Spoiler
Okay, David asked for Dante combos I’d recommend practising, so if Dragoomba would give it to him, I’d appreciate it. I have no idea how or if these will change will Ultimate, but its looking like they’re all still good.
Toodles’ starter Dante combos, in the order I wished I had learned them. Parenthesis are just notes, ‘xx’ means cancel, ‘>’ means a chain.
- j.S (hits) xx Hammer (whiff) (land) Volcano (jump cancel) j.H xx airplay, j.h (land) s.HS (super jump cancel) j.H xx killerbee, dash back, s.S>HHHHHH (the aerial gun shots, called ‘charge shots’. Just keep mashing H so you get the full 10 shots. At the end, the opponent will fall down allowing you to juggle with…) reverb shock xx fireworks xx million dollars.
Notes: A few important notes. I recommend the j.S xx Hammer to help train muscle memory. It does make the timing to get the OTG volcano a little harder, but its worth it. Frequently in matches, the j.S will be blocked and punished, where the hammer is safe on block, but also makes it a double overhead which will hit SOOOO damn often. Other than that, the important training point here is the volcano jH airplay j.h routine that is in almost all of Dante’s combos. Against Sentinal, change the jH airplay jH routine with jMH airplay jH; this applies to every combo in this that uses this routine. MH airplay H against Sent, H airplay H against everyone else. It should hopefully also train to do volcano out of a j.S or hammer, instead of the online warrior prop shredder which is far inferior.
Fun tip: If Dante blocks the initial flash from an Ammy Okami Shuffle super, teleport, hammer, and finish combo starting with volcano. It’s my Okami punish routine. 720ish damage, works anywhere, midscreen or corner.
- (jump + LM low altitude air dash, crossup or frontside) j.H (land) s.M>c.M>s.H xx stinger (bold cancel) Volcano (jump cancel) j.H xx airplay, j.h (land) s.HS (super jump cancel) j.H xx killerbee, dash back, s.S>HHHHHH (the aerial gun shots, called ‘charge shots’. Just keep mashing H so you get the full 10 shots. At the end, the opponent will fall down allowing you to juggle with…) reverb shock xx firework xx million dollars.
Notes: practices the very offensive quick tri-dash. Make sure to be holding left or right when hitting the initial j.H to help in case of airthrow. Main thing is to practice the volcano bold cancel. The buttons I do in keyboard notation is 6H 2L+S 3M. The 6H does the stinger, the 2L+S is the bold cancel, and the 3M completes the volcano motion. Everything else is identical to the first combo.
- (either ground chain to stinger + bold cancel, or j.S, or Hammer) volcano (jump cancel) j.H xx killer bee, s.S (super jump cancel) sj.MMH xx sky dance xx million dollars
Notes: The important point here is that you realize you’ve caught a happy birthday anytime before the volcano -> j.H. This is a birthday combo only; only go this route on reaction to a happy birthday, otherwise go a different route. Should kill any assist caught, only mediocre damage on the point character. The normal airplay only hits one character, ending the happy birthday, so keep this one in your toolbelt. You have the option of doing reverb shock xx fireworks between the sky dance and million dollars, but I never risk it and just kill the assist.
- stinger (bold cancel) reverb shock xx fireworks
Notes: full screen, awesome safe poke, cancelable to super on reaction to hit. Im used to doing bold cancels with L+S, so its slightly odd for me to do. You could L+M for the bold cancels so it could be done 6H 3 2M+S 1 4L, which is better, but I usually do it 6H 3214L+S L .
- (either ground chain to stinger + bold cancel, or j.S xx Hammer, or just j.S or just Hammer) j.H xx airplay, j.h (land) s.HSHS (sjc) teleport, hammer, volcano xx beehive, d/f+HHH xx stinger, (bold cancel) grapple
Notes: Midscreen only, doesnt work in corner. Starter to the big combos. The grapple can be used for an unblockable setup with a low or high hitting assist if the opponent doesnt have tron or haggar, just wait for the character to land. Can also cancel into either devil trigger or million dollars for DHC glitch, just do the DHC immediately. The final S in the s.HSHS takes timing; you want to delay it so the last S (‘prop shredder’) happens with the opponent in the middle of the ‘prop’ so they get the full launch hit. the sjc teleport is done 228S, at the same time youd normally superjump to follow the prop shredder launch. Next, the volcano beehive has to be both moves; you want the volcano to hit and cancel into the beehive for the additional hits and ground bounce. Too fast, and the volcano wont hit. Too slow, and the beehive wont come out. Lastly, the stinger bold cancel grapple requires timing as well; do it fairly slow and with very precise inputs otherwise you’ll get things like jam session instead of the hysteric you cancel to grapple. I do it: 6H 5 (wait) 412L+S 36H 236H.
- (either ground chain to stinger + bold cancel, or j.S xx Hammer, or just j.S or just Hammer. Midscreen only) j.H xx airplay, j.h (land) s.HSHS (sjc) teleport, hammer, d/f+HHH xx stinger, (bold cancel teleport) hammer, volcano xx beehive, volcano xx beehive (cancel before last hit) xx million dollars
Notes: Your full BnB Dante solo midscreen combo. The stinger bold cancel teleport is pretty hard to time right, and I still cant do it reliably, but the motions are 6H 5(wait) 2L+S 5 2S
- stringer (bold cancel) reverb shock xx fireworks (X factor before the final big shot comes out) teleport, hammer d/f+HHH xx stinger, [bold cancel teleport if far out of corner, just bold cancel if in corner] j.S or Hammer, volcano xx beehive, volcano xx beehive (cancel before final hit) xx million dollars
Notes: Converts that safe poke to a dead character if you’re willing to blow Xfacter. Xfactor plus the moves you do after the xfactor should do an amazing amount of damage, and build up your meter for the second million dollars.
That’s all I got for now.