I’m going to do a video in the morning on some tricks to deal with advance guard and how to keep applying pressure, without being pushed out.

Nothing fancy in the video, but I hope it helps :slight_smile:

Edit: Here it is, [media=youtube]0gwz1haddu8[/media]

So, people think The Hammer is an integral part of Dante’s game? Interesting.

Given the moves properties, I’m not surprised. The move is really good.

After stringer wallbounce in the corner:
A single dash crosses up if they back roll.If they forward roll you can react to and teleport after calling beam assist.Depending on the timing of the teleport it can be cross up or not.

Dashing twice stays on the same side if they back roll.A forward roll leaves them at the range where super jump airdash crosses up.

I have found hammer to be really effective at forcing a block on character comming in.
Against Phoenix coming in you can do hammer and call an assist that keeps them in blockstun for a while like cold star.From there reverb shock xx devil trigger and jump back laser takes around 50% just through chip damage.

Mad problem with that damn hammer

i been having a problem with the hammer when using my fight stick it seems i dont hit the 2nd down, forward down,forward L fast enough. i’ve tried many different ways of jumping and no cigar, i kinda get the same problem with the bee hive kicks but i landed that a few times. any1 else ? tips would b much appreciated

You’re doing it too slow. If Killer Bee starts to come out then you’re taking too long. There’s no real trick to doing it.

i just want to note that hammer is only +20 on block with lowest TK hammer. if they push block, they are set at a static 23~ frame blockstun, and depending on how far you are from the ground that can be less frame advantage. hammer is also pretty slow compared to dante j.H which is just 1 simple button(13f). hammer is 20 frame minimum (perfect execution). for practical use, you add in more frames for executing killer bee motion, then add time for executing hammer asap after that. and if you fail the input, depending on where you land killer bee, you can be thrown for punish.

lastly, i’m not really sure about this, but i think the hammer startup assumes you hit at the top of the hammer hitbox, possibly adding more start up

I guess I should start mastering it then.

I dunno, you can still hit with The Hammer pretty low to the ground. Chances are if you’re execution’s on point, the frames it’ll take to pull it out shouldn’t be a problem.

…then again I’m not very good execution wise and I may be very wrong.

I don’t know how all the frames work out and shit like that, I just know what works in matches via my own experience. The move is good, and I’ve never once been punished on block, occasionally you get the guy who tries to hit you out, but Dante is invincible during it. So, Assist+Air Trick+Hammer= Amazing. Bold Cancel+Hammer=Amazing. Anything+Hammer=Amazing.

I thought “The Hammer” use and how good it is was common knowledge at this point. It’s fucking gdlk with an assist or a Bold Cancel like Shine said and if you haven’t been abusing it you should be lol.

re: blocked Volcano, against someone who’s constantly pushblocking, you’ll rarely get a chance to even get Volcano blocked. Doing it in strings can be dangerous. If it IS blocked, you have about ten million options due to its jump cancel property, so regardless of what your opponent would like to do to you after blocking it, you can always do something to counter or stay safe. I would never use Beehive after blocked Volcano, seems way too unsafe if they pushblock the Volcano.

I played a lot yesterday night, and I was pleased to see that my setup, which ive dubbed “the Death” works like a charm on most chars.

lets say u kill a char, the next one is coming:

Acid rain (everybody should be doing this now)
followed by IAD cross up + wesker assist = gg

now of course this should work with any low hitting assist, but i findweskers’ of course better cause the opponent stays grounded.

(taskmaster can do a similar setup …H charged arrow)

I swear Wesker and Dante were meant to be together.

u shouldnt do this though if:

its against Haggar (stupid lariat lolz)
U didnt cross up with ure IAD (if the opponent x-factors the setup, he can kill both ure chars)
Ammy because of her small frame, is trickier to hit with IAD, practice makes perfect i suppose, but still a risk, god i hate that bitch

also Reverb Shock is just too godlike

After a blocked Volcano, jump-cancelled teleport is super tricky. It’s like unseeable if they push block. :slight_smile:

Managed to hit a similar set up at Keystone improvised, it was more reversal proof but less guaranteed to hit. inputs were something like acid rain > DT cancel > taskmaster arrows > teleport > cross back over jM

It was really cool, because everything hit at the same time, passed his guard and the crowd went nuts. (then, for the first time in my life, I was distracted by the crowd and dropped my combo :rofl:)

Does volcano have to be blocked in order to do this? Probably so, I would test it myself but I can’t today.

Yeah, you need it to make contact with something if you want to jump-cancel it.

In my, limited, experience however, if people are going to push-block, they’re going to do it on the Stinger in hopes that you’ll whiff the Volcano and they can punish. So… it’s not a bad idea, not that it wasn’t extremely helpful before, to bone up on StingerxxBold Cancel, Teleport.

Yeah, or do short strings like L, H xx volcano xx teleport.

it’s too bad max range 2m>stinger>volcano doesn’t work

range on 2m>stinger is too good lol.

anyway, what has more blockstun, 5h or stinger

if i have an opponent who is consistently jumping on on me with zero, is there any way i can punish with a full combo? All I can think of to do is jam session

antiair C hienkyaku with 5s, air grab/5s anti air otherwise