Marvel vs Capcom 3/Dante: Difference between revisions

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{{MoveListRow |     Million Stab | Stinger, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }}
{{MoveListRow |     Million Stab | Stinger, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }}
{{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | }}
{{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | }}
{{MoveListRow |    Weasel Shot | Standing Special, then mash {{#motion: h}} | Need_Damage | jcancel}}
{{MoveListRow |    Prop Shredder | Standing Special, then mash {{#motion: s}} | Need_Damage | jcancel}}
{{MoveListRow |    Prop Shredder | Standing Special, then mash {{#motion: s}} | Need_Damage | jcancel}}
{{MoveListRow | Jumping Light | {{#motion: air l }} | 40,000 | high djcancel }}
{{MoveListRow | Jumping Light | {{#motion: air l }} | 40,000 | high djcancel }}

Revision as of 22:14, 5 February 2011

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Dante

Danteface.jpg

In a nutshell

Dante has the most moves of any character ever in the VS series. This might make him intimidating to both play as and fight against, but a simple Dante using only a handful of his moves can be very powerful. Perhaps over time, players will master his entire move set and show the world what this already powerful character can really do.

Dante has one of the best normals in the game in his Standing Light attack. This bad boy helps him control the screen and start powerful combos. His Air Trick teleport also makes keeping him away nearly impossible. If you like having every possible option available to you and have a good memory, Dante might be for you.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Jam Session
{{#motion: direct front}}
90,800
{{{AlphaSuper}}}
Beta.png Crystal
{{#motion: shot front}}
120,300
{{#motion: otg }}
{{{BetaSuper}}}
Gamma.png Weasel Shot
{{#motion: shot downward}}
25,000 per hit
{{{GammaSuper}}}

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
{{#motion: u in the air }}
If you used Air Dash,
you cannot Double Jump
Air Dash
{{#motion: f f or b b in the air }} or
{{#motion: f + atk + atk or b + atk + atk in the air}}
If you used Double Jump,
you cannot Air Dash
Standing Light
{{#motion: l }}
43,000
Crouching Light
{{#motion: d + l }}
40,000
low
Standing Medium
{{#motion: m }}
55,000
Crouching Medium
{{#motion: d + m }}
50,000
low
Standing Heavy
{{#motion: h }}
70,000
   Wild Stomp
{{#motion: df + h}}
85,900
otg Can cancel into Stinger
   Weasel Shot
Mash {{#motion: h}} or {{#motion: b}} Mash {{#motion: h}}
68,600, 93,500 back version
Crouching Heavy
{{#motion:d + h }}
102,500
Mash for more hits
    Million Stab
Crouching Heavy, then mash {{#motion: h }}
5,000 per hit, 40,000 for last hit
Stinger
{{#motion: f + h }}
80,000
    Million Stab
Stinger, then mash {{#motion: h }}
5,000 per hit, 40,000 for last hit
Standing Special
{{#motion: s }}
80,000
   Weasel Shot
Standing Special, then mash {{#motion: h}}
Need_Damage
jcancel
   Prop Shredder
Standing Special, then mash {{#motion: s}}
Need_Damage
jcancel
Jumping Light
{{#motion: air l }}
40,000
high djcancel
Jumping Medium
{{#motion: air m }}
58,000
high dj cancel
Jumping Heavy
{{#motion: air h }}
70,000
high
   Rain Storm
Jumping Heavy, then mash {{#motion: h}}
162,400
Jumping Special
{{#motion: air s }}
90,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Multi Lock
{{#motion: qcf + l}}
50,000 per Shot
Hold {{#motion: l}} to charge
Can cancel charge with normal moves
   Multi Lock Followup
Multi Lock, then {{#motion: qcf + l}}
Balls: 30,000 per hit
Beams: 25,000 per hit
Crystal
{{#motion: qcf + m}}
35,000 per hit
otg
   Million Carats
Crystal, then {{#motion: qcf + m}}
130,000
otg
Hysteric
{{#motion: qcf + h}}
20,000 per hit
   Grapple
Hysteric, then {{#motion: qcf + s}}
60,000
Cannot be canceled
Reverb Shock
{{#motion: qcb + l}}
20,000 x 5
Revolver
{{#motion: qcb + m}}
30,000 per hit
Jet Stream
{{#motion: qcb + h}}
153,900
   Fireworks
Reverb Shock, Revolver, or Jet Stream, then {{#motion: h}}
93,100
   Crazy Dance
Reverb Shock, Revolver, or Jet Stream, then {{#motion: s}}
163,400
Just frame (you have to time it!)
Twister
{{#motion: dp + l}}
15,000 x 10
otg
   Tempest
Twister, then {{#motion: dp + l}}
20,000 per hit
Cannot be canceled
Volcano
{{#motion: dp + m}}
NEED_DAMAGE
otg jcancel
   Bee Hive
Volcano, then {{#motion: dp + m}}
135,100
groundbounce
Jam Session
{{#motion: dp + h}}
90,800
Killer Bee
Air {{#motion: qcf + l}}
80,000
groundbounce
   The Hammer
Killer Bee, then {{#motion: qcf + l}}
90,000
Air Play
Air {{#motion: qcf + m}}
50,000 , 122,600 Charged
Hold {{#motion:m}} to charge
Sky Dive
Air {{#motion: qcf + h}}
135,100
high
Air Trick
{{#motion: d d + s}}
Teleport
Drive
{{#motion: qcf + s}}
70,000 , 143,000 Charged
Hold {{#motion:s}} to charge

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Jackpot
{{#motion: qcf + atk + atk}}
254,000
Devil Trigger
{{#motion: qcb + atk + atk}}
Transformation lasts 10 seconds
15% power boost
Red life heals while active
    Flight
Devil Trigger, then {{#motion: qcb + s}}
Lasts 3 seconds
    Thunder Bolt
Devil Trigger, Air {{#motion: qcf + s}}
130,700
    Vortex
Devil Trigger, Air {{#motion: dp + s}}
141,100
Devil Must Die
{{#motion: dp + atk + atk}}
440,000
invincibility

Strategy

Tips and Tricks

  • Experiment with the moves you rarely use in some matches instead of trying to win. You may find something unique that helps you surprise the competition in the next tournament or ranked match.
  • While Dante can play solid keepaway against characters that lack projectiles, he needs to be ready to switch to a more aggressive mode of play against other keepaway focused characters. Most of them can shut his attempts at keepaway down very easily.
  • Dante's teleport, Air Trick, tracks the opponent's position. No matter where they go, you will always appear behind their head. You cannot run from Dante!

Basic Strategy

Advanced Strategy