Ah alright, not nearly fun as what I was thinking, but oh well. I guess you could use it to bait them to punish you then back dash and do your own punish. If the timing is strict like you say then, I suppose it’d be better just stick with the double overhead.
If it wasn’t so strict, there could be some useful applications like if the block j.S you can bold cancel iad j.C, bold cancel j.S again xN (lol), bold cancel into volcano then jump cancel, bold cancel teleport, backdash then whiff punish their punish like you said.
Also the timing feels different to me whether or not j.S was blocked or not.
I am going to try to find a way to make it consistent but having no luck.
Yeah, after a few hours of practicing it and then trying to apply it in matches…I’ve gotten it to around 7/10 tries. I’m used to playing very technical characters so its actually got some application. Mainly when going neutral jump fishing with j.S at ranges hammer won’t hit. The bold move cancel into crossup up shenanigans can be pretty dangerous. Definitely not something to try and abuse because the risk reward is pretty unforgiving, but good to throw in the mix if you’re confident in your execution or if you just want to land fast from a super jump/reset and don’t want to be free during recovery.
Also I’ve had some better results using 3 or even 4 buttons instead of two in a sequence that bold move/dash takes priority.
Liquid
1764
The timing feels different because if the attack is blocked, there’s some some hitstop added. I don’t think iad, j.:c: works with Bold Move though because Bold Move has 16 frames startup in which you can’t perform actions. Even if you hit dash as soon as the start-up was over (let’s say 1 frame) and immediately hit j.:c:, the attack would not come out any sooner than 30 frames after you touched the ground, which is extremely slow and risky for a character with as little life as Dante.
Actually for some reason you can hit up and L+M for dash and a normal jump will come out…so you don’t have to use bold move.
… Weird how that works
What the fuck am I not understanding about Crazy Dance? Press S during revolver. It’s a one button move and I have like a 25% success rate at BEST, doing this move. I can do all these crazy ass dante combos and I can’t even do all his special moves. What the fuck. I’ve tried neutral on the stick, holding directions on the stick, mashing directions, mashing the button really fast, mashing it slowly, double tapping it, triple tapping it, timing it, not timing it, waiting to press S til later in the move, pressing S as soon as the move starts, and everything in between. What the fuck is the catch with this move? Why am I so retarded?
You got 1~2 frames to press S.
I see. So I guess I should just try to time it. Okay. Thanks.
If it’s any comfort, there’s only a few Dantes in the world that can hit reverb > crazy dance 100% of the time. I sure as hell can’t.
You want to really challenge yourself though, practice reverb WHIFF > fireworks/crazy dance. That cancel is truly retarded, because there isn’t even hit-stop to help you.
Yeah I’ve been trying to learn that so I can poke/lockdown with fireworks. I find that easier to visually time, but I think it’s just cause I’ve used the move more.
Not sure if this is widely known or not, but Crazy Dance seems to trigger a Forced Quick Rise state. This means that your opponent can’t roll left/right on knockdown. I’m sure this situation could be used to set up some really nasty oki.
grapple does this as well and is better for forcing oki because you have more time to act after, but these are ultimately not really useful for this purpose since if you’re comboing into either of them, you are better off just killing if you have the resources.
talking about crazy dance, do any of you guys have a good method to do it after Jet stream? like a visual help or anything like that? I kinda need it since I use that as DHC glitch for my Zero 
Ryuga
1774
For Jet Stream, I usually input S as they’re beginning to spin after the knockback from the special. So, maybe after the last hit of Jet Stream, pause for a millisecond, then input/mash S. That’s kinda how I do it anyway.
Teyah
1775
Short answer: Crazy Dance timing after Jet Stream is later than on the other two moves. If you have the Reverb Shock -> Crazy Dance timing down, delay it very slightly compared to that timing when you do it from Jet Stream.
Honestly, I just end my DHC glitch combos in Grapple, or if I’ve already used a wall bounce or can’t set up grapple, then I sacrifice the 10-20k damage and just do CD from Reverb Shock since I find it much, much easier personally from that move (probably due to the shorter animation). I just avoid Jet Stream -> Crazy Dance setups altogether.
You can also try ending a corner combo with 3HHH -> Stinger -> BC -> Carats -> Revolver -> Crazy Dance attempt 1 -> Reverb Shock -> Crazy Dance attempt 2.
While they both do 90k base damage, hammer actually does more damage later in the combos because it scales better. That combo with jS does 571k, that combo with hammer does 585k.
Fun fact: If you’re fighting the dog, cross up with jB. I don’t think jC can even hit the dog grounded… :wasted:
Im curious, this is a generally broad question, but I just picked up and dante and good lord I have no idea what to do with him. I don’t really know how to open people up or just play him in general. Like if anyone could give me just basic ideas for how to mount an offense with dante(he is my anchor btw so he usually comes out on his own) cause at the moment he feels very overwhelming.
Why people call him a scrub character I will never know, ain’t nothing scrubby bout dante far as I can tell.
Liquid
1779
Here are some of Dante’s options - though I’m probably missing some:
1. Projectile/teleport cross-ups (either assist based, Air Play, or Hysteric).
2. Instant air dash j.:h:
3. c.
has a lot of range, especially with a wave dash
4. Triple overheads with instant air dash j.:h:, j.:s:, The Hammer
5. Advancing guard to cause an opponent to whiff an attack, then punish
I’m a pretty defensive player and a lot of my openings come from push blocking to cause an attack to whiff and then punishing it. Dante’s long reach makes this very easy against a lot of characters.
What you need to keep in mind while playing offensively is that if you are close to an opponent and you don’t have frame advantage - it is generally a bad idea to just throw a random standing or crouching attack. Dante is one of the slowest characters in the game in terms of how fast his light attacks come out, so it’s dangerous unless you have some breathing room.
Thanks bro, I never considered the push block punish, ill definitely start trying to perform that. I too am a defensive player so that should help me out.