There’s tons of variations on combos that you can do, but it’s going to take something special to break the current top combo, which is the S~HH, S~HH loop with it’s 850k/1 meter and building 2.5+ meters.

The most luck I have had with making something different is with playing around with different starters. I think the ender is just about maxed out with wall-bounce Stinger and ground-bounce double Beehives.

Which S~HH loop are you talking about? I don’t think i’ve seen that combo.

[media=youtube]aQcoJDpEhn4[/media]

after you do the same combo a couple of times, it stops being “stylish” tbh

anyone have aim that would care to discuss with someone trying to learn his combo’s?

I’m honestly starting to hate these forums. This is why people think Dante is overrated. All we ever fucking talk about is combos and his metagame is stagnating. He is a combo machine. Dream about a combo I promise you the son of sparda can do it. There is so much more other shit we could be talking about.

Well this character can flourish significantly when you put you’re own swag and style to him. But his mix up is only so tricky with teleport/assist cross-ups/iad m or h. I’m trying to incorporate j.s cancel into specials like hammer to get two overheads. But using all of dante’s moves is tough already. Give it some more time and we’ll have Dante fleshed out. Richard does a pretty decent job so far.

At this time we all know dante’s strongest and most effective combo’s its not about that anymore we should be discussing match ups, resets and other important tools to add to his game such as punishes…

i agree with both of u.

so lets start with a tool that has been discussed, but i dont see it being used enough perhaps OFFENSIVELY

The Hammer
we know its invincible, and gives u a what, + 20 on block or something.

What im thinking is, how viable is going for The Hammer when Dante comes in (lets say ure prior character died, Dante is next)
I know u prob have to be mad fast for the cancel from Killer Bee, but do u guys think itll blow out the attackers next move due to the invincibility?

by the same token, lets say its the opposite, how good is the Hammer as a meaty to beat out the opponents attacks. lets say u kill his 1st char, and u want to meaty the 2nd chars, is the Hammer good enough to beat out whatever the opponents dishes out, eg:frying pan? (due to the invincibility)

also is it prone to air grabs

So, my friend IkeTakeda discovered this thing we call Plink Dashing, pretty much you plink either LM, MH,LH, whichever two buttons you want and you get the full dash animation, with no recovery then go into another dash. Wolverine can go full screen in 2 dashes that have no recovery. Also, unlike wavedashing all characters can do it even the ones that are considered airborne during their dash.

By all means, start dropping knowledge then, or propose a topic even. Don’t just complain about it and do nothing. You’re better than that.

Although it is pretty shitty that combo talk has permeated almost all of the threads in the Dante boards when there is a well maintained thread dedicated to it.

This goes right along with the Option Select Dash/Throw Tech that Sprint was talking about in the main MvC3 discussion. This is pretty cool actually, quite helpful for some characters who’s wavedash wasn’t as great or who can’t do them due to special dashes. It also works with Chun’s double air dash and “infinitely” with anyone with Fly and an airdash.

There are exceptions that would make it so that you’d prefer to do it with a specific button set, such as with Doom, if you do it with b+H~M/L you’ll activate Hidden Missiles instead of a back dash. Which is strange because if you do f+H~M with Dante you kara-cancel Stinger into his dash(you can tell because of the Stinger sound effects that come out every few reps), which is what I assume is what allows this at all, the kara-canceling of normals into dashes.

Make a thread about, or post about it in the OS Throw Thread in the main section, as there are a lot of characters who benefit from it more than Dante.

Doing this with Hsien-Ko’s forward dash is hilarious by the way.

I’m having a lot of trouble doing combo’s with double jump in them, I’ve just started to use Dante in my team cus he looked really fun to use lol.

Anyway I struggle doing a combo into Airplay, J.Mp, Double Jump, etc.

I just can’t seem to get the double jump to come out at all, even double tapping up after the J.Mp doesn’t make it come out. But I tested just trying to double jump after airplay straight away without finishing the combo and it works, I just cant seem to double jump out of normals…

Can anyone that know’s Dante well give me a hand with this, cus I really want to do all of his other fancy combo’s outside of his done to death B’n’B xD.

Useful strats for Dante that I’ve been using:

-Boxdashing, and Plinkdashing are all very useful tools in Dante’s movement. Boxdashing j.H, or M are extremely fast, and can provide a powerful means of an aerial approach. Plinkdashing is just hella faster then wavedashing, and makes poking with ground normals so much scarier.

-The hammer lockdown was mentioned way back, but folks were still to busy discussing combo’s to notice it.

-As far as teleport mix-ups they need to be covered by an assist. They shouldn’t be spammed either, but anyone thinking that your “free” after you teleport can be easily greeted with a hammer to the face.

-His best throw game seems to come from his air throw which can lead into a combo as long as you can pick someone up long enough to cancel into killer bee or Hammer.

-Using the DHC trick for bigger damage opportunities, or simply getting both good damage and Dante safe with red life regeneration from DT is extremely viable. It’s a big plus to his overall team utility, and staying power as the match continues.

-Canceling into Standing Shots or Weasel Shot can be a safe way to bait attacks or end a block string at a large frame advantage.

-Blocked Volcano is pretty unsafe when blocked, but calling in assist then throwing out Volcano makes it much safer allowing for the Hammer lockdown to get started. In case you don’t call your assist, canceling into Beehive results in a safe blockstring.

Most of this should be common knowledge by now, but if not, it’s a place to start in regards to planning out Dante’s metagame. Several other things that I haven’t messed with, but plan to try them out. Hammer Lockdown has always just been too good though.

I still havent seen anyone ever using the hammer for pressure so im not sure how effective it really is ;s

what is plinkdashing?

so you would use weasel/charge shot after a blocked lmh series? how does the frame advantage help if your far away…can you say teleport+assist during their block stun and continue pressure?

@Lou3h: Take a look at your inputs. Sometimes you might accidentally be holding up too long for the SJ to get in the air with them, if you do that the double jump won’t work. Normally, if a jump isn’t coming out it’s because your stick didn’t return all the way to neutral, or you might be doing it too early. Even after you get the double jump, you have to press the attack pretty quick or it will whiff and they’ll fall to the ground.

@stryder: I put up a post about what Plink Dashing is on the last page. You essentially plink in a dash, like you would plink for a one frame link in SSF4.

It’s as simple, and effective as airdashing in with a normal except your invincible. Just throwing it out while your aerial even makes a difference in your aerial rushdown.

The standing shots, and weasel shots can work in some similar and different ways.

-If they block either shots your left with a +7 for standing shots, or a +13 to +17 for weasel shot.
-If they advancing the H both shots have different outcomes:

  1. Dante will get pushed back a decent amount, but the shots will either have to be blocked, or advancing guarded.
  2. In the case of weasel shot, the situation is reset into a full-screen position with Dante having the initiative with the shots still coming.
    -In the case of baiting an attack, it can beat out slower attacks, and catch your opponent trying to press a button. In this case, If Sentinel tried to mash c.M both shots will beat it out, and can lead into a combo by canceling into stinger.

As far as continuing to apply pressure, you can still keep it going by calling an assist to keep the pressure. Teleport takes too long to start-up to continue a safe string with the standing shots, but if you weasel shot long enough you can probably safely teleport. If your unsure on the safety you can always throw out hammer when you come out of the teleport. Calling an assist will reduce the pushback from advancing guard so your a bit closer, and can continue to apply pressure that way as well.

Even Doom? I been doing this though, someone posted it a loooong time ago the first week in some thread.

AND is this the place to discuss matchups? Or should we discuss in the matchup/team thread which is 99% team discussion?

Woah, so last night I was messing around in training mode (like i tend to do) and I was just doing combos and I hit something that glitched into something awesome. The combo isn’t really worth doing, i was just bored, but whatever.

COMBO
L, M, H, 6H (Stinger), S+ATK cancel, 214H (Jet Stream), XFC, S, j.M, j.M, J.H, j.236L (Killer Bee), DT, S, j.m, j.m j.H, j.236H (Sky Dance), S, j.H, 236S (Thunderbolt X3), 236S, 236S, j.S, 3HHHH-6H (Stinger), S+ATK cancel, 236M-236M (Million Carrats), 623M-623M (Bee Hive), 236 M+H (Miilion Dollars)
than I normally DHC into Deadpool and then use the DHC trick blah blah but that’s not important.

The Sky Dance ground bounces at the height that I do this combo, so Bee Hive’s last kick makes them tech, i know cuz I did it like 1000 times, so you cancel into Million Dollars before it ends. HOWEVER 1 of the many times I did this I timed Million Dollar too late and canceled it into the exact moment the final kick hits them in the head, and it was the exact moment Devil Trigger wore off and the screen flashed and glitched and the ground bounce went through, Million Dollars didn’t happen (even though you saw the little cut scene) and I got a full combo again, the combo counter didn’t reset but the damage was as though it was a self DHC trick. I did 2.6 Mil damage overall and it cost 3 meters and I gained 1 with the mediocre Dante combo I did after the glitch (what can I say, it caught me off guard).

I then spent 7 hours trying to do it again but could NOT. And I modified it to get the Sky Dance to knock away instead of ground bounce and even though I got the ground bounce at the end, there was no combo allowed… It was awesome and I wish I had a video camera or something that caught it.

Even Doom, the only actual exception is Arthur who can’t dash at all.

@Animefreak6969- Belongs in the combo thread.

Not that this is relevant to dante or anything, but Doom is better off tri dashing than regular wavedashing. I tried it right now, and it doesn’t work too good, cuz his ground dashes are not cancellable.