I feel kinda ashamed to ask this but, how does Dante do the DHC glitch? I know it involves the hook but I can’t remember the details (need it for some… project)
I didn’t play Dante in vanilla.
Another thing, almost the same topics. Can you name all the methods to connect Hook after j.S? Take into account that hit stun almost not exist at this point of the combo. (Cold Shower>Stinger probably won’t work, but I’ve got wall bounce).
The assists are Strange (Bolts) and Wesker (gunshot)
sorry if this is the wrong place, but can someone explain to me how Dante’s grapple into raw tag works? Do we do this because of the forced forward tech and work a mixup after that? or am i suppose to continue comboing and i’m just missing it?
maybe i’m misunderstanding something, but why would you want to tag after doing the grapple? usually it’s your opponent that’s going to want to switch out, to try to beat out your mixup/hard-to-blockable with one of those stupidly high priority tag-in attacks.
since the grapple will make them get up in a specific location, you use this to your advantage to put your opponent in a situation that’s very difficult to block. you can keep the combo going, but unless it’s going to kill you should go for the reset instead.
I think it works off any starter but to be honest, I hated the DHC glitch so I never used it or practiced it. Im sure you could type like “Dante DHC glitch” and find it on Youtube or some ish
I could just connect it after the before the last hit of MD so it doesn’t really matter. I needed the DHC glitch for the long spinning time as the combo properties do not change any more.
dante dhc trick: i am pretty sure there has to be a grapple before either super
as for dante + spencer’s upper grapple assist, i find the damage-optimized time to call it is after max shot clay pigeon; it brings them back to the ground in a standing state where i can fit in anything from j.S to even a box jump reset
The part of the bnb I’m trying to incorporate it into starts off on a hardknockdown and I would rather it end in a hardknockdown or skydance xx beehive. Thanks for the reply dude, it works great.
Identical, both cap at 4.5k (5% min scaling), but how it works is that specials scale slower than normals(and S>H>M>L in scaling) so Hammer will do more damage early on in combos, so it’s almost always better to for hammer unless you are in an ambiguous wall bounce near the corner.
So I just combined the Volcano > IAD j.H with shoot loops to get about 780k worth of damage midscreen.
IAD j.H, 5M,5H, 6H xx BC 623M > IAD j.H, land, j.H xx 623M > j.H xx 236L > Dash back > Three gun shot reps > 6H > BC Teleport > 236L~L > land > 623M~M xx 236XX.
Its soooo harddd though. Getting the air dash j.H is one thing, but you have to worry about 5H xx Volcano crossing up (if it does you have to perform the combo backwards, which looks awesome btw), and then theres having j.H xx 236L even connect at all.
in the corner, after a
hard knockdown: call drones, otg million carats, sky dance, beehive, whatever
ground bounce: stinger + drones, revolver, sky dance, beehive, whatever
midscreen… idk, end it with hammer or j.s instead of sky dance for another hard knockdown i guess
drones let you combo off of stinger, reverb, fireworks, but you’re already at or close to max scaling at that point.