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| A half-demon and son of the Legendary Dark Knight Sparda, Dante works as a demon hunter, taking on jobs at his personal shop to investigate and destroy the forces of Hell. Dante uses "Devil Arms", powerful equipment made from the souls of defeated demons, as his primary weapons. The Dante in this game is based on his appearance and movelist from ''Devil May Cry 3''. | | A half-demon and son of the Legendary Dark Knight Sparda, Dante works as a demon hunter, taking on jobs at his personal shop to investigate and destroy the forces of Hell. Dante uses "Devil Arms", powerful equipment made from the souls of defeated demons, as his primary weapons. The Dante in this game is based on his appearance and movelist from ''Devil May Cry 3''. |
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| '''In UMvC3,''' Dante is a highly technical character sporting the longest list of special moves in the game. This versatility allows him to support a variety of playstyles and fulfill a variety of roles, although he does not particularly excel at any one thing. | | '''In UMvC3,''' Dante is a highly technical character sporting the longest list of special moves in the game. This versatility allows him to support a variety of playstyles and fulfill a variety of roles, although he does not particularly excel at any one thing. His staggering 23 special moves gives him access to the tools he needs to get the party started. |
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| {{ProConTable | | {{ProConTable |
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| *'''Support:''' Provides top-class support to almost any team. His Jam Session assist is one of the best in the entire game, with excellent coverage and lockdown potential. Devil Trigger (214XX) provides characters with a quick, safe DHC option, and Million Dollars is an excellent hyper for both DHCs and THCs. | | *'''Support:''' Provides top-class support to almost any team. His Jam Session assist is one of the best in the entire game, with excellent coverage and lockdown potential. Devil Trigger (214XX) provides characters with a quick, safe DHC option, and Million Dollars is an excellent hyper for both DHCs and THCs. |
| *'''Range:''' Excellent range and disjointed hitboxes on almost every normal give Dante an edge in neutral. | | *'''Range:''' Excellent range and disjointed hitboxes on almost every normal give Dante an edge in neutral. |
| *'''Large Moveset:''' Massive list of Special Moves and Command Normals give Dante tools for a huge variety of situations. Dante has several ways to solo-extend his own combos, with OTGs, Ground Bounces, Wall Bounces, and a variety of cancel options. | | *'''Large Moveset:''' Massive list of 23 Special Moves and 20 Command Normals gives Dante tools for a huge variety of situations. Dante has several ways to solo-extend his own combos, with OTGs, Ground Bounces, Wall Bounces, and a variety of cancel options. |
| *'''Bold Cancels:''' Bold Move (X+S) gives Dante the mostly unique ability to cancel many of his attacks into a jump, opening up new combo routes and pressure options. | | *'''Bold Cancels:''' Bold Move (X+S) gives Dante the mostly unique ability to cancel many of his attacks into a jump, opening up new combo routes and pressure options. |
| *'''Zoning:''' Can play a very solid keepaway game using his multiple projectile tools, including Air Play (j.236M), Hysteric (236H), and Acid Rain (236L~L). | | *'''Zoning:''' Can play a very solid keepaway game using his multiple projectile tools, including Air Play (j.236M), Hysteric (236H), and Acid Rain (236L~L). |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{otg}}, Priority: Low, Durability: 3 per shard | | |properties=Invuln (as Crossover Counter) frames 1-???, {{otg}}, Priority: Low, Durability: 3 per shard |
| |description= | | |description= |
| THC Hyper: Million Dollars. Dante smacks the ground with his nunchucks, causing 4 shards of ice to sprout up in front of him. Has a very fast assist cooldown, and can hit OTG, but is otherwise entirely outclassed by Jam Session in terms of coverage and lockdown. | | THC Hyper: Million Dollars. Dante smacks the ground with his nunchucks, causing 4 shards of ice to sprout up in front of him. Has a very fast assist cooldown, and can hit OTG, but is otherwise entirely outclassed by Jam Session in terms of coverage and lockdown. |
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| |onhit=-2 | | |onhit=-2 |
| |onblock=-3 | | |onblock=-3 |
| |properties={{nocancel}} (except Bold Move and Million Stab), {{softknockdown}} (vs airborne) | | |properties={{nocancel}} (except Bold Move and Million Stab), {{softknockdown}} (vs airborne), {{projnull}} (Medium Priority) |
| |description= | | |description= |
| Dante steps forward and thrusts his sword. Has immense range, connecting from over half of fullscreen distance away. This gives Dante a way to potentially pick up off his many long-range normals and specials. It is a standard part of Dante's hit confirms from any grounded hit. | | Dante steps forward and thrusts his sword. Has immense range, connecting from over half of fullscreen distance away. This gives Dante a way to potentially pick up off his many long-range normals and specials. It is a standard part of Dante's hit confirms from any grounded hit. |
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| Stinger also has a unique follow-up, Million Stab, done by repeatedly pressing H during the move. <s>It sucks.</s> | | Stinger also has a unique follow-up, Million Stab, done by repeatedly pressing H during the move. <s>It sucks.</s> |
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| | Stinger is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Can Chain into: Stinger Lvl2, Prop Shredder | | Can Chain into: Stinger Lvl2, Prop Shredder |
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| | Cold Shower is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Can Chain into: Stinger Lvl2, Prop Shredder | | Can Chain into: Stinger Lvl2, Prop Shredder |
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| | Scat Shot is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| It is possible to cancel 5H into Weasel Shot even on whiff, but the narrow cancel window makes this difficult to perform consistently. | | It is possible to cancel 5H into Weasel Shot even on whiff, but the narrow cancel window makes this difficult to perform consistently. |
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| | Weasel Shot is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Can Chain into: Stinger Lvl2, Prop Shredder | | Can Chain into: Stinger Lvl2, Prop Shredder |
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| | Clay Pigeon is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |onhit=-2 | | |onhit=-2 |
| |onblock=-3 | | |onblock=-3 |
| |properties={{wallbounce}} (vs airborne), {{nocancel}} except Bold Move and Million Stab | | |properties={{wallbounce}} (vs airborne), {{nocancel}} except Bold Move and Million Stab, {{projnull}} (Medium Priority) |
| |description= | | |description= |
| Cancel window: | | Cancel window: |
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| Dante can follow up Grapple with a 5S launcher to continue the combo. However, Grapple is more commonly used to end combos as a reset tool. If the opponent is not hit by any attack after being Grappled, they fall to the ground and are forced to tech roll forwards into Dante. Alternatively, Dante can tap the opponent with a 5L and bold cancel, forcing the opponent to Air Recover into a strike/airthrow mixup. | | Dante can follow up Grapple with a 5S launcher to continue the combo. However, Grapple is more commonly used to end combos as a reset tool. If the opponent is not hit by any attack after being Grappled, they fall to the ground and are forced to tech roll forwards into Dante. Alternatively, Dante can tap the opponent with a 5L and bold cancel, forcing the opponent to Air Recover into a strike/airthrow mixup. |
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| | Grapple is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Dante steps forward slightly while swinging. If Dante stands directly underneath an oncoming opponent and hits them meaty with Drive, it can ambiguously cross them up as they enter. This starts a full combo on hit, and is advantageous on block, so it creates a simple but effective mixup option. | | Dante steps forward slightly while swinging. If Dante stands directly underneath an oncoming opponent and hits them meaty with Drive, it can ambiguously cross them up as they enter. This starts a full combo on hit, and is advantageous on block, so it creates a simple but effective mixup option. |
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| | Both hits of Drive are subject to hitstun deterioration (HSD) but even at max HSD, it is possible to chain both hits. |
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| |description= | | |description= |
| Dante spins his twin elemental swords, Agni and Rudra, creating a tornado of fire which surrounds him. It is primarily useful for its fast OTG hit, allowing Dante to solo pick up from airthrows at certain heights. | | Dante spins his twin elemental swords, Agni and Rudra, creating a tornado of fire which surrounds him. It is primarily useful for its fast OTG hit, allowing Dante to solo pick up from airthrows at certain heights. |
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| | Twister is not subject to hitstun deterioration, however, Tempest is. |
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| |onhit=-22 | | |onhit=-22 |
| |onblock=-29 | | |onblock=-29 |
| |properties={{otg}}, {{strk}}, {{jcancel}}, {{projnull}} | | |properties={{otg}}, {{strk}}, {{jcancel}}, {{projnull}} (Medium Priority) |
| |description= | | |description= |
| Dante strikes the ground with his gauntlets, Beowulf. This creates a small shockwave at the point of impact, which hits OTG. This is a critical combo tool for Dante, as its Jump Cancel property is useful for confirms early in a combo, and it is a very fast OTG, which can be taken advantage of with its Beehive follow-up attack. The shockwave also destroys Low and Medium priority projectiles on contact, but it is very niche. | | Dante strikes the ground with his gauntlets, Beowulf. This creates a small shockwave at the point of impact, which hits OTG. This is a critical combo tool for Dante, as its Jump Cancel property is useful for confirms early in a combo, and it is a very fast OTG, which can be taken advantage of with its Beehive follow-up attack. The shockwave also destroys Low and Medium priority projectiles on contact, but it is very niche. |
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=15,000 x8 + 50,000 | | |damage=15,000 x8 + 50,000 |
| |guard=Mid | | |guard=Mid, OH (Last Hit) |
| |startup=(5+)3 | | |startup=(5+)3 |
| |active=50(19)4 | | |active=50(19)4 |
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| Take note of the cancel window, which is very early relative to the startup of Volcano. When trying to end a combo with OTG Volcano into Beehive, it is possible to cancel too early, preventing the OTG hit from occurring. | | Take note of the cancel window, which is very early relative to the startup of Volcano. When trying to end a combo with OTG Volcano into Beehive, it is possible to cancel too early, preventing the OTG hit from occurring. |
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| | Beehive is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| In X-Factor level 2/3, this attack combos into itself in the corner. This gives Dante access to a slow, but easy, touch-of-death infinite he can use off most hits. | | In X-Factor level 2/3, this attack combos into itself in the corner. This gives Dante access to a slow, but easy, touch-of-death infinite he can use off most hits. |
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| | Jam Sessions is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Can chain into: Fireworks, Crazy Dance | | Can chain into: Fireworks, Crazy Dance |
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| | Reverb Shock is not subject to hitstun deterioration. |
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| |onhit=- | | |onhit=- |
| |onblock=-1 | | |onblock=-1 |
| |properties={{groundbounce}} | | |properties={{groundbounce}}, {{otg}} on last hit |
| |description= | | |description= |
| Dante leaps into the air, twirling his nunchucks around himself. The final hit slams the opponent down for a Ground Bounce. This move is extremely niche, as both Killer Bee and Beehive can spend Ground Bounce while being much easier to combo into. | | Dante leaps into the air, twirling his nunchucks around himself. The final hit slams the opponent down for a Ground Bounce. This move is extremely niche, as both Killer Bee and Beehive can spend Ground Bounce while being much easier to combo into. |
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| Can chain into: Fireworks, Crazy Dance | | Can chain into: Fireworks, Crazy Dance |
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| | Revolver is not subject to hitstun deterioration. |
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| Can chain into: Fireworks, Crazy Dance | | Can chain into: Fireworks, Crazy Dance |
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| | Jet Stream is not subject to hitstun deterioration. |
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| |onhit=+4 | | |onhit=+4 |
| |onblock=+2 | | |onblock=+2 |
| |properties=Priority: Low, Durability: 5 per shot | | |properties=Priority: Low, Durability: 5 per shot; {{otg}} |
| |description= | | |description= |
| Cancel Window: | | Cancel Window: |
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| Dante rapidly fires his shotgun, which creates bursting projectiles in the area in front of him. It has great advantage and so it is fairly safe to throw out after Reverb Shock or Jet Stream. | | Dante rapidly fires his shotgun, which creates bursting projectiles in the area in front of him. It has great advantage and so it is fairly safe to throw out after Reverb Shock or Jet Stream. |
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| | Fireworks is not subject to hitstun deterioration. |
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| Has a very strict timing window, which lacks the forgiving buffer of Fireworks, and only works on hit. If successfully executed, Dante pulls himself and his opponent into an absurd animation where he beats them up, ending in a Soft Knockdown. This move is extremely difficult to effectively combo into, Dante does recover quick enough to be able to Devil Trigger and DHC out of crazy dance leading to the DHC glitch knockdown, it is also possible to snapback out of. Consequently, this move has few niche uses but can be useful to avoid assists like missiles since both Dante and the enemy are invulnerable to any assists during crazy dance. | | Has a very strict timing window, which lacks the forgiving buffer of Fireworks, and only works on hit. If successfully executed, Dante pulls himself and his opponent into an absurd animation where he beats them up, ending in a Soft Knockdown. This move is extremely difficult to effectively combo into, Dante does recover quick enough to be able to Devil Trigger and DHC out of crazy dance leading to the DHC glitch knockdown, it is also possible to snapback out of. Consequently, this move has few niche uses but can be useful to avoid assists like missiles since both Dante and the enemy are invulnerable to any assists during crazy dance. |
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| | Crazy Dance is not subject to hitstun deterioration. |
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| |description= | | |description= |
| Dante pauses in the air, then dives down at a shallow angle. On hit, it causes a Ground Bounce. It is faster than j.5S, and therefore often used in air combos in place of that move as it combos more easily. Because it brings both Dante and his opponent down to the ground, it provides a consistent air-to-air confirm route. | | Dante pauses in the air, then dives down at a shallow angle. On hit, it causes a Ground Bounce. It is faster than j.5S, and therefore often used in air combos in place of that move as it combos more easily. Because it brings both Dante and his opponent down to the ground, it provides a consistent air-to-air confirm route. |
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| | Killer Bee is not subject to hitstun deterioration. |
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| |description= | | |description= |
| Dante swings downwards with his gauntlets. Has fairly short range, but because it has some invincibility frames and a solid hitbox, it tends to beat other attacks very cleanly. Dante can cancel a (whiffed) j.5S into Hammer in order to fall very safely. On hit, it causes a Hard Knockdown regardless of whether the opponent was grounded or airborne. Dante can then pick up with an OTG 3HH or 623M to continue the combo. Avoid spamming this move to abuse its invul frames, the startup is slow enough for most characters to get jumping normals or get air grabs if it gets predictable. Attempt cancelling to Devil Trigger if the opponent chicken blocks since Dante loses the +16 frame advantage and is punishable. | | Dante swings downwards with his gauntlets. Has fairly short range, but because it has some invincibility frames and a solid hitbox, it tends to beat other attacks very cleanly. Dante can cancel a (whiffed) j.5S into Hammer in order to fall very safely. On hit, it causes a Hard Knockdown regardless of whether the opponent was grounded or airborne. Dante can then pick up with an OTG 3HH or 623M to continue the combo. Avoid spamming this move to abuse its invul frames, the startup is slow enough for most characters to get jumping normals or get air grabs if it gets predictable. Attempt cancelling to Devil Trigger if the opponent chicken blocks since Dante loses the +16 frame advantage and is punishable. |
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| | Hammer is not subject to hitstun deterioration. |
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| Air Play is a very strong neutral and keepaway tool, as it is very fast and covers a useful angle. Because it is the only of Dante's air specials that doesn't cause him to fall to the ground, it is useful for stalling in the air, or for adjusting Dante's height during combos. The projectile travels slowly enough for Dante to throw out Air Play and then dash up behind it, covering his advance. | | Air Play is a very strong neutral and keepaway tool, as it is very fast and covers a useful angle. Because it is the only of Dante's air specials that doesn't cause him to fall to the ground, it is useful for stalling in the air, or for adjusting Dante's height during combos. The projectile travels slowly enough for Dante to throw out Air Play and then dash up behind it, covering his advance. |
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| | Air Play Level 1 is subject to hitstun deterioration on both standing and airbourne opponents. Air Play Level 2 is not subject to hitstun deterioration on standing opponents but is on airbourne opponents. Air Play Level 3 is not subject to hitstun deterioration. On standing opponents it will cause the intended stagger and on airbourne opponents it provides increased hitstun into soft knockdown where it is possible to connect a move after. |
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| <code><nowiki>j.5M > (j.5H >) j.236M, j.236L</nowiki></code> is Dante's standard superjump height confirm, taking advantage of Air Play's strength at adjusting height. | | <code><nowiki>j.5M > (j.5H >) j.236M, j.236L</nowiki></code> is Dante's standard superjump height confirm, taking advantage of Air Play's strength at adjusting height. |
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| Sky Dance is interesting as a tool for optimizing combos due to its unique interaction with Ground Bounces. Most hits of Sky Dance cause a Ground Bounce, which is forced and thus circumvents the one-groundbounce-per-combo rule. However, if Sky Dance hits at the correct height, the opponent is juggled high enough that Dante can catch the opponent before the reach the ground and are bounced by its effect. This does not just circumvent the Ground Bounce limit, it ''resets'' the limit, allowing Dante to perform additional Ground Bounce attacks - such as Beehive - later in the combo. Dante can abuse this to perform several Ground Bounces in the same combo by going Beehive -> Stuff -> Sky Dance -> Beehive -> Stuff -> Skydance -> etc. [https://youtu.be/ICHuXzy7_QA You can see an example combo here]. | | Sky Dance is interesting as a tool for optimizing combos due to its unique interaction with Ground Bounces. Most hits of Sky Dance cause a Ground Bounce, which is forced and thus circumvents the one-groundbounce-per-combo rule. However, if Sky Dance hits at the correct height, the opponent is juggled high enough that Dante can catch the opponent before the reach the ground and are bounced by its effect. This does not just circumvent the Ground Bounce limit, it ''resets'' the limit, allowing Dante to perform additional Ground Bounce attacks - such as Beehive - later in the combo. Dante can abuse this to perform several Ground Bounces in the same combo by going Beehive -> Stuff -> Sky Dance -> Beehive -> Stuff -> Skydance -> etc. [https://youtu.be/ICHuXzy7_QA You can see an example combo here]. |
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| | Sky Dance is not subject to hitstun deterioration. |
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| |properties=Invuln frames 11-15 | | |properties=Invuln frames 11-15 |
| |description= | | |description= |
| Dante teleports, disappearing from his current location and reappearing in the air immediately above and behind the opponent, wherever they are on screen. This is often used to pursue opponents who are knocked around by Dante's attacks, such as chasing after the Wall Bounce of Lvl.2 Stinger, or to chase down the Launch from Prop Shredder. | | Dante teleports, disappearing from his current location and reappearing in the air immediately above and behind the opponent, wherever they are on screen. This is often used to pursue opponents who are knocked around by Dante's attacks, such as chasing after the Wall Bounce of Lvl.2 Stinger <code>6H xx 2X+S~2S</code>, or to chase down the Launch from Prop Shredder in certain combos <code>5S (Prop Shredder) xx 228S</code>. |
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| Because Dante can only teleport to one location, he does not necessarily have the mixup potential of characters who can teleport both in front of, and behind, and opponent. However, you can still catch opponents by calling an assist and ambiguously teleporting either before or after the assist hits. It also helps to whiff a normal and cancel into Air Trick, which masks the "teabag motion" that otherwise telegraphs Dante is attempting a teleport. | | Because Dante can only teleport to one location, he does not necessarily have the mixup potential of characters who can teleport both in front of, and behind, and opponent. However, you can still catch opponents by calling an assist and ambiguously teleporting either before or after the assist hits. It also helps to whiff a normal and cancel into Air Trick, which masks the "teabag motion" that otherwise telegraphs Dante is attempting a teleport. |
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| Dante powers up into his Devil Trigger form for 600 frames (10 seconds), granting the following effects: | | Dante powers up into his Devil Trigger form for 600 frames (10 seconds), granting the following effects: |
| *Global 15% attack damage bonus, stacking with the damage bonus from X-Factor if both are active. | | *Global 15% attack damage bonus, stacking with the damage bonus from X-Factor if both are active. |
| *Passively regenerates 2000 red health per frame (120,000 per second, or ~13% of his max life per second). | | *Passively regenerates red health at a rate of roughly 200 health per frame (12,000 per second). This stacks with the health regen from X-Factor or from being tagged out (but not both). |
| *Dante gains access to a second aerial movement point, typically called a "Triple Jump". He can now Double Jump twice in the same jump, or Airdash twice in the same jump, or perform both a Double Jump and Airdash in the same jump. | | *Dante gains access to a second aerial movement point, typically called a "Triple Jump". He can now Double Jump twice in the same jump, or Airdash twice in the same jump, or perform both a Double Jump and Airdash in the same jump. |
| *Dante gains access to three new moves detailed below - Air Raid (Flight), Thunder Bolt (an aerial beam attack), and Vortex (an air attack with a large amount of invincibility) | | *Dante gains access to three new moves detailed below - Air Raid (Flight), Thunder Bolt (an aerial beam attack), and Vortex (an air attack with a large amount of invincibility) |
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| Thunder Bolt is also an OTG, and links into itself when hitting this way. A simple way for Anchor DT Dante to kill an opponent is to activate Air Raid over a knocked down opponent and rapidly shotgun them with Thunder Bolts. | | Thunder Bolt is also an OTG, and links into itself when hitting this way. A simple way for Anchor DT Dante to kill an opponent is to activate Air Raid over a knocked down opponent and rapidly shotgun them with Thunder Bolts. |
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| | Thunder Bolt is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| == Team Position == | | == Team Position == |
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| Dante is commonly played in the '''Second''' position. Dante brings great team support via Jam Session, which is one of the game's best assists, and through powerful DHC and THC synergies. Keeping Dante in the backline allows his teammates to benefit from these tools.
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| Dante is also often run as an '''Anchor'''. X-Factor lets Dante compensate for one of his biggest weaknesses - awful damage scaling. However, Dante is not necessarily the mixup monster that many other dedicated Anchor characters can be. Unlike his brother Vergil, Dante's Devil Trigger does not provide a speed boost, and so "Dark Dante" is nowhere near as fast. He has poor throw OS options, and limited crossup tools. Dante's toolset is more suited toward a slow, grindy neutral game where he wears the opponent out, which eats away at his limited X-Factor time. | | Dante is at his best as a support character, either Mid or Anchor. He is, in rare cases, played as a point character and while this can work it is not utilizing his greatest strengths. He is inarguably among the three best support characters providing damage, a fantastic assist, safe DHCs, THC Extensions, TAC Infinites, and overall flexibility to a team. |
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| | Whether a team runs Dante Mid or Anchor will depend primarily on the point character and secondarily on the other character. For many point characters Dante Mid can act as a damage engine via his THC Super, Million Dollars, which holds opponents in place for a long time while doing tons of damage enabling very efficient kills. Even without the THC his DHC Super is among the highest damage in the game and he has access to TAC Infinites. Additionally, the other character on the team may not benefit as much from Dante as he does from them, in this case Dante second is often a better option. |
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| | In some cases, like when a point character doesn't need or can't use Dante to kill he is run anchor. His assist Jam Session is one of the best in the game and it's often smart to keep it as an option as long as possible by placing him anchor especially when both other characters use it well. As an anchor he has strong options on incoming due to having an airdash and a air jump and can kill an entire team with XF3 and good routing. He does however sometimes struggle to mount a comeback as outside of XF his solo options for offense are lackluster. |
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| | == Notable Shells == |
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| | Dante is difficult to select only a few example shells for. He is arguably the second best support character in the game and as such he goes well with the vast majority of the characters in the game. As such this section will primarily focus on other support characters he pairs particularly well with and a selection of two-way synergy, unblockable enabling, and point character pairings. |
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| | <tabber> |
| | |-| Dante + Vergil = |
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| | The DMC Brothers may be rivals in their own series but in UMvC3 they go together so well they form the (in)famous "May Cry" shell. Besides being two of the best support characters in their own right these two form an ideal team with any point character that doesn't need a fast horizontal assist to function. For Vergil Dante provides an assist to cover the air where Vergil's options are not as threatening while also being easy to convert. Jam Session is also a great assist for enabling Vergil to convert off stray hits like throws and Helm Breaker. |
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| | For Dante Vergil's Rapid Slash assist is another layer to his keep away game while also providing easy, high damage extensions. Vergil is also very functional as a damage engine for Dante enabling easier Dante routing to kill with Vergil's Sword Loops. |
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| | The two together provide damage, horizontal and vertical neutral assists, top tier DHCs, flexibility in team order, and much more to a team. In addition to being supports Vergil point on with Dante behind him is also a strong option. |
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| | [https://replaytheater.app/?game=umvc3&p1c2=Dante&p1c3=Vergil Replay Theater Footage] |
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| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Evasion |
| | | charaColorOne = {{CharaColor-UMVC3|Zero|5}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|3}} |
| | | charaColorThree = {{CharaColor-UMVC3|Vergil|5}} |
| | | region = ??? |
| | | status = Active |
| | | notes = One of the strongest players in the world. Most matches will end with a clean sweep from his extremely optimized and threatening Zero. When that doesn't occur he will display mastery of the brothers as he seamlessly flows between them. |
| | | replaysLink = [https://youtu.be/NG-unKVZuqo?t=5780 Evo 2023 vs KaneBlueRiver]<br>[https://youtu.be/_iR5vn6KJyc?t=5615 ECT 2023 vs RayRay] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = KBrad |
| | | charaColorOne = {{CharaColor-UMVC3|Trish|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Vergil|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Dante|6}} |
| | | region = ??? |
| | | status = Semi-Active |
| | | notes = A multi-game competitor K-Brad is a real threat in this game an several others. He plays the full DMC team showing off what Vergil has to offer as damage engine and what the brothers can bring to a team even supporting characters that aren't top tier. |
| | | replaysLink = [https://youtu.be/1-Yr5bZnMYI?t=1472 Texas Showdown 2023 vs Prophete] |
| | }} |
| | |
| | |-| Dante + Doom = |
| | |
| | === Players to Watch === |
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| On some teams, Dante is run as the '''Point''' character. This is pretty much only seen on teams built around supporting one other specific character who cannot start in the Point position. Examples would include protecting Phoenix Wright while he gathers evidence, leveling up Frank West via a DHC, or building meter for X-23 unblockables.
| | |-| Dante + Magneto = |
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| === Notable Synergies === | | === Players to Watch === |
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| '''Firebrand/C. Viper/X-23:''' Dante's Jam Session assist provides exceptionally large amounts of blockstun. It is especially useful for oncoming mixups, as it connects high enough to reach characters as soon as the appear on screen. These three characters all have Unblockable attacks, and benefit from having a character like Dante to enable them, by forcing the opponent to block while they set up.
| | |-| Dante + Strider = |
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| '''Players to Watch:''' KBeast (Viper/Magneto/Dante), Crazy Joe (Viper/Dante/Strider), DapVip (Dante/X-23/Iron Man), Traumatisch (X-23/Dormammu/Dante), Mitsu (Dante/X23/Strange)
| | === Players to Watch === |
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| '''Zero:''' Although not literally an Unblockable character like the above three, Zero is infamous for multi-layered oncoming mixups that are nearly impossible to properly defend against. Dante's Jam Session assist is great for enabling Zero in this manner. It's sheer vertical reach also allows Zero to more safely hang around at superjump height, covering one of his larger weaknesses. Lastly, although some characters have an awkward time using Jam Session to extend combos, Zero can do so easily.
| | |-| Dante + Viper = |
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| '''Players to Watch:''' Megaman Steve (Zero/Dante/Akuma), Cloud805 (Zero/Dante/Vergil), Flux (Zero/Dante/Vergil), Jibrill (Zero/Dante/Vergil), Nolife (Zero/Dante/Vergil), Cross (Zero/Strange/Dante), Yullizhez (Zero/Dante/Vergil), EMP_Obama (Zero/Frank West/Dante)
| | === Players to Watch === |
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| '''Frank West:''' Dante's plethora of specials give him many ways to pull of an extended combo that, even if it is not the most damaging, can easily reach a high hit count for leveling Frank. His Million Dollars hyper alone scores 27 hits (not counting the final shot), with the second-to-last bullet causing a lengthy spinout animation that gives Frank time to take his picture. Dante can also support a leveled Frank using his popular Jam Session assist, which locks down the opponent for a significant amount of time.
| | |-| Dante + Deadpool = |
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| '''Players to Watch:''' FizzyKups/Readman (Magneto/Dante/Frank, Spencer/Dante/Frank), Noble (Magneto/Frank/Dante), Cless (Zero/Dante/Frank), Bee (Spencer/Frank/Dante), EMP_Obama (Zero/Frank West/Dante)
| | === Players to Watch === |
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| '''Other Players to Watch:''' KBrad (Trish/Dante/Vergil), GreenAce (Trish/Dante/Doom), SBK (Wolverine/Akuma/Dante), Milky (Magneto/Doom/Dante), NPH84 (Chris/Dante/Strider), Heefnoff (Magneto/Doom/Dante)
| | </tabber> |
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| == Alternate Colors == | | == Alternate Colors == |