The bulk of Dante combos can be broken down into sections: the initial start of the combo that should do the bulk of your damage and end with an OTG, and separate sections afterwards that start with an OTG and puts them back on the ground, and the final section that goes from OTG to super. Most of those middle pieces can be done in different orders, and are where you’d put what’s been called ‘Assist Extenders’ by rogueyoshi and the like.
What I’d like for this thread to have a compendium of what those assist extenders combos are for different assists, and any notes so a user playing Dante can quickly look up to see what they use with the team they’ve chosen.
Please, post up the assist extender sections of your combos if they aren’t already listed, and I’ll add them to the list. Please also note any details that be needed; Opponent in corner, Dante in corner, affected by hitstun deterioration (HSD), uses wallbounce/groundbounce, fails on small characters, whatever.
Notes for creating your own: df+HH or df+HHH are affected by HSD more so than the other options you have; where possible, don’t use it. Volcano is the most common starter for these sections because of jump canceling allowing you to move sooner that other options, but the assist has to hit pretty fast and be able to connect with an opponent at about normal jump height. Crystal will keep them at about standing height for a long period of time at a very low altitude, but the assist would have to be a lot of hits to give you the time to get in range for a j.S or Hammer to finish the section. Million Carats gives the assist a good amount of time to hit, but put the opponent in an ackward place, about normal jump height right next to Dante; it also causes the most damage and gives the most meter, so when possible, use it. Twister is all but useless, causes a lot of hits, but sends them straight up to a very high altitude with almost no recovery. Heavy rain (air mash H) hits the opponent OTG for as long as you like, but following up is very difficult to control. For finishing up the section, hammer is far better than j.S; hammer’s damage will always be greater after the first hit of a combo because its less affected by damage scaling, and Dante will recover faster giving more time to move into position if needed or longer to use the next OTG attack like million carats. The most common strategy is to use an OTG move holds the opponent until the assist hits, and use the time the assist is hitting to move into position and start the j.S or hammer to finish the combo. There is also the Ryan Hunter method of using the assist to hit during the gaps of prop shredder when opponents would normally recover after a long combo; the last hit always causes a lengthy launch stun that is easily followed up with a hammer.
Tron - Gustaff Flame: call assist, volcano, jump cancel (assist hits) j.S/Hammer
Sentinal - Charge [requires opponent in corner]: call assist, million carats, (drones hit), million carats, j.S/Hammer
Wesker - Samurai Edge: call assist, j.S/Hammer
Wesker - Ghost Butterfly[requires opponent in corner, uses wallbounce, affect by HSD]: call assist, d/f+HH (assist hits) j.S/Hammer
Zero - Shippuga: call assist, volcano, jump cancel (assist hits) j.S/Hammer
Zero - Ryuenjin: call assist, volcano, jump cancel (assist hits) j.S/Hammer
Doom - Plasma Beam [requires corner, affected by HSD]: call assist, df+HH (assist hits) j.S/Hammer
Doom - Hidden Missles [requires ground bounce]: call assist, volcano, beehive, volcano (assist hits), j.S/Hammer
Doom - Molecular Shield: call assist, volcano, jump cancel (assist hits) j.S/Hammer (delay a bit to hit after all of the rocks)
Dormammu - Dark Hole[switches side if air trick]: assist + d/f+HHH, Prop Shredder, [air trick or super jump], Hammer
Ameratasu - Cold Star: call assist, crystal, dash forward, j.S/Hammer
Opinions always welcomed.