Ultimate Dante Combo Thread. Jackpot! Yeah baby!

Dat efficent corner damage. Enough said

Little addition to the thread from me is just an extender
Midscreen combo w/Dormammu
:l::m::h: :f:+:h: (bold cancel) :dp::m: j.:h: :qcf::m: j.:h: (dash) :s:~:h:(clay pidgeon)~:s: tk:qcf::l:+:l: :qcf::l:+:l: :s: j.:qcf::l:+:l: :df::h::h: :f:+:h: (bold cancel) :d::d: :s: j.:qcf::l::l: (dash) :a1: :df::h::h:~:s: TK:qcf::l:+:l: :dp::m: j.:qcf::l:+:l: :dp::m:+:m: :dp::m:+:m: :qcf: :atk::atk:

556k Builds ~2 Bars
Does ~730k without mashing w/Million Dollars

This is why I hate ultimate

At 11s you do j.HHHH->volcano->beehive. Is there some reason that you wouldn’t be able to do that off of a throw?

You could always do that from throw, it’s just really tight and height specific. LOL @5%, that explains a lot.

Question, shouldn’t the S~H actually be S~H~S so it goes into the Prop Shredder before launching and hitting them with the Hammer? Or is there a way of doing the Hammer after Clay Pigeon which I don’t know about?

Also, I’m wondering if it would be worth listing how Dante can use each assist to extend combos, like so:

Wesker - Samurai Edge (Low Shot) - When the opponent is in a knockdown state, call this assist immediately before inputting the Bold Move command :s::atk:), then inputting Hammer (j.:qcf::l::l:) or j.S to bring them back into a knockdown state.

Strider - Vajra - When the opponent is in a knockdown state, call this assist right before inputting the Million Carats command :qcf::m::m:), which will OTG them before Vajra brings them back down into a knockdown state. Other OTG moves can be used, but Million Carats seems to be the most consistent.

Dormammu (a) extensions
A: Simple
(combo leading into) (call dormammu) :df::h::h: (darkhole) :s: (jump) :qcf: :l::l: :dp::m:+:m: (blah)
Acid Rain (Call Dormammu) :df::h::h:(darkhole):s: TK:qcf::l::l: :dp::m: j.:qcf::l::l: :dp::m:+:m: (blah)

I’m having much trouble doing the Beehive, j. S, air play, rain storm, volcano…combo. I always miss the the j.S and also the volcano after rain storm. Is there some trick? PLEASE HELP!

There’s already a thread for this. One of your questions is answered there too.

Actually when I’m in danger i use the most usual combo with Dante (LMHSLMH KillerBee SMH Sky Dance+Beehive(must be fast)+ Reverb Shock + Fireworks + One Million Dollars) but I want something new to my game I start this :
s.:l: , s.:m: , s.:h:, s.:s: :h: (UpShots) :s: (Pop Shredder) , Teleport Cancelling (down down up), :qcf:.:l: + :l: (Hammer) , :dp:.:m: (Volcano) + :m:(Beehive) <<< And here I have problems

I usually end this with :qcb: :h: (Jet Stream) + :h: (FireWorks) + :qcf: :atk::atk: (One Million Dollars) but this not made much damage.So someone in the other thread help me with :
dash back + s. :s: :h: (UpShots) + :f: :h: (Stinger) + TELEPORT CANCEL + j. :s: + OTG + One Million Dollars…

I always have problem with this second teleport cancel (even if i never miss the first one) and yet i don’t know how many shots in UpShots I must use to link the Stinger. So, someone have something to help?After the Beehive I could use the launcher but exist some atack that will link in these moment?
And my last question is I can use the Hammer after the Pop Shredder as well but after a common launcher, how to put it in a combo?

Anyone have Amaterasu Cold Star combo extensions? >:

one of the few i use.

Domo.

[LEFT]Combo does around 1,147,900 to around 1,192,000, the most damage I can figure out with Dante on point so far, without the use of Devil Trigger or X-factor. I know I can squeeze in a little more damage by changing a couple things, I’ll just keep trying to see what I can come up with.[/LEFT]

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It’s always a party when Dante’s on point.

How consistently are you able to do the Volcano xx j.S at the beginning? I’ve been practicing for hours and the timing seems extremely tight.

8/10, i dont do it in real games. shot loops are my preferred bnb

So here’s an Acid Rain Loop that has made use of Vergil’s Rising Sun and Revolver. Go figure.

Corner required
LMH Stinger BC Volcano (Jump back), j. H Airplay j.H, st.S~H Prop Shredder xx TK Acid Rain, st.M+Rising Sun, Acid Rain x 2, st.M Revolver, TK Skydance xx Million Dollars
Spiral Swords DHC (Charge RT)
Lunar Phase x2, cr.H Stinger (wallbounce), Round Trip, cr.H xx Judgement Cut L, cr.H xx Lunar Phase (High Time xx Dimension Slash)

Without DS 970k and Meter Neutral
With DS 1.1mil and net loss of 1 Meter

Seems that the best way to ToD with Dante is to let Vergil do it for you.

Edit: Rising Sun allows you get a couple reps mid-screen too, albeit with a different setup. Also seems that kara cancelling Dante’s st.M/H into Acid Rain is pretty beneficial since Dante takes a step forward so the spread lines up better.

Does any one have a good air to ground confirm (combo that is)? Like in a case where you hit them with a jumping M or something.

I’m having a hard time connecting Acid Rain after Prop Shredder is there a easier way to connect it?

So first off you have to tiger knee it its like this :qcf::uf: just instead of doing qcf don’t stop at forward go all the way up. Its also almost necessary to hit them with prop shredder as early as possible so they land at the very tippy top of the sword.