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| {{Infobox Character UMVC3 | | <div style="display: flex; flex-wrap:wrap-reverse;"> |
| |name=Dante | | <div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> |
| |image=Umvc3_dante_face.jpg
| | {{Character Subnav UMVC3|name=Dante}} |
| |health=900,000
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| |magicseries=Specialized ZigZag
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| |airchain=None
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| |forwarddash=19
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| |backdash=31
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| |jump=44
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| |superjump=81
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| |walljump=No
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| |doublejump=Yes
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| |airdash=2-Way
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| |xfactordamage1=30
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| |xfactordamage2=50
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| |xfactordamage3=70
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| |xfactorspeed1=10
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| |xfactorspeed2=20
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| |xfactorspeed3=30
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| |minimumdamagenormal=5
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| |minimumdamagehyper=40
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| |minimumdamagexfactor=35
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| |content=
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| ==Introduction== | | ==Introduction== |
| 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 |
| | pros = | | | pros = |
| *'''Support:''' Provides top-class team support to almost any characters. His Jam Session assist is one of the best in the entire game. 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 hitbox on almost every normal gives 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 sole 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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| | cons = | | | cons = |
| *'''Damage Scaling:''' Dante has some of the worst Minimum Damage Scaling in the game, at 5% for both Normals and Specials. Only Strider scales more harshly. Despite having a huge array of options for extending combos, Dante faces very hard upper limits on his damage output outside of X-Factor. | | *'''Damage Scaling:''' Dante has some of the worst Minimum Damage Scaling in the game, at 5% for both Normals and Specials. Only Strider scales more harshly. Despite having a huge array of options for extending combos, Dante faces very hard upper limits on his damage output outside of X-Factor. |
| *'''Poor Throw Conversions:''' Dante's throw conversions are very bad, with almost no way to convert a grounded throw, and very inconsistent routes for converting airthrows. This pokes a large hole in Dante's entire offensive gameplan, since his responses to Chicken Blocking are not paticualrly scary. | | *'''Poor Throw Conversions:''' Dante's throw conversions are very bad, with almost no way to convert a grounded throw, and very inconsistent routes for converting airthrows. This pokes a large hole in Dante's entire offensive gameplan, since his responses to Chicken Blocking are not particularly scary. |
| *'''Slow Normals:''' To compensate for their long range, Dante's normals are much slower than average, with his fastest attack being 8f startup. To make matters worse, Dante's 5L and j.5L cause so little hitstun that they basically cannot confirm into a combo, forcing Dante to rely on the even slower M normals. | | *'''Slow Normals:''' To compensate for their long range, Dante's normals are much slower than average, with his fastest attack being 8f startup. To make matters worse, Dante's 5L and j.5L cause so little hitstun that they basically cannot confirm into a combo, forcing Dante to rely on the even slower M normals. |
| }} | | }} |
| | | </div> |
| | | <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=623XX}}</div></div> |
| }} | |
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| == Move List == | | == Move List == |
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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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| Dante pulls out a pistol and shoots the ground. Does not actually fire any projectile, only creates a small hitbox on the ground a short distance ahead of Dante. | | Dante pulls out a pistol and shoots the ground. Does not actually fire any projectile, only creates a small hitbox on the ground a short distance ahead of Dante. |
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| Because the hitbox of this attack is so small, and does not actually connect to Dante himself, it will actually whiff completely at point-blank range against certain slimmer characters such as Strange, Storm, and Morrigan if they are standing still. This doesn't occur if the opponent is crouching or moving, so it is unlikely to occur in a real match, but is indicitive of how limited the range of this attack really is. | | Because the hitbox of this attack is so small, and does not actually connect to Dante himself, it will actually whiff completely at point-blank range against certain slimmer characters such as Strange, Storm, and Morrigan if they are standing still. This doesn't occur if the opponent is crouching or moving, so it is unlikely to occur in a real match, but is indicative of how limited the range of this attack really is. |
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| As Dante's only reasonably fast low, it is important to throw out occasionally to make opponents respect his Box Dash pressure. | | As Dante's only reasonably fast low, it is important to throw out occasionally to make opponents respect his Box Dash pressure. |
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| |properties= | | |properties= |
| |description= | | |description= |
| Dante sweeps his sword across the ground. At max range, this attack will not properly chain into 5H (and 2H sucks), so consider confirming directly into 6H Stinger instead for consistency. | | Dante sweeps his sword across the ground. At max range, this attack will not properly chain into 5H (and 2H sucks), so you need to go into 6H directly instead. Unfortunately for Dante, though, this leaves him out of range for bold cancel volcano, forcing you to actually use million stabs to convert. |
| }} | | }} |
| }} | | }} |
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| |properties={{djcancel}} (in Devil Trigger) | | |properties={{djcancel}} (in Devil Trigger) |
| |description= | | |description= |
| Causes catastrophically little hitstun. Without the bonus 5 frames of hitstun granted from superjump, this attack doesn't chain into j.5M at all. | | Causes catastrophically little hitstun. Without the bonus 5 frames of hitstun granted from superjump, this attack doesn't chain into j.5M at all. (Unless Dante superjump airdashes as this gives him the fixed 5 frames of superjump hitstun, this way he is able to option select into airplay and continue into a combo) |
| }} | | }} |
| }} | | }} |
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| Dante pauses in the air for a moment, then begins to fall straight down, slamming his sword downwards in front of himself. In terms of animation and hitbox, it is comparable to Vergil's infamous Helm Breaker. However, it is much slower than Helm Breaker, and does not option-select a throw. | | Dante pauses in the air for a moment, then begins to fall straight down, slamming his sword downwards in front of himself. In terms of animation and hitbox, it is comparable to Vergil's infamous Helm Breaker. However, it is much slower than Helm Breaker, and does not option-select a throw. |
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| Although it is Dante's j.5S Air Combo Finisher, it is rarely actually used this way. Due to its lengthy startup, it does not consistently combo from j.5H. Additionally, it knocks the opponent very far away from Dante when used as an Air Combo Finisher, making it more difficult to continue the combo. It is typically replaced by Killer Bee (j.236L) or Hammer (j.236L) which accomplish the same goal while being easier to combo into and keeping Dante closer to the opponent for further extensions. Instead, j.5S has several other useful properties. First, it is fairly unique among j.5S attacks because it causes a Hard Knockdown on hit, even when used outside a Launcher combo. In fact, this Hard Knockdown is ''better'' than the Air Combo Finisher, because it keeps the opponent close to Dante as they fall instead of knocking them away. Dante has multiple OTG tools to capitalize on this Hard Knockdown, so it represents a fairly strong threat. | | Although it is Dante's j.5S Air Combo Finisher, it is rarely actually used this way. Due to its lengthy startup, it does not consistently combo from j.5H. Additionally, it knocks the opponent very far away from Dante when used as an Air Combo Finisher, making it more difficult to continue the combo. It is typically replaced by Killer Bee (j.236L) or Hammer (j.236L~L) which accomplish the same goal while being easier to combo into and keeping Dante closer to the opponent for further extensions. Instead, j.5S has several other useful properties. First, it is fairly unique among j.5S attacks because it causes a Hard Knockdown on hit, even when used outside a Launcher combo. In fact, this Hard Knockdown is ''better'' than the Air Combo Finisher, because it keeps the opponent close to Dante as they fall instead of knocking them away. Dante has multiple OTG tools to capitalize on this Hard Knockdown, so it represents a fairly strong threat. |
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| j.5S can also be canceled into air specials at any point, including on whiff or even kara-canceling during the startup. This can be utilized in multiple ways: | | j.5S can also be canceled into air specials at any point, including on whiff or even kara-canceling during the startup. This can be utilized in multiple ways: |
| *Canceling the startup of j.5S into j.236M or j.236[M] Air Play allows Dante to stall in the air for a significant amount of time. This can be combined with other moves that keep Dante airborne, such as Rainstorm (Mash H), Killer Bee (j.236L), airdashes or a second j.5S, in order to stay airborne and avoid threats on the ground. Note that Dante is limited to one Air Play per jump, and thus can not stall this way twice in the same jump state. | | *Canceling the startup of j.5S into j.236M or j.236[M] Air Play allows Dante to stall in the air for a significant amount of time. This can be combined with other moves that keep Dante airborne, such as Rainstorm (Mash H), Killer Bee (j.236L), airdashes or a second j.5S, in order to stay airborne and avoid threats on the ground. Note that Dante is limited to one Air Play per jump, and thus can not stall this way twice in the same jump state. |
| *Hammer (j.236L > L) is another falling attack which causes a Hard Knockdown, and also has some invincibility that makes it difficult to challenge. Consider inputting the Hammer cancel backwards - <code><nowiki>j.5S xx j.214L~L</nowiki></code>. If done this way, Dante will automatically cancel Helm Splitter into Hammer if the opponent dashes underneath him, which is a common way to attempt to whiff punish the attack. Since Dante is effectively protected by Helm Splitter and Hammer on both sides, this allows him to land very safely. | | *Hammer (j.236L > L) is another falling attack which causes a Hard Knockdown, and also has some invincibility that makes it difficult to challenge. Consider inputting the Hammer cancel backwards - <code><nowiki>j.5S xx j.214L~L</nowiki></code>. If done this way, Dante will automatically cancel Helm Splitter into Hammer if the opponent dashes underneath him, which is a common way to attempt to whiff punish the attack. Since Dante is effectively protected by Helm Splitter and Hammer on both sides, this allows him to land very safely. |
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| | J. 5S is not subject to hitstun deterioration. |
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| There is a very small window right as j.5S reaches the ground where Dante can cancel the attack into [https://youtu.be/OmKiLU8vzco a dash] or into [https://www.twitch.tv/evasionhb/clip/RelievedShinyTarsierRitzMitz Bold Jump/Bold Cancel]. This timing is very strict and difficult to perform consistently, but is also very powerful. These cancels allow j.5S to effectively be plus on block, instead of minus on block, and open up some new combo routes that are not otherwise possible. The Bold Cancel option is particularly useful for setting up Dante's TAC Infinites. | | There is a very small window right as j.5S reaches the ground where Dante can cancel the attack into [https://youtu.be/OmKiLU8vzco a dash] or into [https://www.twitch.tv/evasionhb/clip/RelievedShinyTarsierRitzMitz Bold Jump/Bold Cancel]. This timing is very strict and difficult to perform consistently, but is also very powerful. These cancels allow j.5S to effectively be plus on block, instead of minus on block, and open up some new combo routes that are not otherwise possible. The Bold Cancel option is particularly useful for setting up Dante's TAC Infinites. |
| }} | | }} |
| }} | | }} |
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| === Command Normals === | | === Command Normals === |
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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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| |onhit=0 | | |onhit=0 |
| |onblock=-1 | | |onblock=-1 |
| |properties={{otg}}, {{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot | | |properties={{otg}}, {{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot, scales by 0.9 |
| |description= | | |description= |
| Dante whips out both of his pistols, and fires at the ground, hitting OTG. This is one of the fastest OTG attacks in the game, and allows Dante to easily confirm off the Hard Knockdown caused by j.5S or Hammer. Requires a minimum of two inputs two fire two shots, but mashing H will cause Dante to fire up to two additional shots. | | Dante whips out both of his pistols, and fires at the ground, hitting OTG. This is one of the fastest OTG attacks in the game, and allows Dante to easily confirm off the Hard Knockdown caused by j.5S or Hammer. Requires a minimum of two inputs to fire two shots, but mashing H will cause Dante to fire up to two additional shots. |
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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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| |onhit=-2 | | |onhit=-2 |
| |onblock=-2 | | |onblock=-2 |
| |properties={{otg}}, {{chipdamage}}, mashable, Priority: Low, Durability: 5 per shot | | |properties={{otg}}, {{chipdamage}}, mashable, Priority: Low, Durability: 5 per shot, scales by 0.9 |
| |description= | | |description= |
| Dante floats upside-down in the air, firing his pistols directly down, which can hit OTG. It can be useful for picking up after airthrows, when paired with an assist call. Rain Storm is also a method for stalling in the air if needed. Its "Until Grounded" recovery can be mitigated by canceling it into Killer Bee (j.236L). | | Dante floats upside-down in the air, firing his pistols directly down, which can hit OTG. It can be useful for picking up after airthrows, when paired with an assist call. Rain Storm is also a method for stalling in the air if needed. Its "Until Grounded" recovery can be mitigated by canceling it into Killer Bee (j.236L). |
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| Requires a minimum of two inputs two fire two shots, but mashing H will cause Dante to fire up to eight additional shots. | | Requires a minimum of two inputs two fire to shots, but mashing H will cause Dante to fire up to eight additional shots. |
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| Can Chain into: Killer Bee | | Can Chain into: Killer Bee |
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| | Rain Storm is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |onhit=+9 | | |onhit=+9 |
| |onblock=+7 | | |onblock=+7 |
| |properties={{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot | | |properties={{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot, scales by 0.9 |
| |description= | | |description= |
| Cancel window: Frames 18-29 of 5H | | Cancel window: Frames 18-29 of 5H |
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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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| |onhit=+14 ~ +17 | | |onhit=+14 ~ +17 |
| |onblock=+14 ~ +17 | | |onblock=+14 ~ +17 |
| |properties={{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot | | |properties={{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot, scales by 0.9 |
| |description= | | |description= |
| Cancel window: Frames 14-15 of 5H | | Cancel window: Frames 14-15 of 5H |
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| Dante leaps back and fires at a shallow downward angle with his pistols. Works as a solid pressure and keepaway tool, especially since Dante can call assists while firing to cover himself. It can not be ducked the way that Scat Shot can, but it doesn't quite reach fullscreen distance before hitting the ground. Be default, Dante fires two shots, but mashing H can allow him to fire up to four more shots. | | Dante leaps back and fires at a shallow downward angle with his pistols. Works as a solid pressure and keepaway tool, especially since Dante can call assists while firing to cover himself. It can not be ducked the way that Scat Shot can, but it doesn't quite reach fullscreen distance before hitting the ground. By default, Dante fires two shots, but mashing H can allow him to fire up to four more shots. |
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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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| |onhit=+1 | | |onhit=+1 |
| |onblock=+0 | | |onblock=+0 |
| |properties={{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot | | |properties={{chipdamage}}, mashable, Priority: Low, Durability: 1 per shot, scales by 0.9 |
| |description= | | |description= |
| Cancel window: Contact to frame 40 of 5S | | Cancel window: Contact to frame 40 of 5S |
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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=- | | |onhit=- |
| |onblock=-10 | | |onblock=-10 |
| |properties={{chipdamage}}, {{launch}}, {{nocancel}} | | |properties={{chipdamage}}, {{launch}}, {{nocancel}}, scales by 0.85 |
| |description= | | |description= |
| Cancel window: | | Cancel window: |
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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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| |onhit=-23 | | |onhit=-23 |
| |onblock=-23 | | |onblock=-23 |
| |properties={{chipdamage}}, mashable, {{strk}} (last hit) | | |properties={{chipdamage}}, mashable, {{strk}} (last hit), scales by 0.9 |
| |description= | | |description= |
| Cancel window: frames 17-23 of Stinger/Lvl.2 Stinger | | Cancel window: frames 17-23 of Stinger/Lvl.2 Stinger |
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| Dante stabs repeatedly with his sword as a follow-up to the initial Stinger stab. Works similar to 2H, and is similarly terrible, making most of the otherwise great combo options from either version of Stinger harder/worse for little benefit. By default, Dante performs 4 small hits followed by the larger final hit. Mashing can add up to 11 extra small hits. | | Dante stabs repeatedly with his sword as a follow-up to the initial Stinger stab. Works similar to 2H, and is similarly terrible, making most of the otherwise great combo options from either version of Stinger harder/worse for little benefit. By default, Dante performs 4 small hits followed by the larger final hit. Mashing can add up to 11 extra small hits. Sees extremely niche use after 2M canceled into stinger at max range, as volcano will whiff. |
| }} | | }} |
| }} | | }} |
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| === Special Moves === | | === Special Moves === |
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| Cancel Window: frames 5-24 of Multi-Lock | | Cancel Window: frames 5-24 of Multi-Lock |
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| Dante fires three bursts of energy from Aretmis directly upwards. After 35 frames, the projectiles burst into smaller lasers, which rain back down towards the ground all around Dante. | | Dante fires three bursts of energy from Artemis directly upwards. After 35 frames, the projectiles burst into smaller lasers, which rain back down towards the ground all around Dante. |
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| Although it is somewhat slow and does not have huge range, Acid Range is a solid defensive tool for Dante's keepaway game, and helps to discourage flight-based opponents from approaching Dante from above. Additionally, it is a great mixup tool by taking advantage of the rain's delayed hit. Activate Acid Rain as an oncoming opponent enters the stage, then teleport or dash behind the opponent for a simple left/right mixup. | | Although it is somewhat slow and does not have huge range, Acid Range is a solid defensive tool for Dante's keepaway game, and helps to discourage flight-based opponents from approaching Dante from above. Additionally, it is a great mixup tool by taking advantage of the rain's delayed hit. Activate Acid Rain as an oncoming opponent enters the stage, then teleport or dash behind the opponent for a simple left/right mixup. |
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| If Acid Rain hits on the way up - usually by superjump-canceling from Prop Shredder - it deals good damage and can be used as an extra optimization tool for corner damage. | | If Acid Rain hits on the way up - usually by superjump-canceling from Prop Shredder - it deals good damage and can be used as an extra optimization tool for corner damage. |
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| The rain can also hit OTG as it falls, but this is almost impossible to set up, and essentially useless when compared to Dante's multiple superior OTG options. | | The rain can also hit OTG as it falls, but this is almost impossible to set up, and essentially useless when compared to Dante's multiple superior OTG options. Tron is a character that Acid Rain can self-OTG. |
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| | Acid Rain has RNG. It is unclear how many variations of Acid Rain exist but RNG is certain. |
| | Acid Rain is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Dante punches the ground with his nunchucks, causing ice to erupt into the air all around him. This is a situational, but very useful move. It is a solid anti-air, a great OTG to use as an alternative to Volcano due to its high base damage, and its Medium Priority means it will protect Dante from almost any non-hyper projectile for the duration. If you have meter to spare, canceling Million Carats into Devil Trigger will negate its terrible frame advantage. | | Dante punches the ground with his nunchucks, causing ice to erupt into the air all around him. This is a situational, but very useful move. It is a solid anti-air, a great OTG to use as an alternative to Volcano due to its high base damage, and its Medium Priority means it will protect Dante from almost any non-hyper projectile for the duration. If you have meter to spare, canceling Million Carats into Devil Trigger will negate its terrible frame advantage. |
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| | Million Carats is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Dante stabs the ground with his rocket launcher, Kalina Ann. It then fires 8 small missiles, which spin around erratically while also generally tracking the opponent. | | Dante stabs the ground with his rocket launcher, Kalina Ann. It then fires 8 small missiles, which spin around erratically while also generally tracking the opponent. |
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| Hysteric is fairly slow to start up, but is a nice keepaway option if you can find opportunites to get it off safely. Although the individual missiles have poor durability, the fact that they spread out and move semi-randomly makes it difficult to destroy them all with any one projectile move. Thus, Missiles are useful for counter-zoning characters like Doctor Doom. Even if Doom attempts to use his own beam attack to blow through the missiles, he will miss one or two and be counterhit by them. | | Hysteric is fairly slow to start up, but is a nice keepaway option if you can find opportunities to get it off safely. Although the individual missiles have poor durability, the fact that they spread out and move semi-randomly makes it difficult to destroy them all with any one projectile move. Thus, Missiles are useful for counter-zoning characters like Doctor Doom. Even if Doom attempts to use his own beam attack to blow through the missiles, he will miss one or two and be counterhit by them. |
| }} | | }} |
| }} | | }} |
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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. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | 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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| Cancel window: frames 5-16 of Volcano | | Cancel window: frames 5-16 of Volcano |
| | | |
| Dante kicks repeatedly with Beowulf, ending in a large axe kick which causes a Ground Bounce. Volcano > Beehive > Million Dollars is Dante's standard combo ender, but this move has limited ue outside of combos. | | Dante kicks repeatedly with Beowulf, ending in a large axe kick which causes a Ground Bounce. Volcano > Beehive > Million Dollars is Dante's standard combo ender, but this move has limited use outside of combos. |
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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 occuring. | | 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. |
| | |
| | Beehive is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Not as powerful as the assist version, due to a lack of ways to capitalize on the hitstun/blockstun. It can still sometimes be used as a check against opponents who try to flee to superjump height. | | Not as powerful as the assist version, due to a lack of ways to capitalize on the hitstun/blockstun. It can still sometimes be used as a check against opponents who try to flee to superjump height. |
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| In X-Factor level 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. |
| | |
| | Jam Sessions is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Can chain into: Fireworks, Crazy Dance | | Can chain into: Fireworks, Crazy Dance |
| | |
| | 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 |
| | |
| | Revolver is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |properties={{softknockdown}} (last hit) | | |properties={{softknockdown}} (last hit) |
| |description= | | |description= |
| Dante charges forward with his twin swords, rushing across the entire screen. If the first hit is blocked, Dante will not perform any of the additional attacks at all, making this disasterously unsafe on block. At the peak of Dante's run, he is moving extremely quickly, comparable to very optimal plink dashes, so this move can sometimes be used while the opponent is at superjump height to quickly flee to the opposite end of the stage. | | Dante charges forward with his twin swords, rushing across the entire screen. If the first hit is blocked, Dante will not perform any of the additional attacks at all, making this disastrously unsafe on block. At the peak of Dante's run, he is moving extremely quickly, comparable to very optimal plink dashes, so this move can sometimes be used while the opponent is at superjump height to quickly flee to the opposite end of the stage. |
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| Can chain into: Fireworks, Crazy Dance | | Can chain into: Fireworks, Crazy Dance |
| | |
| | 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. |
| | |
| | Fireworks is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=163,400 | | |damage=20,000 x3 + 30,000 x2 + 20,000 x4 + 70,000 |
| |guard=Mid probably | | |guard=Mid probably |
| |startup=(22+)10 | | |startup=(22+)10 |
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| *Frames 45-46 of Jet Stream | | *Frames 45-46 of Jet Stream |
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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, and its No-Cancel property means you can not actually follow it up with anything, including a hyper (it is possible to link a Snapback afterwards). Consequently, this move is basically useless, except to show off that you can perform it (which is pretty cool). | | 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. |
| | |
| | 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. |
| | |
| | Killer Bee is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |properties=Invuln frames 11-20, {{hardknockdown}} | | |properties=Invuln frames 11-20, {{hardknockdown}} |
| |description= | | |description= |
| Dante swings downwards with his gauntlets. Has fairly short range, but because it has some invinciblity 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. | | 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. |
| | |
| | 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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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=30,000 x2 + 15,000 per falling hit + 60,000 | | |damage=30,000 x2 + 15,000 per falling hit + 50,000 |
| |guard=OH | | |guard=OH |
| |startup=18 | | |startup=18 |
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| |properties={{forcedgroundbounce}} (every hit except for the last one), {{hardknockdown}} (ending hit) | | |properties={{forcedgroundbounce}} (every hit except for the last one), {{hardknockdown}} (ending hit) |
| |description= | | |description= |
| Dante initially floats in the air, then begins to fall straight down, swinging his twin swords all around himself. | | Dante initially floats in the air, then begins to fall straight down, swinging his twin swords all around himself. The number of hits depends on 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 exmaple 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]. |
| | |
| | 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, whereever 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 telegraps 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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| If Dante teleports behind a cornered opponent, he will still appear behind him, and the opponent will be pushed slightly out of the corner to compensate. | | If Dante teleports behind a cornered opponent, he will still appear behind them, and the opponent will be pushed slightly out of the corner to compensate. |
| }} | | }} |
| }} | | }} |
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| === Hyper Combos === | | === Hyper Combos === |
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| This hyper is excellent for DHCs in both directions. Because Million Dollars quickly reaches across the entire screen, the vast majority of the game's hypers can DHC into it for (almost) full damage, and so having Dante in the second slot is a good way to secure a kill. When DHCing into Million Dollars, try to time the DHC so that Dante kills the opponent with the final shot, if possible. This greatly increases the time that Dante has to set up an oncoming mixup afterwards, compared to killing the opponent early. | | This hyper is excellent for DHCs in both directions. Because Million Dollars quickly reaches across the entire screen, the vast majority of the game's hypers can DHC into it for (almost) full damage, and so having Dante in the second slot is a good way to secure a kill. When DHCing into Million Dollars, try to time the DHC so that Dante kills the opponent with the final shot, if possible. This greatly increases the time that Dante has to set up an oncoming mixup afterwards, compared to killing the opponent early. |
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| In the other direction, the very large Spinout caused by the second-to-last shot provides some very unique opportunities. Many characters have hypers fast enough that they can be brought in and whiff their attack on purpose, recover, and still hit the opponent before they reach the ground to recover. Common hypers to make use of this include Frank West's Survival Techniques, Spencer's Bionic Maneuvers, and just about ever Install hyper in the game. In a similar vein, Dante can cancel this hyper via X-Factor during the Spinout, teleport to the opponent with Air Trick (22S), and continue the combo himself. | | In the other direction, the very large Spinout caused by the second-to-last shot provides some very unique opportunities. Many characters have hypers fast enough that they can be brought in and whiff their attack on purpose, recover, and still hit the opponent before they reach the ground to recover. Common hypers to make use of this include Frank West's "Survival Techniques", Spencer's "Bionic Maneuvers", and just about every Install hyper in the game. In a similar vein, Dante can cancel this hyper via X-Factor during the Spinout, teleport to the opponent with Air Trick (22S), and continue the combo himself. |
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| Million Dollars also has excellent THC synergy due to its long total duration. If a point character that has a fast THC hyper activates THC with Dante in the backline, the point character will recover and be free to act while the opponent is still trapped by Dante's gunfire, hit or block. | | Million Dollars also has excellent THC synergy due to its long total duration. If a point character that has a fast THC hyper activates THC with Dante in the backline, the point character will recover and be free to act while the opponent is still trapped by Dante's gunfire, hit or block. |
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| |damage=- | | |damage=- |
| |guard=- | | |guard=- |
| |startup=4+0 | | |startup=4 |
| |active=- | | |active=- |
| |recovery=4 | | |recovery=4 |
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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) |
| *Hyper meter gain is disabled for the duration | | *Dante does not build meter for the duration. |
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| Because of Devil Trigger's extremely short startup and recovery, it is also useful as a general purpose cancel tool for Dante or his teammates. Dante can casually throw out attacks which are unsafe or have poor recovery, such as Killer Bee or Hysteric, then cancel the recovery into Devil Trigger to retain advantage. If Dante's teammates are on point, they can activate almost any level 1 hyper in the game and then DHC to Devil Trigger in order to safely tag out. Many characters have unsafe, but invincible, hypers which they can throw out at basically any time, and then DHC into Dante on block (or hit) to avoid punishment. | | Because of Devil Trigger's extremely short startup and recovery, it is also useful as a general purpose cancel tool for Dante or his teammates. Dante can casually throw out attacks which are unsafe or have poor recovery, such as Killer Bee or Hysteric, then cancel the recovery into Devil Trigger to retain advantage. If Dante's teammates are on point, they can activate almost any level 1 hyper in the game and then DHC to Devil Trigger in order to safely tag out. Many characters have unsafe, but invincible, hypers which they can throw out at basically any time, and then DHC into Dante on block (or hit) to avoid punishment. |
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| Cinematic level 3 hyper. Dante stabs forward with his sword - similar to Stinger - but with large amounts of invincibility. On hit, he pulls the opponent into a cinematic where he stabs them repeatedly, dealing heavy unscaled damage. It can be used as a combo ender in most places that Million Dollars works, to guarantee a kill. It is also useful to throw out on reaction to an opponent's hyper, in order to blow through it with invincibility. | | Cinematic level 3 hyper. Dante stabs forward with his sword - similar to Stinger - but with large amounts of invincibility. On hit, he pulls the opponent into a cinematic where he stabs them repeatedly, dealing heavy unscaled damage. It can be used as a combo ender in most places that Million Dollars works, to guarantee a kill. It is also useful to throw out on reaction to an opponent's hyper, in order to blow through it with invincibility. |
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| The cinematic ends with the opponent in a Hard Knockdown a short distance away from Dante. With good timing, it is possible to catch the opponent with an OTG Cold Shower (3HH) before they recover. | | The cinematic ends with the opponent in a Hard Knockdown a short distance away from Dante. With good timing, it is possible to catch the opponent with an OTG Cold Shower (3HH) or Volcano (623M) before they recover, either can be extended off of into full combos if the super was used early in the combo or as a reversal. |
| }} | | }} |
| }} | | }} |
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| |startup=11 | | |startup=11 |
| |active=- | | |active=- |
| |recovery=- | | |recovery=0 |
| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
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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. |
| | |
| | Thunder Bolt is not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Dante spins while charging forward through the air. This attack is not invuln frame 1, but does have a massive amount of total invincibility through most of its duration. It is almost impossible for the opponent to contest and has quick recovery, allowing Dante to escape to the opposite side of the screen almost risk free. | | Dante spins while charging forward through the air. This attack is not invuln frame 1, but does have a massive amount of total invincibility through most of its duration. It is almost impossible for the opponent to contest and has quick recovery, allowing Dante to escape to the opposite side of the screen almost risk free. |
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| As with Thunder Bolt, this attack can not be pushblocked. It also ignores hitstun deterioration when used in combos. | | As with Thunder Bolt, this attack can not be pushblocked. It also has fixed hitstun duration making it so that the move fully hits everytime, however the spinning state the enemy recieves after the move ends is prone to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=27,000 | | |damage=30,000 |
| |guard=OH | | |guard=OH |
| |startup=- | | |startup=- |
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| }} | | }} |
| }} | | }} |
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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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| 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.
| | 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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| === Notable Synergies ===
| | 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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| '''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.
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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)
| | == Notable Shells == |
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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.
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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)
| | 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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| '''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.
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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)
| | <tabber> |
| | |-| Dante + Vergil = |
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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) | | 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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| == Combos ==
| | 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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| === Solo Combos ===
| | 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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| <code><nowiki>5M > 5H > 6H xx X+S~623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5S > H > S sjc. j.236L~L, land, 3HHH > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, short dash, 623M > M, 623M > M xx 236XX (703,000 for 1 bar, build ~1.3 bars of meter)</nowiki></code> <br>
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| [https://youtu.be/fO-6SrEkGBs?t=470 Video Timestamp] Standard BnB off a grounded confirm. <br> | | [https://replaytheater.app/?game=umvc3&p1c2=Dante&p1c3=Vergil Replay Theater Footage] |
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| <code><nowiki>5M > 5H > 6H xx X+S~623M jc. (backjump) j.5H xx j.236M, j.5H, land, 5S > H > S sjc. 2369L~L (Tiger Knee Acid Rain), sjc. j.5S, land, 3HHH > 6H xx X+S, j.5S, land, 623M > M, 6H xx X+S~623M > M xx 236XX (702,000 for 1 bar, builds ~1.5 bars of meter)</nowiki></code> <br>
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| Modifying the basic midscreen BnB for use in the corner. When close to the corner, keep the following things in mind:
| | === Players to Watch === |
| * During the Jump Cancel Volcano near the beginning, either neutral jump or jump backwards. Jumping forwards in the corner will cause Dante to be too close to the opponent, and he will not be able to link after Air Play.
| | {{PlayersToWatchTableHeader-UMVC3}} |
| ** If you do jump forwards by accident, cancel j.5H into Killer Bee (j.236L) instead. This wastes Ground Bounce, but is better than dropping the combo.
| | {{PlayersToWatchTableRow-UMVC3 |
| *Instead of superjumping immediately after Prop Shredder, you can Tiger Knee cancel into Acid Rain, which will hit on the way up and on the way down, for extra damage. It is actually possible to Acid Rain twice in a row here, linking into itself before jumping up to continue the combo, but harder to do.
| | | name = Evasion |
| *Midscreen, Dante basically always wants to knock opponents down with Hammer, to avoid knocking the opponent too far away. In the corner, it doesn't matter, so you can use j.5S instead. They do identical damage.
| | | charaColorOne = {{CharaColor-UMVC3|Zero|5}} |
| *Instead of simply doing Volcano > Beehive and linking into itself at the end of the combo, you can use Stinger Bold Canceled into Volcano as long as you are in the corner, for a bit of extra damage.
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|3}} |
| | | | charaColorThree = {{CharaColor-UMVC3|Vergil|5}} |
| <code><nowiki>j.236L~L, land, 623M jc. j.5M > j.5H xx j.236L, land, short backdash, 5S > H > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, 623M > M xx 236XX (703,000 for 1 bar, builds ~0.75 bars of meter)</nowiki></code>
| | | region = ??? |
| | | | status = Active |
| [https://youtu.be/fO-6SrEkGBs?t=1026 Video Timestamp] Basic confirm off the Hard Knockdown caused by raw Hammer or raw j.5S. As with the standard combo, keep in mind you do not need to Bold Cancel Teleport if close to the corner, just Bold Jumping is good enough. <br> | | | 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] |
| <code><nowiki>j.236L~L, land, 3HH > S sjc. j.236L~L, land, short dash, 623M > M, short backdash, 5S > H > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, short dash, 623M > M, xx 236XX (549,000 for 1 bar, builds ~0.95 bars of meter)</nowiki></code> <br>
| | }} |
| | | {{PlayersToWatchTableRow-UMVC3 |
| [https://youtu.be/fO-6SrEkGBs?t=1132 Video Timestamp]. Alternate Hard Knockdown confirm. Less damage but more meter build. <br> | | | name = KBrad |
| | | | charaColorOne = {{CharaColor-UMVC3|Trish|1}} |
| <code><nowiki>5M > 5H > 6H xx X+S~623M jc. j.5M > j.5H xx j.236M, j.5H xx j.236L, land, 5S sjc. j.5M > j.5H xx j.236H, land, 623M~M, short backdash, 5S > H > 6H xx X+S, j.236H, land, 623M~M, 6H xx X+S~214H > H xx 236XX (~730,000 for 1 bar, builds ~1.75 bars of meter)</nowiki></code> <br>
| | | charaColorTwo = {{CharaColor-UMVC3|Vergil|1}} |
| | | | charaColorThree = {{CharaColor-UMVC3|Dante|6}} |
| [https://youtu.be/fO-6SrEkGBs?t=600 Video Timestamp]. Corner only. Sky Dance combo using its unique ability to reset Ground Bounce multiple times per combo.
| | | region = ??? |
| | | | status = Semi-Active |
| [https://youtu.be/q_H8hZoOpzs Airthrow Conversions] <br>
| | | 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] |
| | | }} |
| ==== Clay Pidgeon Loops ==== | |
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| If Dante presses H after using his 5S launcher, he will cancel into Clay Pigeon, an attack where he fires bullets at the launched opponent, juggling them. Normally, if he presses S again during Clay Pidgeon, he will then cancel into Prop Shredder. However, if Dante delays his second S input until Clay Pidgeon is completed, he can use his normal 5S instead. There is a tight timing window where Dante can catch the opponent with a delayed 5S before they fall to the ground, then cancel into Clay Pidgeon again, creating a loop. This is a more advanced Dante combo route, but offers better damage and very good meter build. There are two types of Clay Pidgeon reps - "Max Shot" reps, where you mash H on Clay Pidgeon to get the full eight shots and juggle the opponent higher, and "Min Shot" reps, where you only press H a single time, firing only two shots to minimize scaling and Hitstun Deterioration.
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| When performing Clay Pidgeon Loops, hold forward on the stick. Dante will use the slight gap between Clay Pidgeon and 5S to step forward, preventing him from being pushed out of range.
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| <code><nowiki>5M > 5H > 6H xx X+S~623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5S > H(Mash H), 5S > H (Mash H), 5S > H (Mash H) > 6H xx 2X+S~2S (Bold Cancel Teleport), j.236L~L, land, short dash, 623M > M, 623M > M xx 236XX (~750,000 for 1 bar, builds ~1.8 bars of meter)</nowiki></code> <br>
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| [https://youtu.be/fO-6SrEkGBs?t=762 Video Timestamp] <br>
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| <code><nowiki>j.236L~L, land, 623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5H > 5S > H (hold forward), 5S > H, 5S > H, 5S > H (Mash H), 5S > H (Mash H), > 6H xx 2X+S~2S (Bold Cancel Teleport), j.5S, land, short dash, 623M > M, 623M > M xx 236XX (780,000 for 1 bar, builds ~1.8 bars of meter)</nowiki></code> <br>
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| [https://youtu.be/avO41laZo5U Video Timestamp] <br>
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| <code><nowiki>j.236L~L, land, 623M jc. j.5M > j.5H xx j.236M, j.5H, land, 5H > 5S > H (hold forward), 5S > H, 5S > H, 5S > H (Mash H), 5S > H (Mash H), > 6H xx X+S~236H~H (Bold Cancel Grapple), 5S > H (Mash H), 214L xx 236XX (742,000 for 1 bar, builds ~1.8 bars of meter)</nowiki></code> <br>
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| [https://youtu.be/avO41laZo5U?t=48 Video Timestamp] Basically identical to the above combo, but with an alternate ender. <br>
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| === X-Factor Combos === | |
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| ==== Any X-Factor ==== | |
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| <code><nowiki>(Anything xx) 236XX > X-Factor Activation (second-to-last hit), 22S, j.236L~L, land, 623M > M (, 623M > M) xx 236XX </nowiki></code>
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| Basic way to secure a kill off any combo ending in Million Dollars. Also useful for getting a kill after sniping an assist with raw Million Dollars.
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| ==== X-factor Level 3 ====
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| <code><nowiki>2L > 5M > 5H > 6H xx X+S~623M jc. j.5H xx j.236M, j.5S, land, 623M jc. j.5H xx j.236M, j.5S, land, short dash, 236M~M, 623M > M, jump, j.5S, etc. </nowiki></code> <br>
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| https://youtu.be/bdZthGEfFZA?t=15 Video Timestamp]. Anchor X-Factor combo designed for quick meterless kills. A lot of lower health characters will already be dead by the 236M~M Million Carats, but you can continue the combo for character with higher health if needed. <br>
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| <code><nowiki>2L > 5M > 5H > 6H xx X+S~623M jc. j.5H xx j.236M, airdash, j.5H, land, 5M > 5H > 3HH > S sjc. 2369M~M, 236M~M, 236M~M, 623M > M, etc. </nowiki></code>
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| [https://youtu.be/bdZthGEfFZA?t=50 Video Timestamp.] Alternate X-Factor route vs. big body characters. Looks cool. <br> | |
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| === Sample Team Combos ===
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| [https://youtu.be/BJfVhKEfqFo Zero May Cry (Zero/Dante/Vergil) Team Combos] <br>
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| [https://youtu.be/gqppbQp1zTs Dante/Wesker/Chris] <br>
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| [https://youtu.be/cBEJVrSm3zA Dante/Doom/Strider] <br>
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| [https://youtu.be/LmsLeYzWnbQ Dante/VJoe/Phoenix Wright] <br>
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| [https://youtu.be/sidEt3tiyZo Dante/Dorm/Strange] <br>
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| [https://youtu.be/bDrBBZb13Zs Nova/Taskmaster/Dante] <br>
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| [https://youtu.be/cYj_K1dlE5k Dante/Magneto/Vergil] <br>
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| === TAC Infinites ===
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| [https://youtu.be/lDZrWmRkMdU Corner all directions] <br>
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| == Videos and External Resources ==
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| === Hitbox Display ===
| | |-| Dante + Doom = |
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| <youtube>pxYGC7zmi6o</youtube>
| | === Players to Watch === |
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| === Guides ===
| | |-| Dante + Magneto = |
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| [https://youtu.be/OKkNUnuXeh0 Dante Tutorial by GreenAce] <br>
| | === Players to Watch === |
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| [https://youtu.be/g7Se1I2K2I8 Dante Concepts by Yipes] <br>
| | |-| Dante + Strider = |
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| [https://youtu.be/5VPCtMpHvaA Dante Hammer/j5S Confirm Guide] <br>
| | === Players to Watch === |
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| [https://www.reddit.com/r/MvC3/comments/2rr8p4/character_breakdown_dante/ r/MVC3 Dante Character Breakdown Thread] <br>
| | |-| Dante + Viper = |
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| === Setup / Mixup Videos === | | === Players to Watch === |
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| [https://youtu.be/oZ2-6SB2oBs Dante mixups off Stider Vajra assist] <br>
| | |-| Dante + Deadpool = |
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| [https://youtu.be/aUYPemc04uo Dante mixups off Viper Burn Kick] <br>
| | === Players to Watch === |
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| [https://youtu.be/E_ir7pvlLP4 Trish/Dante/Wesker Unblockable Loop setup] <br>
| | </tabber> |
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| == Alternate Colors == | | == Alternate Colors == |
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| [[File:Dante_colors.jpg]]
| | {{Chara-Colors-UMVC3}} |
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| {{Content Box|content= | | {{Content Box|content= |
| {{Navbox-UMVC3}} | | {{Navbox-UMVC3}} |
| }} | | }} |