Ultimate Dante Combo Thread. Jackpot! Yeah baby!

What about jMHxxQCF+M (dash) jMxxQCF+H? The dash should cross up. Can’t test, but an idea.

What are the thoughts for converting the meter into damage as efficiently as possible after the infinte with Dante? Personally, I don’t want to spend 2 minutes infiniting every time I want to kill someone. Are there many options available at absolute max HSD for combo extensions between DT or other options?

Go to Devil Trigger and do something. Possibly lightning loops.

With my team specifically I never go for One Shot loops because the damage to meter ratio is not worth it. The combo structure is just doing as many hard hits in the beginning of the combo and then going into max shot loops of which you will get three loops every time. If I do the combo correctly I will always build two bars and kill 1 mil characters off of a DHC, and even more from a disruptor confirm. In the corner from a normal Dante combo you can get two reps of max shot loops also.

Who’s your 3rd, Gomu? Also, what combo do you use off EMD confirms? I’m still super unoptimized off that starter.

Dormammu.

Just the basic confirm, the main goal is just to stay away from prop shredder in the beginning of the combo so you don’t scale your damage immediately. From Disruptor teleport: j.h, MHS, j.MH Killer Bee, HS Max shot loops x3

Are there any combo routes from common confirms that let you TAC in the corner when the HSD is relatively high?
The only thing I’ve found was after telephoto hammer, million carats devil trigger, dash under S, jump H into thunderbolt TAC since thunderbolt has fixed hit stun. Almost every route with corner carry seems to put TAC out of reach I tried to find a way to use rapid slash to get prop shredder to connect, but no dice.

The only other way I know of is weird assist specific stuff that lets you use Acid rain to fill the gap between your sj. button and the TAC. (Pretty timing/spacing/character specific.)

With DP assists with a lot of HSD (Viper/Morrigan) you can use those to get the time you need to get to sj height and thunderbolt (corner HDK > volcano xx beehive > DT > call morrigan, s.S sj. thunderbolt > TAC.)

In general, I don’t think there’s a great way. If you want to TAC out of dante, you need to decide that at the confirm and go from there.

Yeah I tried late prop shredder into acid rain > S > j.L TAC and it doesn’t work unfortunately. It’s a shame.

The non-DT one I know of for acid rain is HKD > otg xx stinger xx BC+X23’s DP xx Acid rain x 2, s.S sj. iad H x(2nd down portion of acid rain hits)x TAC. The problem is that the first acid rain has to time almost perfectly after the assist finishes or they’ll flip out at high HSD and the acid rain calls have to be timed correctly and not juggle the opponent strangely.

Merk what style of dante are you playing?

Umm…the good one? I try to have a fluid mix of zoning and pressure based around EMD with Stinger/s.M/weasel, X23’s DP with s.M as an anti-air and close range mixup tool. I try to convert most touches into Mags infinites using his corner carry combos that still lets you TAC into double dirt naps with X23. Against super heavy rushdown, I’ll set up shop as best as I can but always be on the lookout for a chance to bait the alpha counter with X23 (also has the option there to XF1 to do 900k meterless and build ~1.6 bars so I can dirt nap on incoming, too.) In reality, I’m sure I stinger+EMD too much, but I do my best to not abuse it too much.

I usually leave X23 in 3rd position and look for chances to either alpha counter or DHC/XF when I’m given a chance to set up dirt naps and get momentum. My XF/DT anchor dante is getting better, still working on solo pressure, though. I want to get where I can do the XF1 10-shot loops reliably so I burn down problem point characters without sacrificing dirt naps/meter gain.

I’ve been playing point mags a bit more since the Dante infinite came out just to have more practice and get used to THC and shockwave xx DT options for countering assists and other pressure.

Here’s some match play of my team from earlier this month.

How long have you been playing this team?

If your up for criticism:
I think your movement needs some work. Your plinking comparing it to mine had me mad. Maybe it was the monitor or video but I know mags and dante move faster than what you were doing. I saw situations where you could have emposed your will on your oppenent by but didnt take advantage due to spacing. The again I have to remember your gameplan is different. You need meter for the mid to late game I don’t necessarily need meter until I have a hard matchup or to kill.

You have got to use more of Dantes tools in that hulk match up. Hysteric and Crystal especially. I was looking at you when you had space and was thinking yeah he is about to lame hulk out and you either stopped after using crystal or air play or you went on the offensive. You definitely could have built some good bar safely and made hulks life miserable.

What combo were you aiming for with Dante? I know you need meter for your team and I know you left AT LEAST 1/2 a bar or more of meter gain while still being in an optimal position to reset. When you corner carry if you have used your gb you should be doing his rapid legs xx stinger bc call x-23xx sky dance for gb into whatever you like after that. Personally in that matchup the best thing you could do is sky dance into hard knockdown, acid rain while the oponnent recovers and then whatever mixup options you like. Something like reverb shock if you predict the pushblock and go into stinger port mixup with mags. Also if you are in a corner and land a confirm but wanna put them in the corner try typical confirm (s, h for shots, s for (i think its called pop shredder cnt remember when he swirls the sword leaving them in a launched state sj air dash and do s or hammer. Puts them in the corner for you to get the most meter build and best pressure after that.

There are a few other nit picks but those would have you playing too much like me and not like yourself. Personally I just wanted to know how you play because I play more of a balanced style Dante taking what is given and pushing after that. The way you talk I couldnt tell if you were an aggro Dante or Assist Anchor Dante. Is that the actual order for your team?

I would like to play you someday. You stay in Georgia right?

I’ve been working on dante mags specifically for maybe 4 months now, switched from X23’s LowTG to CS for alpha counter options full-time maybe 2 1/2 months back? (Started toying with the idea around the time of FR this year.)

I live in HSV, AL (maybe 30 mins from the TN line). I just pop over to the GA area every once in a while to play against them (some of the best Dante’s in the US a couple hours away is worth it to me.)

Also, always up for criticism and it’s much appreciated. I have spent most of this month focusing on my Mags mobility in the lab and it’s gotten a bit better but I agree that my mobility is pretty lacking in general.

As far as the combo extension, X23’s DP doesn’t have the high hitstun that Morrigan’s and Viper’s does. I don’t think there’s a reliable way to do mid~late combo DP > sky dance extensions. After ChrisG did that troll dante + viper DP + Morrigan DP vid a week or two back I went and tried to replicate it and couldn’t get it to work.

I only recently started focusing on abusing the X23 DP as a neutral assist a week or so before this match, so there were a lot of times where I get the hit and the S conversion (I have a more damaging double jump s.H option I’m trying to work in now) and thought the opponent’s body was falling on the wrong side, so I would do dfHH in the wrong direction and just get dH instead. The HSD is too late after s.M+DPxxteleport j.S to do the volcano followups. Check the spoiler for more recent lab work done on better followups as far as using her for a starter.

My go-to combo when I’m just looking to end a match asap:

grounded confirm into early s.SxxHxxfHxxBC iad whiff H, iad S, sj.MHxxTA L, land, s.S sj.HxxTAC. (meant purely for corner carry while keeping the TAC available without DT or assists.)

Only issue with only going for the double dirt nap everytime is I get less match play and don’t get practice with resets and dante incoming so I’m opting to not go for those while I’m still learning. Most of the time in those vids, I’m just going for the classic dante bnbs and just using the teleport j.SxxKB to get corner so I can DHC Mags if I want to.

Here’s a cross-post from the X23 threads on what I’ve been trying to work on with the teleport + DP starters.

[details=Spoiler]For acid rain mixups, what I’ve been trying to do is:
Acid rain, dash under, s.H + CS xx teleport j.S so you get the crossup opportunity off acid rain, then a second mixup that can still confirm off the acid rain hit.

On shorter combos, you can do:
corner > HKD > OTGxxStingerxxBC+X23xxacid rain, acid rain, s.S sj.S/Hammer.
–The problem is timing it tight enough that they don’t tech at the tip of CS but before the acid rain hits. (This is also a way to TAC without DT later than normal in a combo since you do the acid rain x 2 s.S sj. iad HxxTAC.)

midscreen I’ve been working on a lot of confirms off CS. There’s one that has a lot of potential, but I can’t find a way to confirm:
fH/s.MxxBC+CS iad j.H, land, Million Carats.
–The issue with this one is they’re right over Dante and don’t always fall on the same side depending on timing/character specifics. It’s a really high damage opener but I don’t think it combo into anything without DT.

Alternatively, you can do:
s.M+CSxxBC iad j.M, land, j.Hxxair play, j.H, land, s.S > shot loops and do ~650k.

The mixup to that one is doing:
s.M+CSxxBC iad j.S (non-crossup), OTGxxProp Shredder…
–On medium+ sized characters, you can do Teleport > sky dance > acid rain > volcanoxxgrapple s.S HHHHHxxfHxxTeleport Etc. Doesn’t do a ton of daamge, but builds close to 2 bars.
–On smaller characters you have to do Acid Rain volcano j.S, etc.
–Brainless version is just sj.Hammer into whatever. The hitstun is too high after CS and j.S to do any of the normal volcano pickups. (Haven’t messed around with the wild stomp, link s.M stuff midscreen, though.)

For early combo CS extensions, you can do stuff like:
s.MHfHxxBC+CSxxVolcano j.H airplay…
s.MH+CSxxCrystal, dash s.MH…[/details]

My main team orders are Dante/Mags/X23 and Mags/Dante/X23. I’ll play X23/Mags/Dante on occasion (some wolvie matchups, for example.) In general, I play the team order super fluid. I’m not dead set on any 1 order for the team and Alpha counter/DHC as needed to keep the flow of the match. I’ll usually alpha counter before I’ll DHC (just to save the meter) and fall back with dante as an anchor in those situations (Unless I shockwave xx DT at some point with mags.)

Really!?!?! its been awhile since I messed with 23. I will try it in training mode as soon as I get a chance andsee if I can get it. It should work as long as all the hits connect. I noticed that with any assist anything that pops the oppenent up allows Dante to sky dance reset

Leaving this here; https://www.youtube.com/watch?v=acBa9PGj1hQ

Would anyone offer some insight into the Dante TAC infinite?

I’ve been practicing the corner Down TAc and I am kind of consistent hitting the start through timing. I do TAC, dash, wait H xx Air play, time fall H while holding up + back. It kind of feels like there is a lot leeway on timing the first H and after air play is where you really need to time it right. But if there is a more consistent way to start I’m all eyes.

I’ve also rarely broken 100 hits on it. I’m using the air play charge to adjust the character height. I think this is just gonna be training mode reps to get high numbers.

@FuzzyKips is your go to guy on that.

The easier starter is j.H, airplay, fall, j.L (so don’t land with j.H). I might be worth learning the timing for j.H there in case you accidentally hit the opponent too high off the ground after an up TAC and can’t j.L, though. I do a similar thing with Franks starter (usually j.M, but j.H if I need a different speed or hitbox/timing

Something cool with Dante + X23(CS).

s.MHfH xx BC + X23 xx volcano, small delay, j.ub iad j.H, land, s.H xx volcano, j.h xx killer bee works. (You can also do the revolver link instead of the killer bee.) It regulates the spacing automatically so you don’t have to worry about reverse inputs and the iad link is much more lenient than doing it solo.

You can also do the X23 starter into j.uf iad j.H xx sky dance (reverse hit)

Or X23 starter into j.S dash, dfHH xx prop shredder xx jc. Acid rain > whatever.

Early on in a combo CS has a ton of hitstun (close to the level of prop shredder.) Anyone have any thoughts on optimizing off any of these starters (or know a good way to fit EMD in after that starter?) I’ve been going through Rikir’s Ars Demonica vids trying to adapt his tech into it but don’t have the timing consistent on shot loops yet.