I wasn’t implying he was. I think (and many high level FG players in general agree) Dante rocks Sentinal.

To my understanding, you’ve got to cancel it late. This works for corner and the whole screen for that matter (i.e. you cause a wall bounce from mid screen). Practice canceling into grapple early (like you normally do), and try to do it as late as you can (JUST before a missile comes out).

From my experience, I haven’t really achieved much damage with a follow up from grapple. Maybe I use it way too late in my combos, but all I’m usually able to do is a crouching M, standing H, Reverb Shock, Fireworks. If I launch, hit deterioration almost always eliminates any possibility of me throwing in Sky Dance. :confused:

I had asked this in another thread, but what are the inputs for IAD?

I see you guys avoiding his loops in alot(read:pretty much everyone) of your combos.

Do oyu all feel it’s not worth it because they aren’t consistent. Also how many acid rain loops should I I go for. 2 and then million carats to w/e. I think that would be the most consistent.

Me foolin’ around with relaunching. I use H x1, H x2, Hx3, Hx2 before using Stinger.

Video

EDIT

I haven’t tried to substitute Fireworks with Dance Macabre just yet, but I had feelings that it would just miss. If anyone would like to try it out, lemme know how it turns out (and how much meter you built).

DOUBLE EDIT

Another video. This combo is corner only. Throw in a Weasel Shot in there. This is also the most meter I’ve built up at 2 1/4.

Video not visible.

I changed up my privacy settings. Try one more time now, or in a couple of minutes.

EDIT

I’ll probably end up uploading these to YouTube if they still can’t be viewed.

From the experimenting I’ve been doing in training mode (a whole lot), my experience is that Acid Rain loops are very inconsistent. Sometimes the way the falling bolts hit is almost random, which completely screws up your combo, depending on what you’re going for. I managed to find some setups midscreen that allow for Acid Rain loops, but you have to use your ground bounce early, so the damage tends to even out to about the same as other combos. The only exception to this is fatties like Sentinel, who take a lot more hits from Acid Rain and thus more damage, which makes attempting loops on him somewhat more worth it.

Acid Rain(or Purple Rain is I’m now affectionately calling it because of MAGUS) is the only one I ever go for. The S~H, S~H… relaunch isn’t worth it imo, because of how specific it can be due to screen position, height requirements, and number of reps and how hard it can be to keep track of during a hectic match. Oh, and because I can’t hit it consistently to save my life. :sweat:

The combo that I usually go for is …Volcano, j.HxxAirplay, j.H, S~H~S, TK Purple Rain, Purple Rain, Million Carrats, StingerxxBC… whatever. It’s pretty easy and is pretty consistent between large and small characters.

i can acid rain x2 pretty consistently. if they fall too low for the next volley to fall on the second set, i do 5s>volley hits>j.S

even 1 loop is a good amount of dmg added for little effort (50k~)

PR Rog stepped it up with Dante in Loser’s Finals at Final Round. He gave up a lot of opportunities to get extra damage with a simple reverb shock into fire works before Million Dollars.

I’m not avoiding them, because it would be silly to forget about some of his most damaging combo’s. I don’t use the acid rain loop, but the relaunch loop is easy to do, and you only need 2 to 3 reps and can lead into a DHC reset combo, or finish it off with Stinger BC Exchange(no need for carats really, especially if your in the corner) to double volcano beehive. It’s not difficult to setup either since the combo forces them into the proper position for the loop. Starting the loop from the corner is not worth it sense you can get more damage from other combo’s instead of using the relaunch loop(since it’s meant for most midscreen combo’ing). Not to mention that if your not close to the corner, and you finish the loop with stinger, BC teleport solves the distance problem which can lead to a Hammer(for even mroe damage) then a double Volcano Beehive.

Passing up on THAT much damage when you factor in a DHC reset, forcing them to the corner, and etc. is just silly.

I like to do things like charge Acid rain jump over anything they try to throw at me then call assist that will keep them blocking both of them while I teleport behind them. Against projectile characters after you jump over one fireball at like mid range you can use an assist then dash or dive kick in after you jump over it theres not much than can do unless they expect it. Also, I like to wavedash reverb shock. If your opponents keep walking back and forth I like to wavedash in and try to catch them with Cr M since it has nice range and you have to block it low. I have no idea how to get in vs beam characters

You can save the ground bounce and hit acid rain mid screen with Volcano, jc j.H xx Air Play, air dash j.H, H, S~H~S. It leaves them directly above you for consistent acid rain loops!

What’s the ideal timing for landing AA charge shots after launcher in the corner? Midscreen it’s not a problem, and I’ve seen many people incorporate it into corner combos, but I’m apparently not capable of landing it with any consistency nor of determining what sort of timing is required to do so.

956 or 9,MH

If you use the first method, make sure you return to neutral before inputing 6.

In the corner you have to have the right spacing, I’ve never gotten it to work at point blank in the corner. So you have to do something like Volcano, jump back, j.H xx Air Play, j.H, land, S xx H

So, I was talking to my friend who’s trying to pick up Dante, but doesn’t have the execution for bold canceling so he was wondering if just canceling S.:h: into :dp::m: (Volcano) and then continuing with the combo would be a good solution and that made me start to think is there really any advantage to bold canceling out of stinger other than that you get the hit from Stinger? I could understand if you just hit a raw Stinger, but if you’re comboing into it what’s the real advantage? Just a small chunk of extra damage for making a combo significantly easier to drop IMO.

BC is hella easy off of Stinger. You can hit the buttons before Stinger even comes out. It’s also the best move to bold cancel from due to hitstun. Tell him to just work on that shit. Also extra hit for hit confirming is always nice and if they AGed you it gets you right back in their shit.

Was anyone able to see the footage I posted up earlier after I changed my settings? If not, I’ll try to upload to YouTube instead.

I’ve got some more no assist/no Hyper/no Devil Trigger goodness here.

My training dummies were Sentinel and X-23 this time around. I’m under the impression that I should already be pressing L by the time the last hit of Prop Shredder hits the opponent in order to get the Acid Rain loop to keep going consistently. Also, I should already be doing (if not almost finished) inputting the next shot of Acid Rain by the time the second half of the attack begins (the part well, where it rains).

I resorted to using Dance Macabre instead of Fireworks on Sent to see how much more damage it does. The big difference here is that if you attack Sentinel with Fireworks, you gain a whopping THREE levels of super meter versus the 2 + 90% for the third level with Dance Macabre.

As for the X-23 portion of the vid, I end up tacking on Million Dollars. This combo completely obliterates her. LoL

[media=youtube]Jy6n-JHzCDo"[/media]

EDIT

Oh, right. The damage:

Sentinel: 707,300
X-23 (before Million Dollar): 669,400

EDIT

Vid is now on YouTube. Give it a shot now!

Video is not visible, again.