Ultimate Dante Combo Thread. Jackpot! Yeah baby!

Ok. Just got out of the lab and I’m quite proud of this actually. Also, I’d like to thank you. Anyway here’s the solution.

Rapid Slash (3 hits) xx Spiral Swords, Backdash Cancel H Stinger xx Round trip, Tag into Dante, Volcano, j.H xx Air Play, j.H into shot loops
The trick is that you can’t let him back dash the whole way. You have to cancel the back dash with the H then do stinger and the rest. On smaller characters I found you need to omit the Stinger. Actually I found it’s more consistent without the stinger all together, but hey, I’ve only tested on strider and skrull so far. I will be back with more info on character specifics when I can. This is quite useful.

Edit: Ok. Tested on more characters and I found it’s better just to walk back a little bit instead of back dashing. It works against wolvie and strider that way. Doesn’t work against RR because he’s a bitch, therefore it probably doesn’t work on Joe either. Oh well, not that many of those characters anyway.

Another thing is that it doesn’t work in the corner. Like if you rapid slash into the corner with your back to the wall and you can’t walk back or back dash then just do a regular RS combo.

Heya peoples, day3 Dante in the lab, looking at him for the assist (bandwagon! :D), so I’m more than a bit scrubby with him. Figuring out bold cancels and whatnot.

So, right now, what I have are the intermediate combos on the OP. I know shot loops are stronger, but that’ll come with time. My question is, I am playing Strange second with Dante anchor. Off a spell of vishanti into devil trigger, I can get mixups on block or a combo on hit, but the combo scales a decent amount, I’m trying to find ways to make it stronger.

Midscreen I’m still figuring everything out, but in the corner, I have this so far (sorry I don’t have the move names, lot of remembering): Vishanti, Devil Trigger, teleport j.S, dfH wallbounce bold move QCF+LL, j.HHHH + bolts, QCF+LL, DP+MM, bounce, fH bold cancel QCB+H shotguns into Hyper, does about 710k. Off a corner throw, the damage becomes 712k, which is kinda cool.

Yet, if I add to the combo, and do Vishanti, Devil Trigger, teleport j.S, dfH Prop shredder QCF+LL s.S j.S, wallbounce bold move QCF+LL, j.HHHH + bolts, QCF+LL, DP+MM, bounce, fH bold cancel QCB+H shotguns into Hyper, it suddenly does 657k off a raw hit, and off a throw there’s not enough hitstun on the second bolt to extend like I’m normally used to.

3 meters and doesn’t build anything in the process (Devil Trigger’s on the whole time). Yeesh.

Any way I can rearrange these chunks of combo to make things a bit more damaging/optimal/whatever? Lend me your wisdom on this, because I’m still a Dante newb and don’t know where to go from here.

Here’s the combo…

Eh ill just post this here or whatever:

Hsien-Ko/Dante

Anyone have any ideas for Spell of Vishanti to Devil Trigger DHC followups? Just been doing Volcanoe, Stinger, VOlcanoe, Dollars.

That would probably be the most damaging follow up, depends if you want meter and what not

He’s in Devil trigger, he can’t get meter.

I think he means that if he didn’t want to spend meter, he could instead do Vishanti Devil Trigger Teleport QCF+H (in corner), QCF+LL DP+M j.S, flight, lightning a lot.

…Or something.

I’m also working on Strange/Dante (and Dante in general, so much crazy timing!) as of a week ago, and depending on the hitstun you can get close to his full j.S/hammer bnb, or extend with bolts partway through. New Dante, though, so if that was obvious, sorry, my bad.

Oh. Also just found some tech on Vishanti/Trigger yesterday.


Check out 4:28 (and the next three combos are different conversions into the same DHC setup). I can’t seem to do the tag timing right, though.

Also also, if you are in the corner, Vishanti/Devil Trigger into skydance allows for some hard tags. I know for a fact Taskmaster or Frank are good tag targets, and there’s probably more, maybe check out Spencer, that sounds very very damaging.

Hope any of that was helpful.

I might be wrong, but doesn’t his lightning in install mode do the amazing 5% minimum damage scaling? At that point you are pretty much just giving the opponent meter if you aren’t building…

It does? Shows what I know.

How many hits is the vishanti? Dante does such poor damage late in a combo that its almost entirely just for building meter. If you can’t get to his super (which probably is still sitting at 20-30% minimum scaling), or you can’t get him in xfactor (where he does great late combo damage) it probably isn’t worth it to go to him at all.

When you do multi hit hyper, it counts as one hit for combo purposes.
SoV into DT into tp j.S will do full damage i believe. But you don’t want to do it in the end of a combo as it will really won’t do much.
You can check it here:
http://www.youtube.com/watch?v=y6c-9E_5md8

The throw conversion to FoF was presented first by mazio btw, but I feel it a bit too hard to pull in a match.
Still nice video to organize stuff.

Actually I watched the video, it looked like that wasn’t the case, though I might be wrong. The combo before 7:07 did something like 20% damage, built no meter and gave the opponent a full meter!(after that he used the million dollars super which did normal respectable damage).

Hey, working on Dante combos, and trying to figure out how to extend with Taskmaster’s up arrow assist. It’s odd, to say the least.

I got a corner combo, goes like this: cr.LMH fH BC DP+M j.H QCF+M j.H st.H+call Tasky S sj.H QCF+LL otg gunshot into wallbounce QCF+LL, j.HHHHH…+Bolts assist, QCF+LL, DP+MM, fH QCB+H Fireworks into super.

From a j.H st.H confirm it hits around 806k, and I’m fine with that, but for midscreen extensions with bolts/arrows, I’ve got no clue. Anyone have ideas on how I could alter some of those assist extensions to work midscreen?

I don’t understand the timing on the shot loops after the first S clay pidgeon. I pause after the initial S then mash H, everything works fine. But then, whether I pause or not, after the gun shots anytime I press S I get prop shredder. What am I missing?

They have to be pretty high in the air before the S. If they’re too low you don’t have enough time to let the “timer” run out for Prop Shredder. Are you trying to do a shot loop off of a raw S or something?

It’s an S but it’s after a qcf l. I.e. typical Dante bnb starter into m m h qcf l, land S, gun shots. After the gun shots I get prop shredder no matter how I time pressing S.

Dashing back before launcher should help.

You aren’t doing the S early enough after the Killer Bee then. Try st.H st.S.

What’s the best combo for after a hammer/S/strider assist.
Besides shot loops