My only problem with using Dante is that I can’t even bold cancel into a teleport consistently. During Training Room, it took me like more than 20 tries to do it after OTG > Wallbounce because it really feels like I’m mashing which makes my fingers get tired. Plus, I don’t like using Dante, Vergil, and Doom because of the way these characters are being played such as Dante’s J.S canceled into hammer(GET BACK) that is so difficult to punish, or Yolo Footdive and Yolo Helm Breaker.
[details=Spoiler]After messing around with Dante, the Bold Cancel Teleport wasn’t that hard, but it is still difficult to for me to do it consistenly during combos. His cr.M reaches the farthest, but if you chain into st.H it will whiff at the max range. His Air H has the farthest reach that you don’t need to be in point-blank range to boxdash. I learned that he can plink his air dash into air H, so your input should look this below. I hope this makes your Dante better.
L
M-H
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I’ve only decided to put RR on my team just because while I was watching one of Zacka’s match on TRB, I heard that one of commentators stated that the Log Trap assist is really hard to deal with. Before I decided to use that team, I going to use a point RR team to help me learn the character at a basic level until I become confident enough that I can use him in my team.
I like using Shuma anchor because he has scary mix-up up close, backdash with an invincibility, Cr.H(anti-air and jump cancelable) and an unblockable LvL3. The only problem with using Shuma anchor is that I often have a hard time getting in, and I always get pushblock if I became too predictable with my offense.
The great thing about Mystic Ray is that some characters are forced to unfly to not get hit, which allows me to go for an airgrab, or make them guess by dashing under when they fall down if they already use airdash. Plus it’s a free chip damage for me from full screen. The problem with that assist is that it is sometimes hard to convert that random hit into a combo (super jump height). It is easier to get a combo after Charging Star when your opponent is in the corner.
The next step for me getting better with Shuma is that I need to learn the midscreen version of LvL 3 Xfactor combo, and his options on incoming (both corner and midscreen)
I think Hawkeye’s scatter scot is an good assist for Cap. Drawing would be easier for me to explain than to write, but the first part is that it acts like a Jam Session except that it only hits opponent from above on super jump height. When it hits, it causes soft knockdown. The second part is that it rains down(which also causes soft knockdown) where they can’t dash or they will get hit by the arrows which allows me to throw out shield slash. The best part is that even when hawkeye gets sniped, the arrows don’t disappear.
– I’m liking my new team concept which is Cap(undecided)/RR(log trap)/Strange(bolts), I don’t if bolts helps out RR.
P.S: Yeah, Magneto has a better plinkdash than Cap, he effortlessly can get in full screen using only two dash and be in the range where cr.M connects