Ultimate Dante Combo Thread. Jackpot! Yeah baby!

  1. When you Bold Move, try not to delay the actual press after the Stinger. When they’re falling, wait until both your character and the character being comboed are at level height with the opposing character right in front of you evenly before doing Sky Dance.

  2. Frank is like Strange in that j.Hs put them all the way out in Cali when you started the combo in New York and only wanted them to go to Chicago. You adjust to this by going j.M - j.H - Air Play - j.H - s.S - Clay Pigeon - etc. or just brute force some other piece of the combo in its stead.

  1. Is it a character specific thing or…?

  2. I’ll try that out, thanks.

  1. Nah, works on everyone from what I’ve seen.

  2. You’re welcome. :slight_smile:

  1. Hard tags work where you have a character coming in that can act in a certain time frame after the character hit with a Sky Dance whiff lands. You can’t instant hard tag the character in (unless you have some godlike Howtoread technology to combo on tag hit) since the ground bounce persists for a bit. You have to wait until a bit after the actual bounce before its safe to let the tag rip. Still working out some ideas for characters that combo after all that though.

  2. The Sky Dance ending kills enough time after the DT TAC combo that as soon as you hit the ground, you can build meter again, but keep in mind HSD is completely used up at this point, everything requires tight execution.

This might be a bit late but if you haven’t tried; you can do Yipes’ Bullet Storm + Assist xxHammer extension. It isn’t new tech but it works. On that note you have to do some testing cause it isn’t universal. For example on Tron you have to do it early on lighter character i imagine you have to do it later.

I don’t really play any of these characters, so I’m not good enough with them to do their more advanced combos. (Like Burn Kick Loops and ground-bounce resets with Dante) You can get more damage using Burn Kick Loops, resulting in over 1mil damage for a single bar.

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I think it’s not working with strange, but I can’t recall if I really tried it or not, I will give it a try later today
(Bullet Storm is jump+mash H right?)

I have a question about a combo I was coming up with that I see a lot of potential in, but I lack some serious execution to maximize the damage in it.

I was playing around with vajra assist and learned you can, off of a helm breaker, call vajra, volcano > jump cancel > volcano > jump cancel > volcano > beehive. It’s doable both in corner and mid screen. I will say, the second part of the combo is really lacking, since my execution is horrible, but the entire thing is:

j. :s: > Volcano > j. cancel > j. :s: > call vajra > volcano > j. cancel > volcano > j. cancel > volcano > beehive > backdash > :s: > up shot > Stinger > BC > Hammer > volcano > beehive > :qcf: :atk: :atk:

Without mashing, the most i can get is 772k, squeaking by 800k with mashing.

I’ve been trying to get a gunshot loop before my wall bounce, but I haven’t had any luck capturing it even once. I bet I’d break at least 850k doing it, and that’d be without using another bar. I’m curious if anyone who has execution better than ass could figure out how much more damage they could make out of the triple volcano.

Do instead : Hammer/j.S>Volcano>j.h>Air Play>j.H>s.H>s.S>j.M>j.H>Killer Bee>s.H+Call Vajra>s.S>Million Catarats>backdash~s.S~H>Stinger>Bold Move>Hammer>Volcano~Beehive it is like 830K

You can do it more shorther for the same damage, but you gain almost nothing in meter(compared to what you should build).

The move is rainstorm or… is that yipes became so godlike that he discovered a super secret move and called it bullet storm?

If it is rainstorm, then yeah is good that you mention that, sometimes i do it, and also is dependant on the assist, with Rapid Slash is incredible easy to do and is universal, liberation empty of Dorm also works, and beams and arrows should be universal too.

Ya, Rainstorm I could of sworn it was called Bullet Storm; but I forget that none of his moves have a straight forward name. For Doctor Strange’s bolts, the timing is super tight. You literally have to hammer as the second bolt hits. It adds a good amount damage and meter but otherwise Volcano xx Beehive + Bolts is just about as fancy as it gets.

Haven’t made any vids in a while, hope you guys enjoy.

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Here is a Dante combo using Zero dp assist. Take note:

  1. This works really well in the corner, mid screen it is really tough cuz Zero goes forward but it seems possible
  2. If you can get double acid rain then you build a nice amount of meter and the damage isn’t bad either

Overall this combo build a pretty good amount of meter, however if you want damage then you need to either nail the double acid rain or just improve on this combo.

This is kinda noobish, but oh well… when I do ground combo to stinger xx BC xx volcano JC, I’d been doing the jMH xx Killer Bee. But obviously there’s the jH xx air play, late jH, land, S (or HS). But whenever I do this, the H or S upon landing alllways seems out of range midscreen! Any idea how to mitigate this? I know he can air dash after the air play, but that makes it way harder, and no one ever types that into their combo transcripts, so it can’t be a requirement. And I know the 2nd jH has to be late as possible before landing.

So all that being said, any idea why I always whiff when I land (spacing, not timing. They’re always too far away). Ive been going right to S instead of HS, but that’s because it seems like the S has MORE range. If Im wrong on that, Ill go for the HS, but both whiff when I do them. Midscreen this happens to me, like, EVERY time, so there’s gotta be something I’m doing wrong somewhere.

Thoughts?? Thanks!!

PS. Dante with Bolts is so f’n fun. It’s what’s revived my interest in Dante!

Hm… who are you practising this combo on? I know this combo wont work on Frank West and some other characters because of their wonky hitboxes . And you could also being jumping away instead of forward when you jump cancel the Volcano so that might be it.

My dummy is pretty much always vergil for his music. The fact he also deserves it is just a bonus. If jH xx air play doesn’t work on everyone, should I just stick with jMH killer bee? A friend of mine does volcano JC MMH DJ MH xx killer bee (or something like that).

Why in gods name would I be jumping back?? Lol

It works on every character as far as I know. I do this combo so much I can do it with my eyes closed. The enemy may look like they are about to fall out, but if done correctly they should never fall. Just as you said j:h:,:qcf::m:, delay j:h:,:s: and so on.

is there any trick to getting an air dash+hammer in this combo?

air :s:, :df: :h:, pop shredder, super jump, hammer, :df: :h:, stinger, bold move, air dash, hammer, etc.

sometimes i’m in that special spot in the stage where i’m too close to the corner to bold teleport, but too far away to regular bold move. i’ve seen like two guys add a dash, hammer after the bold move, but i haven’t been able to do it in training yet. is it a timing thing?

If you are in an ambiguous part of the stage where BC teleport will not work and are not exactly at the corner to do Hammer or Skydance, what you should do is BC dash jS instead off doing Hammer since jS has a bit more horizontal range.

ahh yes i forgot about air :s:. but won’t i still have the problem with dashing? it seems like i’m dashing as soon as i can, but the hammer never connects. i don’t think air :s: is any faster.

while we’re on the subject, how come dante sometimes bold-teleports to the middle of the stage when i do the combo i talked about above?

I think Air S is faster than Hammer. Not exactly sure but it works when I’m in the situation you’re describing. About the midscreen teleport, it means you’re BC teleporting too early, so Dante’s teleporting to your opponent while they’re traveling to the wall. Try inputting it just a tad later.