What would you do with hard knockdown in the corner, while in DT, with max scaling (can’t Cold Showe > Stinger anymore). Have both bounce,Doctor Strange Assist (whichever). Aim for Stylish points, need to end with Million Dollars.
I currently just do Volcano Beehive > Stinger > BC Jet Stream > Fireworks.
(This is not aimed to be practical combo)
Could you do carrats + strange, (perhaps something else here), hammer, volcano/hive, dash back SH stinger BC hammer, volcano/hive, million dollars.
Ok so this is an old question that I should have known a long time ago by now, but does anyone remember how stinger is cancelled into harpoon again, I play Dante/missiles and I just remembered seeing X-ray video on using missiles for crossing up after the untechable roll with harpoon, I need to start implementing that in my game. he said you input: stinger > bold move > qcf.H > slight delay, then H into harpoon. but even after I input bold move qcf.H I just get jam session. LOL i feel like such a nub asking this
After stinger go to neutral on the stick then input the BC QCF.
Lol you should know if a QCF motion comes out as a DP motion thats just the input leniency in this game. Just let the stick go back to neutral and wait longer.
Don’t know if anyone has seen this yet but…
[media=youtube]1q84ZQD4uPk[/media]
The irony is that I came here to ask about the gun shots to volcano and what do I find, a combo that involved that.
I’m a little confused about it. I just watched [media=youtube]2SEww6xZnzE[/media] video in which it has that. I’m jusing Dante/Akuma so I wanna see what others are doing to extend damage. But I was surprised to see the gunshots to volcano. I cant get that to work.
Any suggestions? Also, why did this corner combo raikousen posted use dash h and not the usual airplay series? hit stun deterioration?
So I’ve been playing Dante/Spencer and damn these two guys do damage.
They can get 1 mill from anywhere in the screen without using a 3rd meter. Spencer is definitely another character that gets rid of Dante’s damage problem.
This got me thinking about what characters do that for Dante. So far, from the top of my head, I can only think of Spencer, Vergil and Sent.
Does anyone know any others?
I’m looking for characters that allow Dante to at least brake over 950 from anywhere in the screen using that same character’s assist only, and 2 meters.
There’s no trick. The setup is pretty straight forward. The problem is that the link is TIGHT.
I can only do it like 4 out of 10 times :sad:
S~H won’t connect, actually I’m pretty sure the Million Carats to Strange won’t connect (as I said, the scaling is terrible at this point)
Hey, got a request for you Dante scientists. Could someone develop an optimal combo, or point me in the right direction of a dante combo that involves hawkeye and taskmaster… designing a new team. I believe these character have a lot of untapped potential and synergy… sadly I don’t have the time I’d like to spend in the lab developing the combos and technology myself- even though I should anyway. But ideally I want a combo for dante so when I get in I can get some optimal damage. I have preferred assists, but if you use different assist, I’ll make the switch while I’m relearning dante to reestablish my grounds on him in the new game.
/startrant Been about a year since I’ve touched him… Took me this long to get over the butthurt of his nerf in ultimate, considering the amount of time I spent learning and developing him in Vanilla. the few minutes I get a day of between time, generally making lunch, I spend getting use to the new timing of teleport cancelling and just the new base BnB… feels good… familiar, not quite the same, but close… can’t wait to really open him up again. /endrant
Thanks in advance for your replies!
I think you can get his assist b&b after hard knockdown j.CCCCCCCCC call Tasky and time hammer after his shots connect, play with it a little, you will get the timing. The earlier you do it in the combo it will be better.
I saw a video recently of someone doing walk back SHS after scaling was minimum I think. In this thread i believe.
Hulk is another one, his level 1 hypers do more damage than some other cast member’s level 3’s, and these two have some CHEAP ass synergy together. Wolverine is another strong one, combo damage can end anywhere from 930k and above if you land the right combo beforehand.
Hey I have a question for all you Dante combo specialist. I’ve figured out a way after your typical Dante combo starter (st.L st.M st.H Stinger xx BC/Volcano) to get a hard knockdown midscreen with Sky Dance almost 100% of the time sans assist (execution is awkward but consistent and doable). I was wondering if going into a Sky Dance hard knockdown early in the combo midscreen or corner limits Dante’s damage or extension of combos. I know there are typically specific steps you should take to maximize damage by doing this or that part of this combo first then wall bounce into this or that then volcano-beehive for typical ender.
But is it worth me spending time practicing this tech if its not optimal? What kind of things are you capable of doing midscreen on a Sky Dance extension.
Midscreen? Honestly I think the only time sky dance should be used is in the corner when doing combos that involve the hard knockdown into acid rain then volcano jump S etc. But I don’t think it should be used midscreen all that much unless you’re going for a reset with the grapple. Something like. Sky dance(Hard knockdown)>acid rain>volcano>Jump cancelled grapple> whatever mixups you got. Because grapple won’t allow them to tech roll it’s perfect for left right mixups. In terms of maximizing damage sky dance loses it’s damage fairly quickly I think. Moves like million karats on the other hand are great at the beginning of combos.
Quick question. When going for shot loops, do you guys use volcano > j.m > j.h xx air play > j.h > s? I can hit it almost 100% of the time with this method. Much easier than using only j.h after volcano.
If you’re confident in the timing j.H Air Play j.H is fine. j.M j.H Air Play j.H is way easier though because it puts them a little bit higher, giving you more time for Prop Shredder to “expire” after Clay Pidgeon.
Hitting the second j.h is alot easier if you hit it when you’re almost touching the floor, if you do it too early they’ll flip out.
Also, I need to add this to the tech thread. Basically you want to Stinger, return the stick to neutral, then QCF+H, wait a bit, then put the H in for Grapple. There’s a huge window you can delay before you have to Grapple. Like, wait right before Dante shoots the missiles out for Hysteric then press H again for Grapple. Practice that a bit because you’re gonna need to learn how to delay it perfectly at all the right ranges.
It’s also a lot easier after Volcano~Beehive. It should look like this.
:dp:~:m:
:s:~:h: :f::h: (stick should be neutral) :s::atk: :qcf::h: (delay) :h:
I should make a video on this actually. Thanks for the idea.
Maybe you are back dashing and then doing S, you need to backdash and cancel your dash into S.
I think it is better to Plink cancel it, like :f::h: :qcf::h:~:s:(you almost press them at the same time l), should work and it seems easier.