UMVC3/Dante/Combos: Difference between revisions

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{{UMVC3_Notation}}
{{UMVC3_Notation}}


== Combos ==
== Character Specific Notation ==


=== Solo Combos ===


<code><nowiki>5M > 5H > 6H xx X+S~623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5S > H > S sjc. j.236L~L, land, 3HHH > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, short dash, 623M > M, 623M > M xx 236XX (703,000 for 1 bar, build ~1.3 bars of meter)</nowiki></code> <br>
; {{ComboText|{{clr|L|236~L}} / {{clr|M|623~M}} / etc}}
: This means to cancel the special move into its followup before the first special becomes active. Most commonly used for Hammer or Beehive. If the first input is included that means to let the previous move become active and hit first before cancelling (ex: {{clr|M|623M~M}} Volcano > Beehive)


[https://youtu.be/fO-6SrEkGBs?t=470 Video Timestamp] Standard BnB off a grounded confirm. <br>


<code><nowiki>5M > 5H > 6H xx X+S~623M jc. (backjump) j.5H xx j.236M, j.5H, land, 5S > H > S sjc. 2369L~L (Tiger Knee Acid Rain), sjc. j.5S, land, 3HHH > 6H xx X+S, j.5S, land, 623M > M, 6H xx X+S~623M > M xx 236XX (702,000 for 1 bar, builds ~1.5 bars of meter)</nowiki></code> <br>


Modifying the basic midscreen BnB for use in the corner. When close to the corner, keep the following things in mind:
== Beginner Combos ==
* During the Jump Cancel Volcano near the beginning, either neutral jump or jump backwards. Jumping forwards in the corner will cause Dante to be too close to the opponent, and he will not be able to link after Air Play.
** If you do jump forwards by accident, cancel j.5H into Killer Bee (j.236L) instead. This wastes Ground Bounce, but is better than dropping the combo.
*Instead of superjumping immediately after Prop Shredder, you can Tiger Knee cancel into Acid Rain, which will hit on the way up and on the way down, for extra damage. It is actually possible to Acid Rain twice in a row here, linking into itself before jumping up to continue the combo, but harder to do.
*Midscreen, Dante basically always wants to knock opponents down with Hammer, to avoid knocking the opponent too far away. In the corner, it doesn't matter, so you can use j.5S instead. They do identical damage.
*Instead of simply doing Volcano > Beehive and linking into itself at the end of the combo, you can use Stinger Bold Canceled into Volcano as long as you are in the corner, for a bit of extra damage.


<code><nowiki>j.236L~L, land, 623M jc. j.5M > j.5H xx j.236L, land, short backdash, 5S > H > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, 623M > M xx 236XX (703,000 for 1 bar, builds ~0.75 bars of meter)</nowiki></code>


[https://youtu.be/fO-6SrEkGBs?t=1026 Video Timestamp] Basic confirm off the Hard Knockdown caused by raw Hammer or raw j.5S. As with the standard combo, keep in mind you do not need to Bold Cancel Teleport if close to the corner, just Bold Jumping is good enough. <br>
Two important facts to know when beginning to learn Dante are:
# '''Learning to Bold Cancel is not optional''', Dante's combos simply will not work in real world scenarios consistently until you learn to do {{clr|H|6H}} > X+{{clr|S|S}} > {{clr|M|623M}}. It's difficult at first but will get easier with practice.
# Dante has many, many routing options and the combos presented here only represent a few selected by the editors. Likely they are not perfectly optimal or even the easiest routing. It's important that once you start getting more comfortable you look around at other combo guides and players to find the right mix of damage, difficulty, and utility to suit your needs.


<code><nowiki>j.236L~L, land, 3HH > S sjc. j.236L~L, land, short dash, 623M > M, short backdash, 5S > H > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, short dash, 623M > M, xx 236XX (549,000 for 1 bar, builds ~0.95 bars of meter)</nowiki></code> <br>
[https://youtu.be/fO-6SrEkGBs?t=1132 Video Timestamp]. Alternate Hard Knockdown confirm. Less damage but more meter build. <br>
<code><nowiki>5M > 5H > 6H xx X+S~623M jc. j.5M > j.5H xx j.236M, j.5H xx j.236L, land, 5S sjc. j.5M > j.5H xx j.236H, land, 623M~M, short backdash, 5S > H > 6H xx X+S, j.236H, land, 623M~M, 6H xx X+S~214H > H xx 236XX (~730,000 for 1 bar, builds ~1.75 bars of meter)</nowiki></code> <br>
[https://youtu.be/fO-6SrEkGBs?t=600 Video Timestamp]. Corner only. Sky Dance combo using its unique ability to reset Ground Bounce multiple times per combo.
[https://youtu.be/q_H8hZoOpzs Airthrow Conversions] <br>
==== Clay Pidgeon Loops ====
If Dante presses H after using his 5S launcher, he will cancel into Clay Pigeon, an attack where he fires bullets at the launched opponent, juggling them. Normally, if he presses S again during Clay Pidgeon, he will then cancel into Prop Shredder. However, if Dante delays his second S input until Clay Pidgeon is completed, he can use his normal 5S instead. There is a tight timing window where Dante can catch the opponent with a delayed 5S before they fall to the ground, then cancel into Clay Pidgeon again, creating a loop. This is a more advanced Dante combo route, but offers better damage and very good meter build. There are two types of Clay Pidgeon reps - "Max Shot" reps, where you mash H on Clay Pidgeon to get the full eight shots and juggle the opponent higher, and "Min Shot" reps, where you only press H a single time, firing only two shots to minimize scaling and Hitstun Deterioration.
When performing Clay Pidgeon Loops, hold forward on the stick. Dante will use the slight gap between Clay Pidgeon and 5S to step forward, preventing him from being pushed out of range.
<code><nowiki>5M > 5H > 6H xx X+S~623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5S > H(Mash H), 5S > H (Mash H), 5S > H (Mash H) > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, short dash, 623M > M, 623M > M xx 236XX (~750,000 for 1 bar, builds ~1.8 bars of meter)</nowiki></code> <br>
[https://youtu.be/fO-6SrEkGBs?t=762 Video Timestamp] <br>
<code><nowiki>j.236L~L, land, 623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5H > 5S > H (hold forward), 5S > H, 5S > H, 5S > H (Mash H), 5S > H (Mash H), > 6H xx 2X+S~2S (Bold Cancel Teleport), j.5S, land, short dash, 623M > M, 623M > M xx 236XX (780,000 for 1 bar, builds ~1.8 bars of meter)</nowiki></code> <br>
[https://youtu.be/avO41laZo5U Video Timestamp] <br>
<code><nowiki>j.236L~L, land, 623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5H > 5S > H (hold forward), 5S > H, 5S > H, 5S > H (Mash H), 5S > H (Mash H), > 6H xx X+S~236H~H (Bold Cancel Grapple), 5S > H (Mash H), 214L xx 236XX (742,000 for 1 bar, builds ~1.8 bars of meter)</nowiki></code> <br>
[https://youtu.be/avO41laZo5U?t=48 Video Timestamp] Basically identical to the above combo, but with an alternate ender. <br>
=== X-Factor Combos ===
==== Any X-Factor ====
<code><nowiki>(Anything xx) 236XX > X-Factor Activation (second-to-last hit), 22S, j.236L~L, land, 623M > M (, 623M > M) xx 236XX </nowiki></code>
Basic way to secure a kill off any combo ending in Million Dollars. Also useful for getting a kill after sniping an assist with raw Million Dollars.
==== X-factor Level 3 ====
<code><nowiki>2L > 5M > 5H > 6H xx X+S~623M jc. j.5H xx j.236M, j.5S, land, 623M jc. j.5H xx j.236M, j.5S, land, short dash, 236M~M, 623M > M, jump, j.5S, etc. </nowiki></code> <br>
https://youtu.be/bdZthGEfFZA?t=15 Video Timestamp]. Anchor X-Factor combo designed for quick meterless kills. A lot of lower health characters will already be dead by the 236M~M Million Carats, but you can continue the combo for character with higher health if needed. <br>
<code><nowiki>2L > 5M > 5H > 6H xx X+S~623M jc. j.5H xx j.236M, airdash, j.5H, land, 5M > 5H > 3HH > S sjc. 2369M~M, 236M~M, 236M~M, 623M > M, etc. </nowiki></code>
[https://youtu.be/bdZthGEfFZA?t=50 Video Timestamp.] Alternate X-Factor route vs. big body characters. Looks cool. <br>
=== Sample Team Combos ===
[https://youtu.be/BJfVhKEfqFo Zero May Cry (Zero/Dante/Vergil) Team Combos] <br>
[https://youtu.be/gqppbQp1zTs Dante/Wesker/Chris] <br>
[https://youtu.be/cBEJVrSm3zA Dante/Doom/Strider] <br>
[https://youtu.be/LmsLeYzWnbQ Dante/VJoe/Phoenix Wright] <br>
[https://youtu.be/sidEt3tiyZo Dante/Dorm/Strange] <br>
[https://youtu.be/bDrBBZb13Zs Nova/Taskmaster/Dante] <br>
[https://youtu.be/cYj_K1dlE5k Dante/Magneto/Vergil] <br>
=== TAC Infinites ===
[https://youtu.be/lDZrWmRkMdU Corner all directions] <br>
==Beginner Combos==
<br>
<br>
{{BeginnerComboDef}}
{{BeginnerComboDef}}


{{TheoryBox
{{TheoryBox
| Title      = Dante Basic Solo Combo
| Title      = Beginner Combo
| Oneliner  =  
| Oneliner  = You're going to need to learn to bold cancel soon
| Difficulty = {{clr|1|Easy}}
| Difficulty = {{clr|1|Easy}}
| Damage    = ~580,300 (with 1 bar)
| Damage    =  
| Meter      = 1 bar (costs 1)
| Meter      =  
| Anchor    = DanteBeginnerBnB
| Youtube    =  
| Youtube    = ???
| Recipe    = {{clr|L|2L}} > {{clr|M|2M}} > {{clr|H|2H(1)}} > {{clr|S|5S}} sjc. {{clr|M|j.M}}{{clr|H|H}} > {{clr|L|j.236L}}, {{clr|H|5H}} > {{clr|S|5S}}~{{clr|H|H(2)}}~Delay {{clr|S|S}} sjc. Delay {{clr|L|236~L}}, {{clr|M|623M~M}} > 236XX
| Recipe    = {{clr|1|5L}} {{clr|2|5M}} {{clr|3|5H}} {{clr|4|5S}} sjc. {{Clr|2|j.M}} {{Clr|2|j.M}} {{Clr|3|j.H}} > {{Clr|1|j.236L}}, land, {{clr|4|5S}} sjc. {{Clr|2|j.M}} {{Clr|2|j.M}} {{Clr|3|j.H}} > {{Clr|3|j.236H}}, land, 236XX (mash)
| content    =  
| content    =  
Extremely basic combo, with solid corner carry and damage without getting to complicated with bold cancels.  
This is not a combo you want to be relying on in serious matches. Dante simply has no way to consistently convert grounded hits into {{clr|S|5S}}, often the opponent is pushed out of range. However, this combo will teach how to use Prop Shredder for harder combos.
}}




==Core Combos==
The {{ComboText|{{clr|H|5H}} > {{clr|S|5S}}~{{clr|H|H(2)}}~Delay {{clr|S|S}} sjc. Delay {{clr|L|236~L}}}} sequence is tricky at first and requires lots of manual delays and small adjustments. First, you can sometimes shoot more than once (two hits) for more damage/meter but in this combo that will likely cause it to drop. Next you need to delay the Prop Shredder a decent amount to let the opponent fall into it. If it hits just their feet they will often drop out on the last hit, which might look like you exceeded hitstun decay. If you delay it too much they may hit the ground and tech or you might get a {{clr|S|5S}} which you don't want until much harder routes. Lastly, after you jump cancel you will want to delay the Hammer a bit to allow Dante to get closer to the opponent in height, too little delay and you'll whiff below them. Wait too long and they will tech out of the combo. A proper delay on the previous Prop Shredder can make this easier and a minimum delay will make it harder.
<br>
}}
{{CoreComboDef}}


{{TheoryBox
{{TheoryBox
| Title      = Dante Solo Combo 1
| Title      = Beginner Helm Splitter / Hammer Combo
| Oneliner  =  
| Oneliner  = Make them fear the ground beneath you
| Difficulty = {{clr|2|Medium}}
| Difficulty = {{clr|1|Easy}}
| Damage    = ~672,800 (with 1 bar)
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =
| Youtube    =  
| Youtube    = ???
| Recipe    = {{clr|S|j.S}} / {{clr|L|236~L}}, {{clr|M|623M}} > {{clr|M|j.M}}{{clr|H|H}} > {{clr|L|j.236L}}, {{clr|M|623M~M}} > 236XX
| Timestamp  =  
| Recipe    = {{clr|2|5M}} {{clr|3|5H}} {{clr|3|6H}} {{clr|4|X+S~}}{{clr|2|623M}} {{clr|2|j.M}} {{clr|3|j.H}} > {{Clr|1|j.236L}}, land, {{clr|3|5H}} {{clr|4|5S}} {{clr|2|j.M}} {{clr|2|j.M}} {{clr|3|j.H}} {{clr|3|j.236H}}, {{Clr|1|214L~}}{{clr|3|H}} > 236XX (mash)
| content    =  
| content    =  
Text
A very basic conversion from a stray Helm Splitter or Hammer hit. While {{clr|H|3HH}} is also an option it is generally best avoided as generally it leads to lower damage routes. This route will teach the basics of jump cancelling Volcano ({{clr|M|623M}}) into an air series which will be useful.
}}
}}
== Core Combos ==
<br>
{{CoreComboDef}}
== Video Guides ==
A collection of various combo guides on youtube, some are better or worse but most have different routing ideas and options. Worth a look if you are struggling with some of the combos on this page or want new ideas or inspiration.
<br>
{{#ev:youtube|fO-6SrEkGBs|400||Hit Box Arcade - Dante Combos}}
{{#ev:youtube|8L_ivGEIhXY|400||DanteOnWifi - Beginner to Advanced Combo Compilation}}
{{#ev:youtube|0TtpcjPHiC0|400||GiveTHawkAGun - Updated Dante Trials for the Homies}}
{{#ev:youtube|6YlZocnCH9M|400||OneHeroes - Dante Solo Combos}}
{{#ev:youtube|bdZthGEfFZA|400||Amongst Shadows - Lvl 3 X-Factor Combos}}

Latest revision as of 23:49, 25 December 2024


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Character Specific Notation

236~L / 623~M / etc
This means to cancel the special move into its followup before the first special becomes active. Most commonly used for Hammer or Beehive. If the first input is included that means to let the previous move become active and hit first before cancelling (ex: 623M~M Volcano > Beehive)


Beginner Combos

Two important facts to know when beginning to learn Dante are:

  1. Learning to Bold Cancel is not optional, Dante's combos simply will not work in real world scenarios consistently until you learn to do 6H > X+S > 623M. It's difficult at first but will get easier with practice.
  2. Dante has many, many routing options and the combos presented here only represent a few selected by the editors. Likely they are not perfectly optimal or even the easiest routing. It's important that once you start getting more comfortable you look around at other combo guides and players to find the right mix of damage, difficulty, and utility to suit your needs.


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Beginner ComboYou're going to need to learn to bold cancel soon
Easy


2L > 2M > 2H(1) > 5S sjc. j.MH > j.236L, 5H > 5S~H(2)~Delay S sjc. Delay 236~L, 623M~M > 236XX

This is not a combo you want to be relying on in serious matches. Dante simply has no way to consistently convert grounded hits into 5S, often the opponent is pushed out of range. However, this combo will teach how to use Prop Shredder for harder combos.


The 5H > 5S~H(2)~Delay S sjc. Delay 236~L sequence is tricky at first and requires lots of manual delays and small adjustments. First, you can sometimes shoot more than once (two hits) for more damage/meter but in this combo that will likely cause it to drop. Next you need to delay the Prop Shredder a decent amount to let the opponent fall into it. If it hits just their feet they will often drop out on the last hit, which might look like you exceeded hitstun decay. If you delay it too much they may hit the ground and tech or you might get a 5S which you don't want until much harder routes. Lastly, after you jump cancel you will want to delay the Hammer a bit to allow Dante to get closer to the opponent in height, too little delay and you'll whiff below them. Wait too long and they will tech out of the combo. A proper delay on the previous Prop Shredder can make this easier and a minimum delay will make it harder.

Beginner Helm Splitter / Hammer ComboMake them fear the ground beneath you
Easy


j.S / 236~L, 623M > j.MH > j.236L, 623M~M > 236XX

A very basic conversion from a stray Helm Splitter or Hammer hit. While 3HH is also an option it is generally best avoided as generally it leads to lower damage routes. This route will teach the basics of jump cancelling Volcano (623M) into an air series which will be useful.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Video Guides

A collection of various combo guides on youtube, some are better or worse but most have different routing ideas and options. Worth a look if you are struggling with some of the combos on this page or want new ideas or inspiration.


Hit Box Arcade - Dante Combos
DanteOnWifi - Beginner to Advanced Combo Compilation
GiveTHawkAGun - Updated Dante Trials for the Homies
OneHeroes - Dante Solo Combos
Amongst Shadows - Lvl 3 X-Factor Combos