im pretty sure the hammer misses after a j.H, then j.S. Sky dance, however, does work

Stinger BC Air Trick is also a great way to approach. Leaves you in the air next to them at +2, enough time to do safe Hammer / land :d::l: / late airdash j.:h: / crossup j.:h: shenanigans.

Currently playing point Dante(J.Sesh, my newest character)/Haggar(Lariat)/Taskmaster(H.Shot)

I’m actually wondering a few things:

  1. Can Dante do a DHC glitch with either of these characters?

Both Haggar and Dante can start a DHC glitch, and APPRENTLY all 3 should be able to end it. What would be the best order for this team? I usually end up wanting Haggar for his assist for both Dante and Taskmaster, so I’m thinking about putting him back at the end where I usually had him, but people keep saying he is a weak anchor. Yet, his assist is great with ANY character, so using it with both seems logical to bring them to their peak. Plus he’s probably my most well-developed character at the moment. Opinions? If I don’t get any reasons other than “He’s a weak anchor” I’m probably sticking him in the back.

  1. Comboing with :qcf::h: (Sky Dance?)

This is used in basically every combo. Yet, it throws opponents away at the middle of the screen, right? How is it some midscreen combos tell you to follow up with :df::h::h::h: when it tosses the opponent away? Is there a certain way to hit with Sky Dance that leaves them next to you? If so, please respond with advice. I’m currently checking the video thread and will post back if I answer my own question. I usually do a jumping forward :m::m::h: after :s: if it makes a difference.

  1. What’s his aerial game like?

Again, I’m going to go watch videos, but it seems like a lot of his moves don’t have a very far downward hitbox. Which of his non-:s: air normals has the best downward hitbox? Which has the best crossup hitbox? Can he combo after a j.:m: ? Will I ever use j.:l: ?

  1. Trickster/Style cancels.

Only the ones that require :qcf:x:qcf:x or :dp:x:dp:x. Where is the sweet spot for these, really? Experimenting with Lock-On->Acid Rain the most, which seems like the most lenient one, it seems like the cancel can’t be too early or it doesn’t work, and if it’s too late it can mess up either timing in a combo or it doesn’t come out. Is there a sweet sport for these moves? Has anyone ever broken them down as “Faster cancel/Slower cancel” or anything like that?

Already got bold cancelling down fairly well for the limited practice I’ve had with it. These few things will really help my Dante play, and can help other new/weak Dante players as well (Aside from #1, that’s really just for me.)

If these have already been asked and answered before, you’re more than welcome to berate me for not reading the entire thread.

I’m not sure about the DHC glitch details. But as for team order, I’ve found that the start of the round movement / mindgame is heavily against Dante, since his normals are all terribly slow and the other character can just walk right up to you and put you in a bad guessing game immediately. For this reason, and the fact that his assists tend to be some of the better ones in the game, I tend to keep Dante in the 2nd slot. I’d imagine Task/Dante/Haggar to be the best order for that team.

No, no, and no! Sky Dance hardly ever gets used once you progress beyond the basic Day 1 Dante combos. Its most common use is as an ender in air to air or anti-air combos that end up in the corner. You can also use it in some of the lazier setups for DHC glitch at midscreen, by doing the standard combo to prop shredder + teleport and going for Sky Dance over Hammer, if you don’t care about losing your ground bounce. The setups that involve making Sky Dance whiff the last hit (which sends them spiraling away) are inconsistent at best, and there are other ways to get your mid-combo knockdown than rely on that, imo. I’m sure others will disagree though.

Best downward hitbox aside from j.:s: is j.:m:. j.:m: and j.:h: are very similar in hitstun/blockstun, so full combos from a j.:m: shouldn’t be a problem. j.:h: seems to have slightly better priority though, but both can be pretty tough to beat out in any case.

j.:l:~:m: is a good air to air string against predictable enemies, since you can confirm that into a combo on hit, and a whiffed j.:l: is pretty safe.

I just recently put up nearly complete framedata on all style cancel moves, you can find it in these two posts:

http://shoryuken.com/f359/dante-frame-data-266224/#post10612841
http://shoryuken.com/f359/dante-frame-data-266224/#post10616514

Generally, all style cancels can be done from frame 1 right up to where the first (style cancellable) move would hit. Beehive and Fireworks have generous 9F windows on hit to cancel into for combo purposes, but Crazy Dance has only a small 2F window. For the special move style cancels, generally, the faster you do them, the faster the followups come out, but there are exceptions. Hit the links for the details.

i just switched out my team for dante so i can dhc trick with x23 so this will be a very newbish question

my bnb with dante is the launch, killer bee, relaunch, pinwheel. my problem is that the relaunch pinwheel often doesn’t work due to hit stun deterioration in my extended combos. what meterless bnb can i replace this with?

Are you talking about post DHC glitch combo?

If so, a good one would be:
DHC Glitch> 623M> J.H> Airplay> J.H> 5H> 5S> J.H> J.623S> J.S> 3HHHH~6H>BC> J.S> Volcano>Beehive> Jet stream > Crazy Dance.

You can make it more damaging with assists.

If not, you can look at the combo thread for combo ideas.

I think you’re right on this. I’m going to try both of them out later today and see which I like more. The Hammer is pretty hard to punish, even on whiff and it allows for a big follow-up if the opponent tries to attack after the j.:s:.

i’m looking for:

  1. combo that won’t fail due to hit stun deterioration
  2. 400k+ damage. not looking to max out damage, but just a bnb.
  3. 0 meter

my current bnb is very simple and does 400k, but if i even start it with just akuma tatsu assist, it can’t finish. just looking to replace it with something just as damaging and not prone to hitstun deterioration.

What’s your BnB? Some general tips I can give you is to refrain from using J.M mid combo. Just stick to J.H whenever you would do J.MM>JM>JH. It makes it so hitstun deterioration kicks in MUCH later and you can actually do longer combos.

probably the first one everyone learns. L M H S, jM jM jH df L, S jM jM jH df H

Well here are some easy combos that work off pretty much everything, including Tatsu assist.

You can start with either Dante’s 623M which is harder to confirm but nets more damage or you can start with M.

Starting with 623M: 623M> j.H> J.236M>J.H>5H>5S> J.H> J.236L>5H>5S>Mash H(10 hits)> 214L as they’re falling> Mash H
Starting with 5M: 5M>5H>5S>J.H>J.236M>J.M>Jump>J.M>J.H>J.236L>5H>5S>Mash H(10 hits)> 214L as they’re falling> Mash H

Both build 1.5 bars ish and you can add a super at the end to deal more damage.

Thanks for the speedy response. All of this info is great!

It just seemed like all the combos used sky dance because I kept looking at ones that seemed like I could learn them first. Doing good now though.

Another question: How reliable is it to do the Isadelica loop (S, HHH; S, HHH; …repeat) and about how much should you mash H? All extra hits? No extra? Somewhere inbetween?

Starting with 5M: 5M>5H>5S>J.H>J.236M>J.M>Jump>J.M>J.H>J.236L>5H>5S> Mash H(10 hits)> 214L as they’re falling> Mash H

how tight is the timing on the bolded part? i can’t connect the last j.M before the pop out. am i doing it wrong or does that j.M come really quick after the jump?

it comes almost instantly, and it is important to jumpcancel the j.236m pretty early.

You should be pressing up and M at the same time immediately after the first J.M

thanks guys!

I cannot combo the grapple for DHC trick for the life of me. How are you guys doing it in combos? Off of 3HHH 6H BC grapple, they’re always too high off the wall bounce to get it to land. Is there any other ways to get grapple off other than off stinger wall bounce?

I combo it off Revolver, but they have to be in the air for them to bounce high enough.

I’m definitely not uber reliable with it, but it’s another one of his combos that far more slow, steady inputs than trying to do the cancels as soon as possible. The BC is actually done pretty late in the stinger, and the cancel from hysteric to the grapple is pretty slow as well. The times I’ve gotten it off, it’s a patient :f:+:h: for the stinger, let the stick go to neutral, move the stick :b:,:db:,:d:+:l::s:, :df:,:f:+:h:, let the stick go to neutral, :d:, :df:, :f:+:h: (doing the half circle motion seems to help with my timing, and prevent dp type inputs)

The input for the :h: for the hysteric after the bold cancel is a tight window, like all bold cancels, but the BC itself, and the cancel from hysteric to grapple, are both super slow, wide open windows. Try to delay doing the BC after stinger as much as possible, and delay the cancel from hysteric to grapple as much as possible. There’s definitely pauses in there when I get it off.

For some reason I can’t land the hammer (:d::df::f: + :l: xx :d::df::f: + :l: in the air) after pop shredder in the strings that require this beginning (seems like a lot of them do)

pop shredder usually pops them up too high for me to be able to SJ and land the hammer to continue anything. Any specific timing tips for this? Im trying to get down Advanced combos 2 and 3