Because of the range nerfs in UMvC regular chains will whiff unless you’re pretty close/point blank. If you start a combo with st.L this pretty much means never.
So basically no, best learn bold canceling.
Edit: Rage, after an hour or so of labbing nothing practical is coming to me for combo extensions. Using both balloon bomb and cold star too long into the combo just dont work because of assist scaling. Anybody got ideas?
Also looking for people who can capitalize off Dante’s ground bounce reset via DHC. So far I can think of Vergil, Trish, Modok(With assist, but the damage sucks), RR (I can’t get mad hopper to hit on the left side for some reason).
So what is the current most execution heavy combo for dante atm.
And by execution heavy I don’t mean inconsistent like volcano to j:s: I mean like it has a shit load of steps like marlin pies button check. I’ve done that combo and shot loops so I’m wondering if theres anything left to learn because I got most of the combos on this thread down.
So this combo is godlike and I’m more or less using most of it as my BnB with a few things added. Probably one of the important starters before you start using assists in the combo. With my Sentinel extension I’m doing a hell of a lot more damage than I was before.
Where do you include your extension? I’m running spencer,strider,and wesker assists so I can tag on an otg and hardknockdown anywhere in almost any combo.
Lol, Dante. If I had to guess Nemesis/character specific. He’s a fatty.
I was working on Volcano combos from airthrow yesterday. Not as bad as one thinks the closer you are to the ground. I think it’s worth practicing especially if it’s a clutch moment and your only option.
Edit: That guy has a lot cool videos with some tech you don’t see. I’m totally swiping his Spiral Swords DHC followup after I test it for damage/meter to see if it’s actually better. Which I don’t doubt.
It’s Kusoru’s youtube channel, filled with tons of trolling and broken shit. Didn’t try the Spiral Swords DHC, but as long as you jump back Helm Breaker/Judgement Cut and throw a Round Trip and actually build some meter instead of the usual Lunar Phase x2 your already going to be doing much better. I had my standard followup in one of my recent videos (It should be in the Vergil video thread)
What is the timing on crazy dance after reverb I still have finished dante’s or vergils mission 9’s did the rest for all of them but those two are so awkward I can’t do em. So I’m cheating.
The way I learned it is by doing Fireworks a few times, and listening for when Dante yells HRYAAA or whatever. You’ll want to press S right after he would make that sound, which is just after the last hit of Reverb.
Eh, that’s probably not a good explanation, but the only way to get it is to just practice. It’s not terribly difficult, and no way in hell is it a one frame window because I can do Crazy Dance about 80% of the time off of both Reverb Shock and Jet Stream. I have no idea how to get it off Revolver without mashing though, lol (and I don’t see why you’d ever want to do Crazy Dance from that move anyway)
edit
from the guide:
Fireworks activates on frames 20-21 of Reverb
Crazy Dance is frame 22-23
that doesn’t make sense, how is Fireworks so much easier to do? weird
These are my dante super team combos featuring sent drones as :a1: and vajra as :a2:
None of these combos are optimized because I left out inconsistent things like j:s: volcano to jump :s: much too inconsistent for tourneys.
All of them build at least one bar and they are all extremely easy and viable in tourneys.
There are no combos off of throws but you can use drones to keep it going.
I did not make any of these combos they are just other combos with my assists tapped on.
A lot of the combos are mixes of momo’s and darksim’s so thanks to them. Hammer/j:s:
Midscreen: :df::h::h::h::s: :d::d::u::s: :qcf::l::l: :a2::qcf: :df::h::h::f::h: :d::atk::s::d::s: :qcf::l::l:
:a1: :qcf: :qcb: :qcb::h::h: :qcf::atk::atk: insignificant damage
Corner: 1) :a2: :qcf: :df::h::h::f::h: :atk::s: j:qcf::l::l: :a1: :qcf: j:s:xx:qcf::l::l: :dp: :f::h::atk::s::dp: :qcf::atk::atk: dhc :qcf::atk::atk:(sent) 1,026,000 2 bars spent
2) :dp: j:h::qcf:j:h: land :s: j:h::qcf::l: :s::h::f::h: :atk::s: :qcf::l::l: :a2: :qcf: :dp:
:qcf::atk::atk: 801,000 1 bar spent. For 2 bars 1,008,000 Builds 1 bar.
3):dp: j:h::qcf:j:h: land :s: j:h::qcf::l: :s::h::f::h: :atk::s: :qcf::l::l: :a1: :qcf: j:s:xx:qcf::l::l: :dp: :qcf::atk::atk: 826,000 1 bar spent. For 2 bars 1,027,000. Builds from 1.3 to 1.5 bars. The Corner hammer combos can all be done midscreen if you use the dash up :s: method but then you need to switch :a1::qcf: j:s:xx:qcf::l::l: :dp: for
:a1: :qcf: :qcb: :qcb::h::h: :qcf::atk::atk:. Will do very close damage
I believe it has to do with the hitstop of the move. When your move connects and there’s that slight pause from hitstun and whatnot. Bionic Arm/Slayer’s Pilebunker from GG are other examples of moves with a lot of hitstop. As you might’ve noticed everything stops when you land either move.
This is why when Reverb Shock connects it looks like the move is powered by a dial-up modem as opposed to when it whiffs.The hitstop slows down the frames of animation which I believe increases the input window for the followups. Crazy Dance is later during the move so it’s probably during a part with less hitstop making it harder to do.
Ah, that makes sense, since you’re doing Fireworks while Reverb is hitting, and Crazy Dance is just after the last hit.
Is that also why the game goes all stop-motion when your assist is being comboed?