Did some more experimenting with Dante throw stuff, mostly with Vajra (holy shit it is SO good for Dante)
After air throw
:h::h:+:a2::h::h::h::h:, :df::h::h::h: xx :f::h: xx :atk::s: -> j.:qcf::l::l:, :dp:m:, :dp: xx :qcf::atk::atk:
Rain Storm + call Strider, Cold Shower xx Stinger L2 xx Bold Move -> Hammer, Volcano xx Beehive, Volcano xx Beehive xx Million Dollars
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[]does just over 400k
[]Strider must be called either when first shot hits, or during first press of :h:
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Back throw
:a2:, :h:, :atk::atk:, :df::h::h: xx :s: -> j.:qcf::l::l:, :dp:, :atk::atk: xx :s: xx :h: xx :f::h: xx :atk::s: -> j.:qcf::l::l:, :dp: xx :qcf::atk::atk:
Call Strider, back throw, dash forward, Cold Shower xx Prop Shredder -> Hammer, Volcano xx Beehive, backdash xx :s: xx Clay Pigeon xx Stinger L2 xx Bold Move xx Hammer, Volcano xx Beehive xx Million Dollars
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[]does 425,700 fully mashed
[]remember to call Strider BEFORE you throw, you obviously can’t call him while throwing
[*]depending on your other assist, you can change the stuff after the first Hammer
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Back throw
:a2:, :h:, :atk::atk: xx :dp: -> j.:h: xx j.:qcf: -> j.:h: -> s.:h: c.:h: (1-hit) :s: xx :h: xx :f::h: xx :atk::s: -> j.:qcf::l::l:, :dp:, :dp: xx :qcf::atk::atk:
Call Strider, back throw, dash-up Volcano -> j.:h: xx Air Play -> j.:h: -> s.:h: c.:h: (1-hit) :s: xx Clay Pigeon xx Stinger L2 xx Bold Move -> Hammer, Volcano xx Beehive, Volcano xx Beehive xx Million Dollars
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[]does >460k fully mashed
[]you can either wavedash or whiff a st.:h: to get closer before doing Volcano to ensure the full combo
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Currently in the lab with Dante/Vergil/Strider, Vergil assist adds about 30k-40k to these combos plus a ground bounce reset that lets a DHC into Vergil push the damage to the 650k range with just the original swords that were DHC’d into, and about 860k with another loop of swords
Random notes
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[]I really wish they’d just give Dante air Volcano like in DMC3 to at least make comboing off of air throws easy mode (Volcano done in air makes him fall to the ground so he throws the same geyser explosion as the ground version, it actually can fuck up your air combat if you’re not careful)
[]Don’t forget to adjust the wallbounce Bold Cancel (:atk::s:) stuff for when you’re at the corner, close to the corner, or mid-screen
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[]Close to corner: Bold Cancel -> air dash -> j.:s:/Hammer
[]Mid-screen: Bold Cancel -> teleport -> Hammer
[]If you want to get yourself out of the corner after a wallbounce BC teleport, do j.:s: xx :qcf::l: (this doesn’t work if you did launcher xx upshots xx Stinger xx teleport due to Flying Screen, so it will only work for Cold Shower xx Stinger xx teleport)
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[]It’s actually possible after a wallbounce BC teleport Hammer to do airdash j.:atk: (any?) to get over the character and still have enough time to Volcano xx Beehive, so the aforementioned trick is not totally necessary. Timing is strict and may require certain heights, whether they are relative to the enemy or the floor. Needs testing
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[*]While we’re on this note, I also encountered some situations where a mid-screen wallbounce BC teleport somehow put me out of the corner. Not sure exactly how it happens, may be caused by timing of the teleport. Needs testing
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