Ultimate Dante Combo Thread. Jackpot! Yeah baby!

Dante/Dormammu backed by a good assist is too good/cheap, It is a little more consistent now after while in the lab, also once you get used to the timing and the height of how high the opponent should be when DHCing Milion Dollars>Stalking Flare you can know at the moment you DHC if you will have time to charge the spells or not so if you don’t have time you can adjust your extension to the basic one.

Some tech about Stalking Flare>Hard Tag into Dante, there are 2 ways that you can Hard Tag into Dante in a practical way:

The first requires TAC UP, when you are in midscreen when you TAC UP to Dormammu use Liberation empty to go to the ground and inmediately cancel into Stalking Flare, then you have plenty of time to Hard Tag to Dante, this is not found by me, it was a dormammu player who has a lot of this Stalking Flare bouncing combos so i figured this could be used to Hard Tag to Dante, the most surprising thing is that it is very easy to do.

The second one requires Doom Missiles, so if your team is Dante/Dorm/Doom you can use this, Dormammu Combo that ends in the corner>S+Assist>sj.MMHS> Pillar (L version)>Stalking Flare>Hard Tag Dante>Teleport>j.S, the ‘‘Dormammu Combo’’ is different if you are in midscreen or in the corner , so you only need to adjust it according to it like LMH>Dark Matter >Teleport M>j.S>M>S+Assist for midscreen and in the corner you don’t need the teleport(duh), this combo is just to explain the Hard Tag so it requires very little execution.

this is more strict than the other one, you need to cancel to Stalking Flare as soon as you input the command to Pillar (L version), this will make the opponent in a bouncing state, hold hard tag after Stalking Flare and as soon as you recover teleport and go for a j.S, i don’t recommend of doing this because a lot of the time specially with this team you can build spells without problem in a combo so you should be able to do 1D2C and then hard tag, it is more easy,more damage, and more meter, the only real reason for doing this is that you want to save your spells in case you fave full hands or whatever.

I don’t want to get hype thinking that I’ve stumbled on some technology only to hear that it’s been done before, but does everyone here know that it’s possible to Bold Cancel/Bold Move into a THC?

I found it like a month ago, the problem is that i haven’t found anything interesting to do with that.

Gotcha. What about JC’d Bold Moves from :s: & Volcano?

Personally I think that BCing into Flight mode in DT is far more interesting =P

You mean like j.S>BC>JC Reverb Shock? never tried that, i knew it can be bold canceled but never thought of doing that, it could work to bait your opponent that he can punish you or something, and the volcano i found it in a video that as long as you hit your opponent with a move like acid rain even if the volcano doesn’t make direct contact with the opponent you can JC it, but again i have not found any practical uses for that aside from Multilock then a quick mixup that ends in stinger BC Volcano, even if they pushblock i am still safe thanks to that, but aside from that nothing great.

What’s the use of BCing into THC, aren’t all normals THC cancelable in the first place? And why do you want to BC volcano/stS if they are jump cancelable in the first place. (also isn’t the window for BCing stS really small iirc?)

Yeah the window is very small, and a lot of the times you are better canceling into Hammer or Air Play, it is a shame that there are no good uses for that.

I love doing this.

Well, I don’t think you’d ever want to do something so convoluted for a result you’d get with a simple tiger knee’d motion. I was just exploring the uses of that as a maneuver.

Stinger is uncancellable by anything but XFC and Bold Move. Bold Move resets you to a “standing” neutral state for a short window before they leave the ground, hence allowing the THC gimmick to work from Stinger and Volcano with the only prerequisite on the latter being that you JC the Bold Move input.

I’m not saying this has any real significant uses, but I was thinking that there might be something worth exploring between current understanding of Bold Move and the game’s registry of jump states and standing states.

Question for Dante/Magneto players.

When you DHC from Million Dollars into Magnetic Tempest on the corner. How do you get max damage?
I always get the impression that the damage is random, I can’t ever get 200k consistently from that DHC.

idk I just DHC as soon as Dante’s final shot hits and it seems to put them at the perfect height to get hit by most of the rocks. A hyper like tempest can almost never be consistent in damage because of its nature anyway.

Tempest is actually fairly consistent from a hypergrav and you can always get near max damage. Off a DHC you probably won’t get anywhere near 200k though. I didn’t calculate the damage myself but it’s manageable I suppose.

That’s why I said almost. Outside of that situation and a few others it varies.

I am sure this is old but can some one link me to the page that shows his TAC combos?

i believe momo has made a video of dante tac’s, and will be uploading it in the near future

hey everybody real quick (noob) question. Im trying to find an explanation of how to teleport after the cold shower > prop shredder but im not having any luck. can somebody please explain this to me? thanks in advanced :slight_smile:

:d::d:, :u:+:s: when Prop Shredder ends.

Anyone know how Yipes is getting Dash -> S after doing Air Play in the typical BnB? Whiffs for me everytime.

It helps if you do it closer to the ground.

I think what he means is delay the j.H after air play as long as possible.