Has anyone been able to Dash Cancel j.S after Flying Screen?
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Not trying to spam my video everywhere (okay, I’m trying a little bit), but there are a lot of different extensions with Dorm’s Dark Hole here. None of the Dante combos themselves are too crazy, but this assist is problem Dante’s 4th best extender behind Hidden Missiles, Drones, and Vajra.
You could add whats in the brackets for more meter and a tiny increase in damage. Timing is somewhat strict.
So does anyone know of a way to spam Million Carats early on with Drones assist? I remembered watching a video somewhere that said pre-scaling Million Carats deals the most damage?
I tried doing Million Carats spam assistless but I could only connect after Prop Shredder mid-screen or using my wall bounce early in the combo in the corner because the most damaging combo in the corner I can do with Drones / Disruptah currently is:
a.H, M, H, Stinger + Drones, BC Volcano, JC a.H, Air Play, a.H, Million Carats, Stinger + Disruptah BC Million Carats, Beehive, (Backdash), S xx Clay Pigeon xx Stinger, BC, Sky Dance, Beehive, Stinger, BC Jet Stream xx Fireworks xx Million Dollars.
Edit: found a better combo, 2nd combo didn’t work
Like the best way to do it is probably after a hard knockdown. In corner the best option imo is to hard knockdown call drones million carats j:s:xxsky dance and then reset the gb and follow that but thats later in a combo and it does miraculous damage. Early on in corner use the same start except j:s:xxhammer and then you have another hard knockdown. I use mine later in the combo because my team allows it but early on adds nice damage.
From jump :s:
This is the possible damage with drones later on.
j:s:/j:qcf::l::l: call viper burn kick :dp:xx:qcf: :s: j:h::qcf::l: :s::h::f::h: :atk::s: j:qcf::l::l: call drones :qcf: j:s:xx:qcf::h: :dp: :f::h::atk::s: :dp: :qcf::atk::atk: 907-915k. Builds 1.5 bars
This would be early on
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From :h:
Umm I think in corner I use it at the end. Consistent and easy to land just make a combo that uses a gb and then reset it after a hard knockdown with the drones j:s:xxsky dance followup.
Midscreen I save my gb and then I use momo’s followup witch is hard knockdown million carats + drones then you can
- Dash up and do :qcb: and then follow that with a grapple reset
- Or you can stay still do :qcb: and then jet stream.
I hope I helped, if not you kept me busy when I was bored.
Hmm, alright I’ll give those a shot, optimizing Dante’s combos are a bitch though.
I’ll probably get around to uploading the combos in this thread sometime soon.
if you didn’t see, here:
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@TimTim
Hammer, call Viper, Volcano, Volcano, Million Carats, launch, j.H, Killer Bee, backdash, launch, Clay Pigeon, Stinger, Bold Move, Hammer, call Sentinel, Million Carats, j.S, Sky Dance, Beehive, Stinger, Beehive, Million Dollars
does 940,600 mashed out. Most I’ve been able to get so far.
Hammer, Volcano, j.S starter doesn’t let you do Killer Bee after the launch, but you can: call Viper, Volcano, Volcano, Killer Bee, though that doesn’t really help out with damage.
I think this works, but my execution is failing me:
Hammer, Volcano, j.S, call Viper, Volcano, Volcano, Million Carats, Stinger, Revolver, call Sentinel, Stinger, Million Carats, j.S, Sky Dance, Beehive, Stinger, Beehive, Million Dollars. No idea if that does more damage or not. Like I said, I haven’t been able to pull off the whole combo, but I’ve done each section individually and can’t see any reason why it wouldn’t work.
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Heres a corner combo that I tend to use. Thoughts?
Thank you so much. I’m assuming the double volcanos are tk’d into eachother?
And what do you think of the combo?
Seems like the most practical dante combo for 900k.
had no idea you could double volcano million carats with viper… i uploaded a 925k hammer combo with her and akuma a while ago, i guess i could get a little more damage out of it.
why would you actually run viper AFTER dante though? jam session is too gdlk. now that i think of it, viper/dante/ammy would be too swag.
I have two teams set up. Either dante first or viper first. For the bad matchups or if one doesn’t work. Usually run viper, dante, sent though.
Shoutouts to Rikir and Kaiten for this one, acid rain then hard tagging into another character opens up so many new combo possibilities!
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Had to like for ParagonX9 =)
Yo momo just because I’m wondering.
Did you start using j:s:xxsky dance after your vid?
Also I’m assuming you go for meter building rather than damage because most of your combos didn’t break 800k but heres one that is super easy and builds 1.5 bars.
j:h::h::f::h::atk::s::dp: j:h::qcf::h: land :s: sj:h::qcf::l: :s::h::f::h: j:qcf::l::l: call drones :qcf: j:s:xx:qcf::h::dp::f::h::atk::s::dp: into supers. Does 805k or something and is almost impossible to drop.
1.5 is not good enough. I’d rather get those 2 meters and do 950K off of every combo. Also that’s like the same combo I already do with a j.:s: added. It can’t be that big of a deal.
I was just saying in your team synergy vid you go for a combo thats a bit more risky but builds 2 bars and does 780k. I was just offering a safer alternative but I’ve never seen you play any matches so I don’t know what kind of execution you have midmatch.
I’m looking for optimized XF3 BnBs as I use Dante on Anchor in terms of quick damage for 1 million+, I currently use this for my BnB,
Ground Series into Stinger or Hammer/jS :
Volcano, jH, JS, Volcano jHxx Killer Bee, S~H~S, Hammer, Volcano XX Beehive.
It does 1.1 mil off a JS/Hammer Starter, and variable but above 1.05 mil on a ground series starter. I’m wondering if there are faster/better combos available.
For other confirms/air throws I do the day 1 ultimate bnb with jM ommited after volcano(straight JH into killer bee), are there better confirms or confirms which dont need super to kill off airthrows?
Edit: I forgot about the Jam Session infinite for air throw TODs without super, but is there anything faster than that that deals 1 million?
There are plenty of ridiculous ones posted recently check the last few pages. It’s a hassle but it’s worth it
Anyone else been working on Charge Shot loops? Wants the determining factor in the opponent being pushed to far out after S for loops? The amount of loops I can get before the opponent is pushed too far out varies way too much, from 0 to 5 and I can’t figure out why. My standard opener is blah blah Stinger, BC Volcano, JC j.H, Air Play, j.H, H, S -> Loops.