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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Double Jump | {{ {{u}} in the air }} | | If you used Air Dash, <br> you cannot Double Jump }} | {{MoveListRow | Double Jump | {{ {{u}} in the air }} | | If you used Air Dash, <br> you cannot Double Jump }} | ||
{{MoveListRow | Air Dash | In the air<br> {{f}} f or <br> {{b}} b or <br> {{f}} + {{atk}} + {{atk}} or <br> {{b}} + {{atk}} + {{atk}} | | If you used Double Jump, <br> you cannot Air Dash }} | {{MoveListRow | Air Dash | In the air<br> {{f}} {{f}} or <br> {{b}} {{b}} or <br> {{f}} + {{atk}} + {{atk}} or <br> {{b}} + {{atk}} + {{atk}} | | If you used Double Jump, <br> you cannot Air Dash }} | ||
{{MoveListRow | Bold Move | {{s}} + {{atk}} | | Makes Dante jump forward <br> Counts as a special move }} | {{MoveListRow | Bold Move | {{s}} + {{atk}} | | Makes Dante jump forward <br> Counts as a special move }} | ||
{{MoveListRow | Standing Light | {{ {{l}} }} | 43,000 | }} | {{MoveListRow | Standing Light | {{ {{l}} }} | 43,000 | }} | ||
Line 75: | Line 75: | ||
{{MoveListRow | Air Play | Air {{ {{qcf}} + m}} | 50,000 <br> Charged: 122,600 <br> (30,000 x 5) | Hold {{m}} to charge }} | {{MoveListRow | Air Play | Air {{ {{qcf}} + m}} | 50,000 <br> Charged: 122,600 <br> (30,000 x 5) | Hold {{m}} to charge }} | ||
{{MoveListRow | Sky Dance | Air {{ {{qcf}} + h}} | 139,300 (30,000 x 2 <br> + 15,000 x 7 [or until grounded] <br> + 50,000) | {{high}} <br> The first two hits are regular air hits, the middle hits cause a hard {{knockdown}} with a unique ground bounce that ignores the normal limit, but counts towards it, and the last hit causes a soft {{knockdown}} }} | {{MoveListRow | Sky Dance | Air {{ {{qcf}} + h}} | 139,300 (30,000 x 2 <br> + 15,000 x 7 [or until grounded] <br> + 50,000) | {{high}} <br> The first two hits are regular air hits, the middle hits cause a hard {{knockdown}} with a unique ground bounce that ignores the normal limit, but counts towards it, and the last hit causes a soft {{knockdown}} }} | ||
{{MoveListRow | Air Trick | {{ {{d}} d + s}} | | Teleport }} | {{MoveListRow | Air Trick | {{ {{d}} {{d}} + s}} | | Teleport }} | ||
{{MoveListRow | Drive | {{ {{qcf}} + s}} | 80,000 melee attack <br> 70,000 projectile | }} | {{MoveListRow | Drive | {{ {{qcf}} + s}} | 80,000 melee attack <br> 70,000 projectile | }} | ||
Latest revision as of 00:56, 9 December 2020


Dante
In a nutshell
Dante has the most moves of any character ever in the VS series. This might make him intimidating to both play as and fight against, but a simple Dante using only a handful of his moves can be very powerful. Perhaps over time, players will master his entire move set and show the world what this already powerful character can really do.
Dante has one of the best normals in the game in his Standing Light attack. This bad boy helps him control the screen and start powerful combos. His Air Trick teleport also makes keeping him away nearly impossible. If you like having every possible option available to you and have a good memory, Dante might be for you.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Double Jump
{{
in the air }}

If you used Air Dash,
you cannot Double Jump
you cannot Double Jump
Air Dash
In the air
or
or
+
+
or
+
+










If you used Double Jump,
you cannot Air Dash
you cannot Air Dash
Bold Move


Makes Dante jump forward
Counts as a special move
Counts as a special move
Standing Light
{{
}}

43,000
Crouching Light
{{
+
}}


40,000

Standing Medium
{{
}}

55,000
Crouching Medium
{{
+
}}


50,000

Standing Heavy
{{
}}

70,000
Weasel Shot
Mash
or
Mash



68,600
(20,000 x 4)
Back version:
93,500
(20,000 x 6)
(20,000 x 4)
Back version:
93,500
(20,000 x 6)

Scales by 0.9
Ground version is cancelable into THC and Stinger
Crouching Heavy
{{d +
}}

102,500-108,400
(50,000 +
10,000 x 2-16 +
60,000)
(50,000 +
10,000 x 2-16 +
60,000)
Mash for more hits
Scales by 0.85
Scales to 0.1 minimum
Scales by 0.85
Scales to 0.1 minimum
Wild Stomp
{{
+ h}}

85,900
(25,000 x 4)
(25,000 x 4)


Scales by 0.9
Scales to 0.1 minimum
Cancelable into THC or Stinger
Prop Shredder
Wild Stomp,
then mash
then mash

92,500
(25,000 x 5)
(25,000 x 5)



Scales by 0.85
Stinger
{{
+
}}


80,000
Scales by 0.85
Scales to 0.1 minimum
Destroys non-Hyper projectiles
Cancelable only into Million Stab and Bold Move
Scales to 0.1 minimum
Destroys non-Hyper projectiles
Cancelable only into Million Stab and Bold Move
Million Stab
Stinger, then
mash {{
}}
mash {{

5,000 x 5-20 +
40,000
40,000

Scales by 0.9
Scales to 0.1 minimum
Initial hits are cancelable only into Bold Move, the last is special, super, THC, and

Standing Special
{{
}}

80,000

Can be canceled into Charge Shot even when blocked
Charge Shot


25,000 x 2-10

Scales by 0.9
Cancelable into THC
Recovery is cancelable into Stinger or Prop Shredder
Prop Shredder
Charge Shot,
then mash
then mash

92,500
(25,000 x 5)
(25,000 x 5)



Scales by 0.85
Jumping Light
{{ air
}}

40,000


Jumping Medium
{{ air
}}

58,000


Jumping Heavy
{{ air
}}

70,000

Rain Storm
Jumping Heavy,
then mash
then mash

162,400
(25,000 x 2-10)
(25,000 x 2-10)


Scales by 0.9
Cancelable into Killer Bee
Jumping Special
{{ air
}}

90,000


Special Moves
Multi Lock
{{
+ l}}

50,000 per Shot
Hold
to charge
Can
charge with any move

Can

Acid Rain
Multi Lock, then {{
+ l}}

Balls: 30,000 per hit
Beams: 25,000 per hit
Beams: 25,000 per hit

Crystal
{{
+ m}}

120,300
(35,000 x 4)
(35,000 x 4)

Million Carats
Crystal, then {{
+ m}}

130,000

Hysteric
{{
+ h}}

113,600
(20,000 x 8)
(20,000 x 8)
Grapple
Hysteric, then {{
+
}}


60,000
Cannot be canceled with X-Factor or
after the grapple connects
after the grapple connects
Reverb Shock
{{
+ l}}

81,700 (20,000 x 5)
Revolver
{{
+ m}}

122,600
(30,000 x 5)
(30,000 x 5)
Jet Stream
{{
+ h}}

153,900 (20,000 +
30,000 x 4 + 70,000)
30,000 x 4 + 70,000)
The first hit must connect or the move will end
Fireworks
Reverb Shock, Revolver, or Jet Stream, then

10,000 per shot
(26 shots (24 hit) after Reverb Shock
23 (21 can hit) after Revolver
16 hit after Jet Stream)
(26 shots (24 hit) after Reverb Shock
23 (21 can hit) after Revolver
16 hit after Jet Stream)
Scales to a minimum of 0.1
Scales by 0.9 per hit
Scales by 0.9 per hit
Crazy Dance
Reverb Shock, Revolver, or Jet Stream, then

163,400 (20,000 x 3 + 30,000 x 2 + 20,000 x 3 + 70,000)
Just frame (you have to time it!)
The first hit must connect or the move will end
The first hit must connect or the move will end
Twister
{{
+ l}}

97,300
(15,000 x 10)
(15,000 x 10)

Tempest
Twister, then {{
+ l}}

20,000 x 10
Cannot be canceled while airborne
Volcano
{{
+ m}}

110,000


Destroys non-Hyper projectiles
Bee Hive
Volcano, then {{
+ m}}

135,100
(20000 x 8 + 50000)
(20000 x 8 + 50000)

Last hit is high
Jam Session
{{
+ h}}

90,800
(14,000 x 10)
(14,000 x 10)
Killer Bee
Air {{
+ l}}

80,000

The Hammer
Killer Bee, then {{
+ l}}

90,000


Air Play
Air {{
+ m}}

50,000
Charged: 122,600
(30,000 x 5)
Charged: 122,600
(30,000 x 5)
Hold
to charge

Sky Dance
Air {{
+ h}}

139,300 (30,000 x 2
+ 15,000 x 7 [or until grounded]
+ 50,000)
+ 15,000 x 7 [or until grounded]
+ 50,000)

The first two hits are regular air hits, the middle hits cause a hard


Air Trick
{{
+ s}}


Teleport
Drive
{{
+ s}}

80,000 melee attack
70,000 projectile
70,000 projectile
Hyper Moves
Jackpot
{{
+
+ atk}}


254,200 (15,000 x 27 + 50,000)
Damage scales by 0.95
Devil Trigger
{{
+
+ atk}}


Transformation lasts 10 seconds
15% power boost
Red life heals while active
Dante cannot generate meter while active
15% power boost
Red life heals while active
Dante cannot generate meter while active
Flight
Devil Trigger, then {{
+ s}}

Lasts 3 seconds
Thunder Bolt
Devil Trigger, Air {{
+ s}}

130,700 (20,000 x 8)

Does not activate advancing guard
Vortex
Devil Trigger, Air {{
+ s}}

141,100 (30,000 x 5)

Does not activate advancing guard
Devil Must Die
{{
+
+ atk}}


440,000 (50,000 + 390,000 if the first hit connects)

Apprentice Combos
Strategy
Tips and Tricks
- Experiment with the moves you rarely use in some matches instead of trying to win. You may find something unique that helps you surprise the competition in the next tournament or ranked match.
- While Dante can play solid keepaway against characters that lack projectiles, he needs to be ready to switch to a more aggressive mode of play against other keepaway focused characters. Most of them can shut his attempts at keepaway down very easily.
- Dante's teleport, Air Trick, tracks the opponent's position. No matter where they go, you will always appear behind their head. You cannot run from Dante!
- Essentially, every normal Dante performs can be jump cancelled if you use his Command Jump. Cancelling normals into teleport works too.
- Dante cannot generate hyper meter while in Devil Trigger mode. His assists can, but as an assist, he cannot. This includes the meter you would have gained for being hit.
- Dante's Thunderbolt in Devil Trigger does excellent chip and can combo into itself 3 times for super-like damage.