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{{MoveListRow | Double Jump | {{#motion: u in the air }} | | If you used Air Dash, <br> you cannot Double Jump }} | {{MoveListRow | Double Jump | {{#motion: 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 | | {{MoveListRow | Bold Move | s + atk | | Makes Dante jump forward <br> Counts as a special move }} | ||
{{MoveListRow | Standing Light | {{#motion: l }} | 43,000 | }} | {{MoveListRow | Standing Light | {{#motion: l }} | 43,000 | }} | ||
{{MoveListRow | Crouching Light | {{#motion: d + l }} | 40,000 | low }} | {{MoveListRow | Crouching Light | {{#motion: d + l }} | 40,000 | low }} | ||
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{{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }} | {{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }} | ||
{{MoveListRow | Wild Stomp | {{#motion: df + h}} | 85,900 | otg Can cancel into Stinger }} | {{MoveListRow | Wild Stomp | {{#motion: df + h}} | 85,900 | otg Can cancel into Stinger }} | ||
{{MoveListRow | Prop Shredder | Wild Stomp, then mash {{#motion: s}} | Need_Damage | | {{MoveListRow | Prop Shredder | Wild Stomp, then mash {{#motion: s}} | Need_Damage | launch }} | ||
{{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }} | {{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }} | ||
{{MoveListRow | Million Stab | Crouching Heavy, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }} | {{MoveListRow | Million Stab | Crouching Heavy, then mash {{#motion: h }} | 5,000 per hit, 40,000 for last hit | }} | ||
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{{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | launch }} | {{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | launch }} | ||
{{MoveListRow | Charge Shot | s , then mash {{#motion: h }} | 25,000 per hit, | }} | {{MoveListRow | Charge Shot | s , then mash {{#motion: h }} | 25,000 per hit, | }} | ||
{{MoveListRow | Prop Shredder | Charge Shot, then mash {{#motion: s}} | Need_Damage | | {{MoveListRow | Prop Shredder | Charge Shot, then mash {{#motion: s}} | Need_Damage | launch }} | ||
{{MoveListRow | Jumping Light | {{#motion: air l }} | 40,000 | high djcancel }} | {{MoveListRow | Jumping Light | {{#motion: air l }} | 40,000 | high djcancel }} | ||
{{MoveListRow | Jumping Medium | {{#motion: air m }} | 58,000 | high djcancel}} | {{MoveListRow | Jumping Medium | {{#motion: air m }} | 58,000 | high djcancel}} |
Revision as of 00:49, 15 February 2011


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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
Normal Moves
you cannot Double Jump
f f or
b b or
f + atk + atk or
b + atk + atk
you cannot Air Dash
Counts as a special move
Special Moves
Can cancel charge with normal moves
Beams: 25,000 per hit
Hyper Moves
15% power boost
Red life heals while active
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.