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:
- 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.
- 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.
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
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.
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
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.