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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Jam Session | direct front <br> should be : <br> shot upward | 14,000 X 10 <br> (90,800) | proj strk | Million Dollars | | Jam Session | {{direct}} {{front}} <br> should be : <br> {{shot}} {{upward}} | 14,000 X 10 <br> (90,800) | {{proj}} {{strk}} | Million Dollars | ||
| Weasel Shot | shot tiltdown | 25,000 X 4 <br> (85,900) | proj | Million Dollars | | Weasel Shot | {{shot}} {{tiltdown}} | 25,000 X 4 <br> (85,900) | {{proj}} | Million Dollars | ||
| Crystal | shot front | 35,000 X 4 <br> (120,300) | proj otg <br> Freeze state | Million Dollars | | Crystal | {{shot}} {{front}} | 35,000 X 4 <br> (120,300) | {{proj}} {{otg}} <br> Freeze state | Million Dollars | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 43,000 | }} | {{MoveListRow | Standing Light | {{l}} | 43,000 | }} | ||
{{MoveListRow | Crouching Light | d + l | 40,000 | rpdfire low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 40,000 | {{rpdfire}} {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 55,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 55,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 50,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 50,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 70,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 70,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 50,000 + 10,000 X 2 + 60,000 <br> (102,500) | strk on final hit }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 50,000 + 10,000 X 2 + 60,000 <br> (102,500) | {{strk}} on final hit }} | ||
{{MoveListRow | Special | s | 80,000 | launch <br> Can only be cancelled into Clay Pigeon }} | {{MoveListRow | Special | {{s}} | 80,000 | {{launch}} <br> Can only be cancelled into Clay Pigeon }} | ||
{{MoveListRow | Jumping Light | air l | 40,000 | high djcancel }} | {{MoveListRow | Jumping Light | air {{l}} | 40,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Jumping Medium | air m | 68,000 | high djcancel }} | {{MoveListRow | Jumping Medium | air {{m}} | 68,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 70,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 70,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> hardknockdown <br> | {{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{high}} {{aircombofinisher}} <br> {{hardknockdown}} <br> | ||
{{ | {{dashcancel}} possible upon landing, frame sensitive }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
*Melee starters: | *Melee starters: | ||
{{MoveListRow | Stinger | f + h | 80,000 | nocancel except for Bold Move <br> softknockdown on air hit }} | {{MoveListRow | Stinger | {{f}} + {{h}} | 80,000 | {{nocancel}} except for Bold Move <br> {{softknockdown}} on air hit }} | ||
* Bullet starters: | * Bullet starters: | ||
{{MoveListRow | Scat Shot | h , h | 20,000 X 2 ~ 4 <br> (38,000 ~ 68,600) | proj <br> Mash for more hits }} | {{MoveListRow | Scat Shot | {{h}} , {{h}} | 20,000 X 2 ~ 4 <br> (38,000 ~ 68,600) | {{proj}} <br> Mash for more hits }} | ||
{{MoveListRow | Weasel Shot | h , b + h | 20,000 X 2 ~ 6 <br> (38,000 ~ 93,500) | proj <br> Mash for more hits }} | {{MoveListRow | Weasel Shot | {{h}} , {{b}} + {{h}} | 20,000 X 2 ~ 6 <br> (38,000 ~ 93,500) | {{proj}} <br> Mash for more hits }} | ||
{{MoveListRow | Rain Storm | (in air) Press h repeatedly | 25,000 X 2 ~ 10 <br> (47,500 ~ 162,400) | proj otg aironly <br> Mash for more hits <br> Can be canceled into Killer Bee or The Hammer }} | {{MoveListRow | Rain Storm | (in air) Press {{h}} repeatedly | 25,000 X 2 ~ 10 <br> (47,500 ~ 162,400) | {{proj}} {{otg}} {{aironly}} <br> Mash for more hits <br> Can be canceled into Killer Bee or The Hammer }} | ||
{{MoveListRow | Cold Shower | df + Press h repeatedly| 25,000 X 2 ~ 4 <br> (47,500 ~ 85,900) | proj otg <br> Mash for more hits }} | {{MoveListRow | Cold Shower | {{df}} + Press {{h}} repeatedly| 25,000 X 2 ~ 4 <br> (47,500 ~ 85,900) | {{proj}} {{otg}} <br> Mash for more hits }} | ||
{{MoveListRow | Clay Pigeon | s (on hit) , h | 25,000 X 2 ~ 10 <br> (47,500 ~ 162,400) | proj otg <br> Mash for more hits }} | {{MoveListRow | Clay Pigeon | {{s}} (on hit) , {{h}} | 25,000 X 2 ~ 10 <br> (47,500 ~ 162,400) | {{proj}} {{otg}} <br> Mash for more hits }} | ||
* Follow-up moves: | * Follow-up moves: | ||
{{MoveListRow | Prop Shredder | s during: <br> <nowiki>Scat Shot</nowiki> <br> Cold Shower <br> Clay Pigeon | 25,000 X 5 <br> (92,500) | launch nocancel }} | {{MoveListRow | Prop Shredder | {{s}} during: <br> <nowiki>Scat Shot</nowiki> <br> Cold Shower <br> Clay Pigeon | 25,000 X 5 <br> (92,500) | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Stinger lv.2 | f + H during: <br> <nowiki>Scat Shot</nowiki> <br> Cold Shower <br> Clay Pigeon | 80,000 | nocancel except for Bold Move <br> wallbounce on air hit }} | {{MoveListRow | Stinger lv.2 | {{f}} + H during: <br> <nowiki>Scat Shot</nowiki> <br> Cold Shower <br> Clay Pigeon | 80,000 | {{nocancel}} except for Bold Move <br> {{wallbounce}} on air hit }} | ||
{{MoveListRow | Million Stab | Press h repeatedly during: <br> Stinger <br> Stinger lv.2 | 5,000 X 5 ~ 17 + 40,000 <br> (43,900 ~ 47,500) | Mash for more hits <br> strk on final hit }} | {{MoveListRow | Million Stab | Press {{h}} repeatedly during: <br> Stinger <br> Stinger lv.2 | 5,000 X 5 ~ 17 + 40,000 <br> (43,900 ~ 47,500) | Mash for more hits <br> {{strk}} on final hit }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 10,000 x 4 + 40,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 10,000 x 4 + 40,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 10,000 x 4 + 40,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 10,000 x 4 + 40,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 10,000 + 20,000 x 2 + 30,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 10,000 + 20,000 x 2 + 30,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 10,000 + 20,000 x 2 + 30,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 10,000 + 20,000 x 2 + 30,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Multi-Lock | qcf + l <br> can be charged | 50,000 X 1 ~ 5 <br> (50,000 ~ 204,600) | proj <br> homing <br> Dante can move freely while charging. Charge ceases if any other moves are used}} | {{MoveListRow | Multi-Lock | {{qcf}} + {{l}} <br> can be charged | 50,000 X 1 ~ 5 <br> (50,000 ~ 204,600) | {{proj}} <br> homing <br> Dante can move freely while charging. Charge ceases if any other moves are used}} | ||
{{MoveListRow | Acid Rain | l during Multi-Lock startup | 30,000 X 3 for rising orbs <br> (81,200) <br> 25,000 X 5 for rain <br> (102,300) | proj <br> softknockdown <br> otg for rain }} | {{MoveListRow | Acid Rain | {{l}} during Multi-Lock startup | 30,000 X 3 for rising orbs <br> (81,200) <br> 25,000 X 5 for rain <br> (102,300) | {{proj}} <br> {{softknockdown}} <br> {{otg}} for rain }} | ||
{{MoveListRow | Crystal | qcf + m | 35,000 X 4 <br> (120,300) | proj otg <br> freezes opponent }} | {{MoveListRow | Crystal | {{qcf}} + {{m}} | 35,000 X 4 <br> (120,300) | {{proj}} {{otg}} <br> freezes opponent }} | ||
{{MoveListRow | Million Carats | m during Crystal startup | 130,000 | proj otg <br> softknockdown}} | {{MoveListRow | Million Carats | {{m}} during Crystal startup | 130,000 | {{proj}} {{otg}} <br> softknockdown}} | ||
{{MoveListRow | Hysteric <br> (Missiles) | qcf + h | 20,000 X 8 | proj <br> homing }} | {{MoveListRow | Hysteric <br> (Missiles) | {{qcf}} + {{h}} | 20,000 X 8 | {{proj}} <br> homing }} | ||
{{MoveListRow | Grapple | h during Hysteric startup | 60,000 | proj cptr <br> {{ | {{MoveListRow | Grapple | {{h}} during Hysteric startup | 60,000 | {{proj}} {{cptr}} <br> {{forcedtechroll}} forward, towards Dante }} | ||
{{MoveListRow | Drive | qcf + s | 70,000 for proj <br> 80,000 for sword swing <br> (143,000) | proj }} | {{MoveListRow | Drive | {{qcf}} + {{s}} | 70,000 for {{proj}} <br> 80,000 for sword swing <br> (143,000) | {{proj}} }} | ||
{{MoveListRow | Killer Bee | air qcf + l | 80,000 | groundbounce softknockdown}} | {{MoveListRow | Killer Bee | air {{qcf}} + {{l}} | 80,000 | {{groundbounce}} softknockdown}} | ||
{{MoveListRow | The Hammer | l during Killer Bee startup | 90,000 | high hardknockdown }} | {{MoveListRow | The Hammer | {{l}} during Killer Bee startup | 90,000 | {{high}} {{hardknockdown}} }} | ||
{{MoveListRow | Air Play | air qcf + m <br> can be charged | rank 1: 50,000 <br> rank 2: 35,000 X 3 (94,800) <br> rank 3: 30,000 X 5 (122,600) | proj <br> stagger on ranks 2 and 3}} | {{MoveListRow | Air Play | air {{qcf}} + {{m}} <br> can be charged | rank 1: 50,000 <br> rank 2: 35,000 X 3 (94,800) <br> rank 3: 30,000 X 5 (122,600) | {{proj}} <br> {{stagger}} on ranks 2 and 3}} | ||
{{MoveListRow | Sky Dance | air qcf + h | 30,000 X 2 + 15,000 per falling hit (varies by height) <br> + 60,000 <br> (125,100 ~ 143,200) | forcedgroundbounce softknockdown }} | {{MoveListRow | Sky Dance | air {{qcf}} + {{h}} | 30,000 X 2 + 15,000 per falling hit (varies by height) <br> + 60,000 <br> (125,100 ~ 143,200) | {{forcedgroundbounce}} {{softknockdown}} }} | ||
{{MoveListRow | Twister | dp + l | 15,000 X 10 <br> (97,300) | proj otg <br> strk}} | {{MoveListRow | Twister | {{dp}} + {{l}} | 15,000 X 10 <br> (97,300) | {{proj}} {{otg}} <br> strk}} | ||
{{MoveListRow | Tempest | l during Twister | 20,000 X 10 <br> (129,900) <br> (142,300 total with Twister) | proj <br> softknockdown on final hit }} | {{MoveListRow | Tempest | {{l}} during Twister | 20,000 X 10 <br> (129,900) <br> (142,300 total with Twister) | {{proj}} <br> {{softknockdown}} on final hit }} | ||
{{MoveListRow | Volcano | dp + m | 100,000 | otg strk }} | {{MoveListRow | Volcano | {{dp}} + {{m}} | 100,000 | {{otg}} {{strk}} }} | ||
{{MoveListRow | Beehive | m during Volcano | 15,000 X 8 + 50,000 <br> (106,600) <br> (195,800 total with Volcano)| groundbounce on final hit <br> softknockdown }} | {{MoveListRow | Beehive | {{m}} during Volcano | 15,000 X 8 + 50,000 <br> (106,600) <br> (195,800 total with Volcano)| {{groundbounce}} on final hit <br> {{softknockdown}} }} | ||
{{MoveListRow | Jam Session | dp + h | 14,000 X 10 <br> (90,800) | proj strk }} | {{MoveListRow | Jam Session | {{dp}} + {{h}} | 14,000 X 10 <br> (90,800) | {{proj}} {{strk}} }} | ||
{{MoveListRow | Reverb Shock | qcb + l | 20,000 X 5 <br> (81,700) | softknockdown }} | {{MoveListRow | Reverb Shock | {{qcb}} + {{l}} | 20,000 X 5 <br> (81,700) | {{softknockdown}} }} | ||
{{MoveListRow | Revolver | qcb + m | 30,000 per hit (spacing and size of enemy) <br> up to 5 hits <br> (122,600 max) | groundbounce on final hit <br> softknockdown <br> Freezes opponent }} | {{MoveListRow | Revolver | {{qcb}} + {{m}} | 30,000 per hit (spacing and size of enemy) <br> up to 5 hits <br> (122,600 max) | {{groundbounce}} on final hit <br> {{softknockdown}} <br> Freezes opponent }} | ||
{{MoveListRow | Jet Stream | qcb + h | 20,000 + 30,000 X 4 + 70,000 <br> (153,900) | softknockdown on final hit <br> only first hit counts on block }} | {{MoveListRow | Jet Stream | {{qcb}} + {{h}} | 20,000 + 30,000 X 4 + 70,000 <br> (153,900) | {{softknockdown}} on final hit <br> only first hit counts on block }} | ||
{{MoveListRow | Fireworks | h during: <br> Reverb Shock <br> Revolver <br> Jet Stream on hit | 10,000 per bullet, 26 max? <br> (92,200 for bullets) | proj }} | {{MoveListRow | Fireworks | {{h}} during: <br> Reverb Shock <br> Revolver <br> Jet Stream on hit | 10,000 per bullet, 26 max? <br> (92,200 for bullets) | {{proj}} }} | ||
{{MoveListRow | Crazy Dance | s during: <br> Reverb Shock <br> Revolver <br> Jet Stream on hit |20,000 X 3 + 30,000 X 2 <br> + 20,000 X 4 + 70,000 (163,400) | nocancel cptr <br> softknockdown }} | {{MoveListRow | Crazy Dance | {{s}} during: <br> Reverb Shock <br> Revolver <br> Jet Stream on hit |20,000 X 3 + 30,000 X 2 <br> + 20,000 X 4 + 70,000 (163,400) | {{nocancel}} {{cptr}} <br> {{softknockdown}} }} | ||
{{MoveListRow | Air Trick <br> Teleport | d , d + s | 0 | teleports above and behind opponent }} | {{MoveListRow | Air Trick <br> Teleport | {{d}} , {{d}} + {{s}} | 0 | teleports above and behind opponent }} | ||
{{MoveListRow | Bold Move | atk + s | 0 | performs a forward jump. <br> Used for "Bold Canceling" to <br> make certain combos possible.}} | {{MoveListRow | Bold Move | {{atk}} + {{s}} | 0 | performs a forward jump. <br> Used for "Bold Canceling" to <br> make certain combos possible.}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Thunder Bolt | air qcf + s | 20,000 X 8 <br> + Devil Trigger's 15% damage boost: 23,000 X 8 <br> (130,700) | proj otg }} | {{MoveListRow | Thunder Bolt | air {{qcf}} + {{s}} | 20,000 X 8 <br> + Devil Trigger's 15% damage boost: 23,000 X 8 <br> (130,700) | {{proj}} {{otg}} }} | ||
{{MoveListRow | Vortex <br> "Psycho Crusher" | air dp + s | 30,000 X 5 <br> + Devil Trigger's 15% damage boost: 34,500 X 5 <br> (141,100) | strk on final hit }} | {{MoveListRow | Vortex <br> "Psycho Crusher" | air {{dp}} + {{s}} | 30,000 X 5 <br> + Devil Trigger's 15% damage boost: 34,500 X 5 <br> (141,100) | {{strk}} on final hit }} | ||
{{MoveListRow | Air Raid <br> Flight | qcb + s | 0 | airok <br> initiates flight mode. }} | {{MoveListRow | Air Raid <br> Flight | {{qcb}} + {{s}} | 0 | {{airok}} <br> initiates flight mode. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Million Dollars | qcf + atk + atk | 15,000 X 27 + 50,000 <br> (254,200 ~ 301,100) | proj <br> floating softknockdown on second-to-last hit <br> Mashable }} | {{MoveListRow | Million Dollars | {{qcf}} + {{atk}} + {{atk}} | 15,000 X 27 + 50,000 <br> (254,200 ~ 301,100) | {{proj}} <br> floating {{softknockdown}} on second-to-last hit <br> Mashable }} | ||
{{MoveListRow | Devil Trigger | qcb + atk + atk | 0 | Activates Devil Trigger mode. <br> adds 15% damage to all hits. <br> Regenerate red health. <br> Prevents meter gain. <br> can perform Triple Jump and Double Air Dash }} | {{MoveListRow | Devil Trigger | {{qcb}} + {{atk}} + {{atk}} | 0 | Activates Devil Trigger mode. <br> adds 15% damage to all hits. <br> Regenerate red health. <br> Prevents meter gain. <br> can perform Triple Jump and Double Air Dash }} | ||
{{MoveListRow | Devil Must Die | dp + atk + atk | 440,000 | hardknockdown <br> Level 3 Hyper. | level3 }} | {{MoveListRow | Devil Must Die | {{dp}} + {{atk}} + {{atk}} | 440,000 | {{hardknockdown}} <br> Level 3 Hyper. | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Tips and Tricks === | === Tips and Tricks === | ||
* Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts or Million Stab 5 per-hits, effectively canceling Stinger into a move. | * Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts or Million Stab 5 per-hits, effectively canceling Stinger into a move. | ||
** Example: {{ | ** Example: {{ {{l}} , {{m}} , {{h}} , {{f}} + {{h}} (Stinger), {{atk}} + {{s}} (Bold Move) or {{f}} + tap H (Million Stabs; 5 per-hit), {{dp}} + {{m}} (Volcano) }} is the most common usage. You must do the Stinger > Bold Move or Million Stab > Volcano very quickly. | ||
** Bold Move only: Once you understand how Bold Canceling works, many new combo opportunities open up for Dante. | ** Bold Move only: Once you understand how Bold Canceling works, many new combo opportunities open up for Dante. | ||
*Stinger can be canceled into teleport by pressing {{ | *Stinger can be canceled into teleport by pressing {{ d}}+{{ d}}+{{ h}} immediately followed by {{ s}}; if timed properly it'll do the teleport. | ||
**{{ | **{{ h}} and {{ s}} are not pressed at the same time, just very, very quickly one after the other | ||
* All bullets from Dante's command normals are treated as specials, scaling by 90%, to a minimum of 5%. | * All bullets from Dante's command normals are treated as specials, scaling by 90%, to a minimum of 5%. | ||
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== Strategy vs. Dante == | == Strategy vs. Dante == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:12, 8 December 2020


Dante
He's one of the most advanced characters in the game with near limitless potential. Why is he so advanced? He bolsters the most special moves in the entire game, each input will give you a different result and each move has a use in neutral or in combos. He also has a unique feature called a Bold Cancel which is necessary to link specials after his Stinger, though it seems like a pointless mechanic it can save lives by Bold Blocking which is a technique that allows you to block during the animation of a super. However he's average at rush down and keep away which makes him a jack of all trades, but with the right assists you can set him up to be a great zoner or rush down character. His Devil Trigger is also one of the best install supers in the game, giving him an invulnerable move in the air and a projectile that can't be push blocked and is hard to avoid, however one disadvantage is no meter gain during Devil Trigger. His biggest weakness is perhaps his lack of damage, but with the correct assists he can make it work as Million Dollars is great at starting DHC's. He also has probably one of the best assists in the game with Jam Session making characters like Zero, Morrigan, Viper and Vergil even stronger.
In a nutshell
{{{4}}}
Alternate Colors
Pros and Cons
Pros
- Support value is top tier between Jam Session, timer scam TAC infinites, and Devil Trigger DHC.
- Over two dozen special moves give Dante almost every tool imaginable.
- Sword normals give him great priority and above average range.
- Good mobility due to quick ground/air dashes and tracking teleport.
Cons
- Pitiful damage scaling results in low damage combos.
- With all his tools, Dante himself remains on the slow side.
- Defensive options are underwhelming.
- Requires extensive knowledge of the character in addition to good execution to succeed.
Recommended Position: Arguably Any
Recommended Assist: Jam Session
Players to Watch
Cloud805, Flux, SBK, Jibril, Cross
Character Vitals
Video Walkthrough
Technology
using invincibility frames from crazy dance
Round Harvest reset with Trish & low assist for "unblockables"
Round Harvest reset with Trish & low assist adjusting to hard tags
burn kick mixups
punishing hard drive full screen with grapple
Combos
832K combo
Stylish combos by The Korean Drifter
cool combo with doom/strider
Team Lythero combos
Team Concepts/Synergy
Dante/Strange
Nova/Task/Dante #2 cmv, amazing combos
TAC Infinite
Move List
Assist Types
Normal Moves












(102,500)



Can only be cancelled into Clay Pigeon













Unique Command Normals
- Melee starters:




- Bullet starters:


(38,000 ~ 68,600)

Mash for more hits



(38,000 ~ 93,500)

Mash for more hits

(47,500 ~ 162,400)



Mash for more hits
Can be canceled into Killer Bee or The Hammer


(47,500 ~ 85,900)


Mash for more hits


(47,500 ~ 162,400)


Mash for more hits
- Follow-up moves:

Scat Shot
Cold Shower
Clay Pigeon
(92,500)



Scat Shot
Cold Shower
Clay Pigeon



Stinger
Stinger lv.2
(43,900 ~ 47,500)

Throws
















Special Moves


can be charged
(50,000 ~ 204,600)

homing
Dante can move freely while charging. Charge ceases if any other moves are used

(81,200)
25,000 X 5 for rain
(102,300)





(120,300)


freezes opponent



softknockdown
(Missiles)



homing







80,000 for sword swing
(143,000)









can be charged
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)




+ 60,000
(125,100 ~ 143,200)




(97,300)


strk

(129,900)
(142,300 total with Twister)







(106,600)
(195,800 total with Volcano)




(90,800)




(81,700)



up to 5 hits
(122,600 max)


Freezes opponent


(153,900)

only first hit counts on block

Reverb Shock
Revolver
Jet Stream on hit
(92,200 for bullets)


Reverb Shock
Revolver
Jet Stream on hit
+ 20,000 X 4 + 70,000 (163,400)



Teleport





Used for "Bold Canceling" to
make certain combos possible.
Devil Trigger only


+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)


"Psycho Crusher"


+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)

Flight



initiates flight mode.
Hyper Moves



(254,200 ~ 301,100)

floating

Mashable



adds 15% damage to all hits.
Regenerate red health.
Prevents meter gain.
can perform Triple Jump and Double Air Dash




Level 3 Hyper.
Frame Data
Mission Mode
Strategy
Tips and Tricks
- Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts or Million Stab 5 per-hits, effectively canceling Stinger into a move.
- Example: {{
,
,
,
+
(Stinger),
+
(Bold Move) or
+ tap H (Million Stabs; 5 per-hit),
+
(Volcano) }} is the most common usage. You must do the Stinger > Bold Move or Million Stab > Volcano very quickly.
- Bold Move only: Once you understand how Bold Canceling works, many new combo opportunities open up for Dante.
- Example: {{
- Stinger can be canceled into teleport by pressing
+
+
immediately followed by
; if timed properly it'll do the teleport.
and
are not pressed at the same time, just very, very quickly one after the other
- All bullets from Dante's command normals are treated as specials, scaling by 90%, to a minimum of 5%.