It’s not if you backdash before s.S.
Yeah I forgot to include that I backdash. But it’s super inconsistent and I can’t find out why.
It’s just got strange timing. I like to do it like this
beehive, backdash :s:xx:h:, release everything,:f:+:h:stinger.
It just takes a little practice. And make sure not to mash. Mashing is a no-no.
That’s exactly the way I do it too.
You need a minor delay somewhere in the st.S, upshots, stinger lv2, I have read to delay the S to let the opponent fall a little bit after the beehive ground bounce, but it did not work out for me, however I found delaying between the upshots and stinger lv2 gave me the most consistent results.
A question I have with anti-air combo starting with st.M, it has been quite inconsistent to me in 2 aspects, sometimes when they are hit by the peak of st.M, after MHS they will fly so high that I can’t really catch them with killerbee… and other times st.M hit them almost vertically above dante that I will be in this awkward situation that if I sj.U after S, my killerbee cannot reach them and if I sj.UF, I will cross them up from underneath, once again dropping the combo… What am I doing wrong?
So someone in the tierlist thread brought to my attention that in Devil Trigger Dante can combo off of his air grab via thunderbolt->j.L->…something.
Since I never found out what “something” was and tried a lot of things out to no avail, I made a different combo.
airgrab->thunderbolt->j.M->st.M->beehive (st.H and st.S won’t link here)->back dash S->2shots->stinger->BC teleport->hammer->volcanoxxbeehivexx->million dollars. Not sure where to go with this combo to squeeze out more damage other than shot loops. I play Vergil/X23/Dante, and the only Vergil extensions I know so far are corner only, but the BC teleport puts my back to the corner and even if I switch sides with IADj.L, I’ve already used my groundbounce so I can’t do my typical Volcanoxxbeehivexx->vergil extension.
If HSD isn’t shot by then and you can face the corner (j.S xx Killerbee after BC teleport could help) you could try Cold Shower Rapid Slash into Skydance to reset the ground bounce/ get the HKD for acid rain volcano blah blah blah. Just a suggestion, don’t know if it works.
[media=youtube]YxA10K_y7Yk[/media] So how do people do these combos (i’m talkin about pr rog where he does sky dance acid rain volcano acid rain hits then instant air s. My air s never comes out is it a bold cancel?
One is at 2:23:01
You can try jump canceling j.M into j.HS xx Killerbee for better air positioning. If you cross up underneath which happens sometimes just try to recognize the situation and adjust your inputs.
It’s just a jump cancel. If you’re j.S isn’t coming out you’re inputting it too fast. If it doesn’t combo then too slow. Simple as that. Sometimes the acid rain spread isn’t that forgiving either so it may not be your fault.
I can’t do j.Sxxkiller bee because of the Launcher->charge shots->stinger->bc teleport. Gonna try beehive->cold shower->stinger->bc teleport and try your assist extension.
edit: found an easier DTgrab combo (still kinda hard though). air grab->thunderbolt->j.H->j.S->charge shots->prop shredder->BnB.
In the corner you can do air grab->thunderbolt->j.H->vortex->j.S->BnB (not prop shredder won’t work here).
Haven’t found a use for it yet, but Cold Shower is Dante’s fastest OTG coming in at 11 frames and is THC cancellable. Anyone else mess around with this? Scat Shot is too which could work as confirm in the neutral game I suppose. Less to commit to, and could work against assists like hidden missiles that stay out for days. Raw million dollars is way faster though if you know you can get the punish.
Scat shot…cancels into stinger/propshredder. What more do you need? Weasel shot and Scat shot are underated zoning tools. They both combo into stinger (weasel shot combos into more things), they’re both normals allowing you to call assists during them, and they cover a decent portion of the screen.
Reverbxxfireworksxx is also not too difficult. I messed around in training mode and got 90% consistent with it in like 10 mins. Doesn’t lead into anything without DT (or you could just million dollars), but it covers a huge portion of the screen.
I finally spent some time in the lab testing Yipes twins tech that I talked about on the previous page.
It does less damage than I thought, so its not a clean TOD without a 3rd meter, but if your opponent has taken a couple of hits, its great to use this, because you are given really good position to mixup the incoming a character, with just enough DT to use a couple of thunderbolts to mixup, yet not enough to prevent you from building meter if you do land a combo. Yipes was also playing a very reset heavy game, so this is great to keep Dante on point for that purpose.
Yea I saw Yipes doing that combo, it looked soooo flashy!!
However I personally dislike devil trigger combo extensions, especially in the corner where sky dance ground bounce reset is most applicable and gives you a ton of meter.
Just in case someone doesn’t know,
In a corner combo, instead of “j. :h: , :qcf: + (Air Play), j. :h: , s. :h: , Cold Shower, Pop Shredder,” after the volcano, we can actually jump UPBACK after the volcano and do “j. :h: , :qcf: + (Air Play), j. :h: , s. :s: , Clay Pigeon , Pop Shredder,”, everything is the same except we do a s. :s: instead of a s. :h:. (Cold Shower and Clay Pigeon are both 2 shots, 25k damage per bullet).
This saves 5% of the damage scaling (heavy is scaled by 85% and special is 90%), although it might seem little, but since this is the beginning of our combo, we actually just saved 5% of the whole remaining combo being scaled away, which can be considerable.
One other reason I do this is that sometimes I get cr. :h: instead of Cold Shower, lol at my crappy execution :(.
Isn’t damage scaling based on the number of hits in the combo? The move used just determines which modifier is used in the damage scaling formula, provide you haven’t hit minimum scaling. What category an attack falls under (light/medium/heavy/launcher/special/hyper/lvl3 hyper) would only have an effect on the damage THAT SPECIFIC MOVE DOES when damage scaling is applied, having no further effect on damage scaling other than of course adding hits to the combo counter.
Explained in detail here
http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Damage_Scaling
This is all assuming that the damage scaling forumla didn’t change between vanilla and ultimate.
A character’s specific minimum damage scaling value has a VERY large effect on their damage output, considering by the 10th hit your light attacks are already doing 5% of their original damage (specials are doing about 35% by now, dealing around 10% after 22 hits).
You reach minimum scaling absurdly fast, which is why throwing multihit moves into combos early on (or even just that extra cr.L here and there) cuts SO much damage from your combos.
Out of curiosity, does anybody know what Dante’s minimum scaling values are in ultimate?
Damage scaling works a little differently than what you’re thinking. Yes, the scaling applies to the damage that specific move does, but, that scaled percentage applies to every subsequent hit that follows. So for example in a combo if the second hit scales by 85%, and then the third hit scales by 90%, then what you’d actually get is 90% of 85% on the third hit, or about 76%. Dante’s minimum scaling values for all his moves is 5%, which is the lowest in the game, with the Hyper Combos at 40%. That’s why its really important to avoid using light and medium attacks, as well as to “front-load” your combos - use heavy hitting attacks that don’t multi-hit… like volcano, hammer and million carats. Towards the end of your combo you can throw in prop shredder, acid rain and beehives for meter gain because the scaling will already be lower than the Hyper Combo minimum.
I run the twins for my bnb combo I use M H Stinger~Volcano jM jH Airplay Killer Bee back dash S~H Stinger lv2 Trick/rawbold Hammer Call Vergil asap then Cold shower pause then trick jS dash Volcano~Beehive Million dollars. As for corner combo extension you can use <rapid slash> cold shower skydance beehive to reset your ground bounce then tiger knee skydance the fresh ground bounce.
Hey Mo, I was wondering if you’ve considered expanding the focus of this thread to resets as well combos. It doesn’t seem that the topic has been tackled explicitly on this forum. I know of Nini’s video, which is great, but the components of an effective reset aren’t really broken down for the newer players. Dante also just has a lot of options in regard so I’m sure there’s plenty of tech we could all swap.
Wow, damage scaling changed a lot between vanilla and ultimate. So it’s no longer about just the number of hits, but actually what moves you started with.
I’m gonna see if skipping the H in MH->stinger combos. will net you more damage overall.
http://wiki.shoryuken.com/Ultimate_Marvel_vs_Capcom_3/Damage_Scaling
5% minimum scaling shouldn’t even exist Q_Q. Oh well.
5% minimum scaling is dreadful… I guess I should just do simple combo into million dollars and save the ground bounce and wall bounce for Vergil, since his minimum scaling for special moves is 20%, I think I can get more damage by mindlessly doing lunar phases lol
[media=youtube]2SEww6xZnzE[/media]
a simple little video for you guys… nothing special