Dante’s jam session assist is good for bringing down Phoenix to the ground if Tron is still alive when Phoenix gets out. If you have a feeling she’s going to super jump call Dante assist and pressure her down.
I was actually thinking when Phx it out to pressure into DHC to bring Dante out. I’ll have to see. The problem before, when it was Sent, was that I could apply loads of pressure, and vs other characters they’d even tually get hit by it. Block strings for days, highs, lows, crossups, etc. But with Phx you have to hit her NOW. Other characters aren’t looking to hard tag out asap, so the relentless pressure was good enough, because they eventually get hit. With Sent in the slot, I could, say, snap, call drones, jMMH xx drill, drones start to connect, mixup, call haggar, mixup, string. Problem is that is very blockable. Can also add command grab, which helps, but where the team is effective is that I can do stuff like that over and over and over and you just want relief. But Phx has relief, she just hard tags, and just got a solid bar just for getting rushed down.
With Dante I don’t know if Tron will be better poised to get the hit (though if you have some ideas off the Jam Session, please let me know), so I may have to either hard tag or snap, King Kobun DHC Devil Trigger, then set up a mixup while Kobun’s requesting order in the court. Just thinkin out loud since I haven’t yet played this variation. But theoretically seems like the best bet. Also, long as I can be smart getting in, Dante with Tron flame and Haggar Lariat should be interesting to play with lol
Edit: I’ll figure this out when I test it, but how good is Jam Session as a throw tick? One of the less discussed benefits of Tatsu assist, and to a lesser extent, Haggar, is how well it works as a tick. because Akuma is still out there when the block stun goes away. So you have some frames where they aren’t sure they’re safe yet, but you can grab. I don’t play much Akuma assist teams, but when I do, Wesker becomes Zangief lol
I haven’t really messed with the block stun thing much because I really don’t like calling Dante unless the opponent is way up in the air. It’s too much risk for not enough reward IMO to call him on the ground.
Jam Session is pretty nasty as a throw tick, but only in the corner since the last hit pushes them back a bit if you’re midscreen. I use it whenever I play Magneto or Wesker with Dante.
Dante/Dormammu/Sentinel is a dumb good team, even though its just Dante and Dormammu that should be doing the work anyway… too much damage is what I call the team
A friend of mine plays Dante/Dormammu/Dr. Doom I hate this team haha
X-23/Dante/Trish (My team) is sick very good DHC great pressure as well.
I came up with this idea for a strategy for Dante Doom(missiles) Sent. Wanted to run it by you guys and see if you had any ideas for filling in some of the blanks (you’ll see what I mean in a sec). I also want to say that what Im saying here is purely a base strategy, and I’m not foolish enough to think I can just repeat these sequences and win win win! It’s just more of a guiding principle with which to adapt based on how they respond to it.
Basically it’s that by hitting a close sH + assist and then canceling to b+H weasel shot, it virtually assures the assist comes out safely. So the idea is to zone in such a way that I can sH+missiles xx weasel, do stuff till the missiles finish connecting where, if they’re blocked, I’m ready to sH+drones xx weasel, so stuff, etc. The “do stuff” between assist calls is the blanks I was refering to above, but thus far I’ve been messing with Hysteric, teleport mixups (air H or land cL or air dash over H, etc), Stinger, the Devil Trigger beam(forget its name), or whatever.
Ive only been playing with this today as I had the idea this morning, but thus far it’s worked better than I expected, which is why I’m actually posting about it. I’m certain there are holes, and I’m far too experienced to expect strong players to go down to A-B-C like that. BUT, as a base line idea and way to put hit boxes on the screen with which to mix up around, it seems solid in theory.
Any thoughts or ideas on safe effective ways to flow missiles into drones and drones into missiles? Thanks!
Sounds like weasel shot is replacing doing assist+hysteric then tele. I see no reason this strategy shouldn’t be great, especially if you start with the basic l,m,h
I’ve been going for Dante (Jam Session)/Amaterasu (Cold Star)/ Morrigan (Dark Harmonizer).
As seen here, a damage dealing team that burns meters and gets them back without much of a sweat. Though originally I kept to Dante’s assit being Jam Session, but do any of you think that Crystal would be better as an OTG for Ammy?
Jam session is by far the best out of dante’s assists for ammy. It let’s you combo into fully charged jh loops off of every bnb, locks down for good mixup potential and compliments her zoning very well in certain matchups. Weasel shot has it’s uses too, but i wouldn’t recommend crystal.
Dante + Drones is the silliest shit ever. Dammit i’ve been missing out.
You refering mainly to the Reverb+drones stuff we discussed? Or you figure out some other goofy stuff? I definitely like teleporting just before they connect, landing and going low. I used to use that as my mixup with the base being the jH, but think it might be smarter to have going low as the base since it’s less obvious. And when you finally train them that that’s what you do, the “normal” jH becomes the mixup. Might be obvious, just thinkin out loud.
Not only that. The mixup, the ability to convert a standing grab into death, the lockdown, it’s just too good. I think he’s the only assist that lets dante combo is normal grab.
How do you guys fight Zero and Ammy? I just feel like I’m kind of reduced to flailng around and hoping that I can hit them.
Well, using Haggar-a lets you combo off all both of his ground throws (or air throws for that matter).
Just call Haggar, then forward throw, Haggar stays active for so goddamn long that the final hit of lariat connects and you can dash in and Wild Stomp -> Propshredder -> blah. Only do the first two hits of Wild Stomp, as Dante is too far away for the last 2 to hits to connect causing Propshredder to whiff and Dante to get killed. It even works in the corner (unlike with drones), is much easier than at midscreen and lets you get all the hits of Wild Stomp.
Probably even better at midscreen is to call Haggar and back throw, the animation is much shorter letting lariat hit all 3 times and leaving Dante at point blank for a brain dead easy Wild Stomp -> Propshredder -> Awesome.
Not that I use Haggar or anything.
Of course Haggar also lets you easily air throw -> Rain Storm + Lariat -> Land -> Wild Stomp -> Propshredder. Really, really great uses for the assist aside from calling The Mayor of Earth to save the day.
Edit: I was being a bit of an idiot and talking from memory (I really don’t play Haggar that much), so I completely forgot that if you call Haggar and forward throw afterwards fast enough (not that difficult) you can actually get the last 2 hits of Lariat, which means more damage + bigger OTG window. Back throw is still better honestly.
What do you guys think about Drones vs Tatsu for Dante? Both seem to give a lot of mixup potential, but I’m having trouble deciding which I like better in theory. Once I’m able to try both out tonight, I’ll probably have a more fleshed out opinion. Nini mentioned some of the drones potential, but if my assumption that making them block a normal(like sL) + tatsu xx teleport, switches sides before the tatsu connects, making them have to switch block a split sec before tatsu hits, that could be really really nasty. Likewise tatsu seems to provide excellent welcome setup potential. Any other good selling points for tatsu assist over drones? (Magneto is the point, but he seems to enjoy drones and tatsu pretty equally as well)
Both are pretty stupid good but I feel they serve different purposes. Tatsu is for the easy, quick ambiguous 50/50 mixup you can set up just by them blocking a normal. The problem(not really a problem) with this mixup though is because of the way Dante teleports, if they push block the normal, you will ALWAYS ALWAYS appear in front of them. Well it can serve to mix shit up because who the fuck expects Dante to appear in front after a teleport?
Drones give you like 3 opportunities to do a 2 way(high/low + l/r) mix up but require some setting up or they can just be jumped over. You don’t get an immediate mixup like tatsu and it also doesn’t negate projectiles, but it can allow you to hitconfirm some crazy shit(I was trolling today with Weasel Shot+Drones>into teleport, this shit was surprisingly effective, on hit and block) as well as set up some traps(drones coming but they don’t know it kind of traps.)
I’m pretty much sold over sentinel though, so i might be a little biased.
Both assists are great, Akuma is a better character, but Sentinel can DHC glitch making it so you don’t have to use XF to get a kill in certain situations.
In the end it depends on what exactly you want, but you can’t go wrong with either of them.
Needs moar PLASMA BEEMMM
Talking about team building, i’m just gonna expose the teams i’ve been playing recently.
Trish hasn’t been working like I expected so i’ve been working on some newer, potentially stronger teams.
First one is a Dante/Sent-Haggar/Phoenix team. Really strong team, middleman switches depending on the team. Really good at killing other phoenix teams, I switch to Sent against more defensive teams, and haggar against more offense oriented team. The Dante/Sent deals a lot better with phoenix getting snapped and killed, HSF to DT 50/50 mixup is retarded good. Haggar/Dante is alright at coming back, but it’s still kinda hard.
Second and probably my favorite is Dante/henchman1(Sentinel)/Henchman 2(Haggar).
Getting in is never a problem, and I shit on all mixups with Haggar. If Dante dies, Sentinel+Haggar is an awesome pairing, Haggar covers most of sentinel’s weaknesses(instant overheads and shit like that). Pretty solid team.
Last is a variation of Toaster’s team, with Dante first. I feel like Dante has a better neutral game than Zero and is a better character to start with. The goal is to land any hit, DHC glitch to Zero, mix up on incoming character>kill.
Dante + Haggar is one of the best duos but is more defensive/counter-offensive, so I guess your team is great with two assists, it’s harder to get a hit if the opponent is being cautious/backing away from lariat assist.
IMO Dante and Zero have about equal neutral games, Dante has more variety of moves including many projectiles and invincible specials, while Zero has one projectile (buster) that is extremely good. Zero has faster mobility but Dante has teleport. They both have great normals, with Dante having better anti-airs and Zero having better jump-ins.
Frieda’s team (Zero/Dante/Akuma) is amazing for rushdown and allows for some really stylish combos. It’s probably just as good as other rushdown teams (Magneto/Wesker/Akuma, Mags/Wolvie/Akuma, etc), but slightly higher execution.