hammer. It isn’t punishable on whiff, and if Sent throws out a cr.M, it will knock him straight out of it and into a 60% combo.

Dante is mad funny

EDIT: Okay, it also beats HSF and lets him land and block before the drones come out, it beats Plasma Storm, and if Sent does something totally silly and does TK Hard Drive, he will just fly right past Dante as the son of Sparda lands unharmed, and can proceed to Million Dollars the robot before he lands.

Got a question about IAD j.H pressure. I see all the pros doing this very quickly.
Are they inputting regular jump into 2 attacks immediately as they leave the floor or bold cancel into 2 attacks?

Sometimes when I try to do the IAD, Dante just ends up jumping and do j.H, not sure if this is an executional error or its the limitation of minimum height required for air dash.

if you’re trying to airdash marvel style (2 buttons) then you’re probably hitting it too early. delay it a bit

if you’re trying to traditionally airdash, you’re probably dropping the input @_@

anyway, i don’t use teleport much at all at neutral. too easy to airthrow on reaction

I think I’ve been underestimating devil trigger too much after watching Richard Nguyen using it alot on stream. He didn’t even combo into it, just used it for the sake of healing up and chipping with laser. I figured it’d be a good idea to combo it, get some healing in, and after the combo ends just add some chip on wakeup.

So my question is, what’s a good bnb using devil trigger?
I’m guessing any combo leading to a ground bounce, allows devil trigger to be inputted? ie.
volcano, jH, airplay, jH, land, devil trigger, H, S, air combo?

What is the best air combo use after launch? jH, laser x 3, jH, sky dance

I have another unrelated question. After a launch, and you use jM, jM, jH, sky dance, this affects something about the opponent tech rolling and allows cold shower, stinger, bc etc. Can anybody explain why this works? Is it the positioning of the opponent when sky dance is initiated? does it have to be started with jM, jM, jH, sky dance or can i just delay jump, or jump and attack immediately?

Try this:
Hysteric (lock down opponents, make them block)
Any projectile assist
Teleport

For the teleport, hold down f+H afterwards. If they jump, air throw. If they stay there, you get a j.H.

Don’t do Hysteric in a projectile war if the opponent already has the jump on you, the startup on that thing is horrible. In these cases you’re better off something else (I do Super Jump and try to airdash in, but it doesn’t always do anything other than reset)

Yeah, I lke DT because of the healing ability and air mobility he gets. And note that you can fire six Thunderbolts (j.:qcf:+:s:) in one jump by shooting two, fly, then shoot four.

Vortex (j.:dp:+:s:) is good because it is actually invincible during most of its duration (excluding some frames at startup and at recovery).

Also, if you are somewhat safe, you should cancel DT from either Hysteric (:qcf:+:h:) or better yet, Million Carats(:qcf:+:m: xx :qcf:+:m:). You can then teleport for some tricky crossups.

Yeah, so that can work. Do something like:
[media=youtube]pd2SDuuEC5A&feature=related[/media]

So after a ground bounce and DT, launch to j.:h: xx Vortex, double jump towards opponent, j.:h: xx Sky Dance, then whatever.

Above combo is good.

The Sky Dance’s last hit will send the opponent across the screen. The Sky Dance that makes this hit whiff is when your opponent is really high above or behind Dante. There might be a few exceptions.

A for-sure way to get it is doing Prop Shredder, teleport, Sky Dance. Pretty sure this will always yield to this special Sky Dance.
Doing the above DT combo I posted with Vortex seems to always grants it as well. Against certain characters, I think you can just omit the double jump completely, and just go straight from Vortex to Sky Dance.

Also, whenever you are going for this special Sky Dance, always do a floor bounce move beforehand. Because doing this Sky Dance will take away the floor bounce for the combo, but it’s okay if you had one before.

Good shit, when I heard hammer had invincibility this was the first application that came to mind since most sents just spam :s: when they see a teleport coming. Good to know hammer beats it out, also good to know we are bit by bit finding applications for pretty much all his moves, can’t wait to see what the character is played like a year from now.

Was wondering if anyone could test whether or not dante can punish a blocked :s: with :f: :h:? Just trying to get my anti-sentinel tech down.

No, Sentinel’s launch is -9 on block, iirc. :f:+:h: has 14-frame startup.

You can punish the :s: if it whiffs, by doing :f:+:h: BC Devil Trigger, :f:+:h: BC Volcano. This allows to punish from a ridiculously far range. Quick wavedashes will help you bait it out and just use this to punish it.

Also, you can block it, then XFC out of block stun, and then do the :f:+:h: to blah blah blah (or just lvl 3 if you’re lazy). Remember that he can also use XFC to get out of his :s:'s recovery though.

Since we are talking about Sent, does Dante really have any bad match-ups from we have seen? I don’t think so, but I wanna know people’s thoughts. He seems to be able to do fine vs everyone. That said I don’t think he really destroys anyone save a handful of chars. Only char I think he MAY have problems with is Amaterasu, but right now I think that’s 5/5. Well her and Dark Phoenix, but…come on be serious.

Wolverine and Amaterasu are the usual culprits for my problems. Occasionally a really good Chris is a pain surprisingly enough.

Quick question, how am I supposed to approach Ryu and Akuma?
It seems helicopter kick snuffs almost everything I do straight forward including teleport. Not to mention ultra hadoukens destroying any long range game.
More annoyingly trying to punish an ultra hadouken with teleport makes Dante eat a vertical ultra >_>
I end up beating them both eventually but I’d rather avoid unnecessary damage.

Wow, that sounds like a lot of work to punish a move I originally thought was ridiculously unsafe, kinda disappointing actually.

It’s actually incredibly easy, did you even try it. :wtf:

I don’t own the game, heck I don’t even own a console thus my numerous questions, and my claims of that sounding like a lot of work. Good to know it isn’t.

As long as you have BCs down with Dante it isn’t too hard. :tup:

I usually blow up sents for free O.o I honestly dont think sents a bad match up for dante

Amaterasu is annoying just because of her hit box, and I have issues with Deadpools that spam his guns and Dormammus, but that’s more of a personal issue I have more than anything else.

what is the corner solution to landing hysteria grapple? (236h 236h)