Hey fellow Dante players- what are your best xf3 combos off air throw? I kind of just wing it (land, srk.LL, dash forward and launch, random stuff -_-). What's most optimized damage-wise and time usage-wise?
Here's an old video I made that shows the two general best methods for XF3 Dante Combos, one for time at the cost of meter, and one for meter at the cost of time:
https://www.youtube.com/watch?v=skpyi1wJv2o
The +meter option can be adapted very easily from most throws, and starts how you generally start them, etc. The +time options are a little trickier from throws, but I would recommend something along the lines of,
Air Throw -> Volcano -> jH xx Airplay, jS, Million Carats xx DT, jump, Lightning, Killer Bee, sS, jH xx Lightning x 3\
It should work, possibly with minor alterations. A couple things to consider, though:
1.) In my honest opinion, you should almost always go for +Meter variants. Excess meter is what allows Dante to make comebacks. Devil Trigger keeps him alive against zoning, provides free mixups after blockstrings, and wins time-out fights. Level-3 Hypers guarantee kills AND give you EXTREMELY-Important mixups on incoming after said kill. A Devil Trigger into Lightning kill is going to cost you 1 bar, and a +Meter Variant combo is going to build you ~1.5 to 2. That's a 2.5 to 3 bar difference.
2.) Be very wary of starting a combo that depends on XF3 to work, if you don't have enough XF time to get the job done, so to speak. Lightning combos don't do anything after XF runs out, and don't end well; corner Tempest Loops transition easily into Beehive -> Wallbounce etc, and the tried and true "jS -> Carats -> Volcano -> Beehive -> jS" loops also transition smoothly into Non-XF combo enders, etc. Something to just keep in mind when choosing your combo after or during a confirm.
Prozac, why do you use Hulk's j.H so much in the neutral?
What do you mean? If that's a question inspired from the reddit tournament set, that wasn't a particularly good set; thus all the drops and various issues, etc.
My general Hulk neutral game consists of bullying pressure with (dash cancel)Gamma Charge and Drones(which often tags assists and catches backdashes, projectiles they thought were safe, etc), air throws, Gamma Wave distance pressure, and the occasional fuzzy and the occasional command grab.
jH in general is a good tool for him, here and there; an air throw option select, it recovers quickly(generally in time to tech any attempts to jump up and throw him on reaction), it allows for options on the way down such as jL or empty land ground throw, etc. It's also his best air to air normal, confirmable on reaction into jS, etc. A strong option when trying to predict attempts to escape the corner, though sometimes I just call Jam Session to function as that barrier.
Sometimes I make reads based on the player, and predict if they're going to jump out of a setup or not; sometimes that read is correct and they get thrown an inch off the ground on the way up, sometimes it isn't and the comparatively safe jH, often covered by an assist, comes out instead, etc. Depending on the playerand character matchup, what works well for Hulk is going to change, of course. You have to know what kind of player you're dealing with; if the fear of god is in them and they're trying to clam up and you should go for throws, or if they're trying to outpoke him and you should go for safer pressure.