My Dante has leveled up immensely the last two weeks, but I am having a weird problem. I can’t bold cancel Stinger into Grapple. I can bold cancel it into ANY other move I want, but never Grapple. I am getting Jam Session, Jet Stream, or sometimes a Grapple that completely whiffs.
To make it easier on yourself just do Volcano~Beehive, 44 S~H 6H then BC into Grapple. It’s a fuck ton easier and you will never get Jet Stream. You basically want to let go of 6 for as long as possible so you don’t get a DP motion.
How did you guys even survive Vanilla? Bold-canceled grapple should have been one of the most important things to learned while playing Dante.
DHC glitch gave you a lot of options to kill characters.
Sometimes I wish I had a Capture Card so I could show you guys what Dante is really about.
Especially his X-F combos
personally never DHC glitched in vanilla… cuz i had zero with him so their dhcs were already TODs
Get one. New tech is always appreciated.
Speaking of capture cards, I might be able to buy my HD PVR tomorrow.
Also yeah, I never really did the DHC glitch in Vanilla as Dante because Zero/Dante/Tron was already a team full of ToD shit. I did it all the time with Tron though, lol.
This still needs a sticky :sad: :sad: :sad:
Allright guys, whats the secret to landing a j.s after beehive? Seems that if I do it from Volcano its mildly difficult, but when I do it from a Skydance -> Beehive its harder to do.
did you bold cancel the volcano 3 times?
No, he jump cancelled the first Volcano into another Volcano, then when Strider did his hard knockdown he did another Volcano into Beehive.
I think I’m going to update this thread tomorrow with some of the dash up S stuff.
Oh, it looks like I posted in a dead combo thread. I was just wondering: what does Dante do off of a TKed Vortex?
You can do one of the following:
A. Beehive into shot loops.
B. Beehive, backdash, s.S, clay pigeon, stinger into follow-ups.
C. Cold shower into bnb (hammer or acid rain).
D. land, s.S, j.M, j.H, vortex, j.S into follow-ups.
That’s all that I can really think of.
When I try D, a lot of the time my opponent flips out of Vortex because I jet past them - is there anything I can do to make it more consistent? Thanks!
Finally got dat sticky.
Try jumping straight up. By the time you hit with j.H you should be in the perfect position for vortex. Also try not to delay anything unless you have to.
Hey all, first things first, just wanted to say thanks as a long time lurker for all the stuff you guys keep innovating and putting forward for Dante play. That being said, I’m over here trying to work something out but my current executional ceiling is preventing me from taking full advantage of it. The short of it is this, after taking a look at Momo’s Dante/Sent/Felicia video recently, seeing his corner game and realizing that I was a fucking scrub for going straight into Killer Bee after the first j.:h: :qcf: j.:h:, I x-copied that with the swiftness. Something clicked when I did this though and it made me want to see if it was possible to make a similar extension for his standard midscreen BnB. Right now, I’ve distilled it down to this:
:h: :f::h: :s::atk: :dp: j.:h: :qcf: j.:h: c.:h: :s: j. j.:h: :qcf::l: :atk::atk: :s: ~ :h: … etc.
And while it works almost perfectly on the cast I deal with regularly, there are some little issues with characters like Dr. Strange (this guys’s hit box is wild I swear) that tend to drive me up a wall. I’m still working on it though. I’m determined to find out what about one version makes it work on 90% of the cast and the other work on the other 10%.
Now here’s the thing I want to ask the thread. If anyone wants to, would you like to suggest things that can be done on the followup end of all this? I flub shot loops off of the Killer Bee ending far too often for me to try anything more than :f::h: :atk::s: [:atk::s: :d::d::s: if not near enough to the corner] :qcf::l: [:dp: xx :qcf::atk::atk: or :qcf: xx :qcf::atk::atk:], but I can’t help but feel there’s some Real Sparda Son Damage™ there that I need to level my execution up in order to get the most out of. That being said, interestingly enough, because I haven’t seen myself through to the end of this and its a combo that’s already pushing the limits of hitstun deterioration, I can’t help but wonder what final pieces of the puzzle can be added and what kind of damage we’d be looking at with this combo shell.
Decided I want to play Modok.
Anyone have good setups for TAC? (As in Dante TAC’s to another character) Preferably decent damage and ends in the corner but midscreen is fine too. I use Ammy assist for extending off clay pidgeon loops currently.
Still can’t get bold cancelling down, but i need a solid BNB, if i skip the stinger into spacial and just combo it form s.H the combo will still work?