(Changed Drive to indicate that it isn't charged, but has a melee hit built into the start up.) |
(Added more detailed damage numbers) |
||
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{{MoveListRow | Crouching Medium | {{#motion: d + m }} | 50,000 | low }} | {{MoveListRow | Crouching Medium | {{#motion: d + m }} | 50,000 | low }} | ||
{{MoveListRow | Standing Heavy | {{#motion: h }} | 70,000 | }} | {{MoveListRow | Standing Heavy | {{#motion: h }} | 70,000 | }} | ||
{{MoveListRow | Weasel Shot| Mash {{#motion: h}} or {{#motion: b}} Mash {{#motion: h}} | 68,600, 93,500 back version | }} | {{MoveListRow | Weasel Shot| Mash {{#motion: h}} or {{#motion: b}} Mash {{#motion: h}} | 68,600 (20,000 x 4), 93,500 (20,000 x 6) back version | }} | ||
{{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 102,500 | Mash for more hits }} | {{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 102,500-108,400 (50,000 + 10,000 x 2-16 + 60,000) | Mash for more hits }} | ||
{{MoveListRow | Wild Stomp | {{#motion: df + h}} | 85,900 | otg Can cancel into Stinger }} | {{MoveListRow | Wild Stomp | {{#motion: df + h}} | 85,900 (25,000 x 4) | otg Can cancel into Stinger }} | ||
{{MoveListRow | Prop Shredder | Wild Stomp, then mash {{#motion: s}} | | {{MoveListRow | Prop Shredder | Wild Stomp, then mash {{#motion: s}} | 92,500 (25,000 x 5) | launch }} | ||
{{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | | {{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | 4,400 per hit, 40,000 for last hit | }} | ||
{{MoveListRow | Million Stab | Crouching Heavy, then mash {{#motion: h }} | | {{MoveListRow | Million Stab | Crouching Heavy, then mash {{#motion: h }} | 102,500-108,400 (50,000 + 10,000 x 2-16 + 60,000) | }} | ||
{{MoveListRow | Stinger | {{#motion: f + h }} | 80,000 | }} | {{MoveListRow | Stinger | {{#motion: f + h }} | 80,000 | }} | ||
{{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | | {{MoveListRow | Million Stab | Stinger, then mash {{#motion: h }} | 4,400 per hit, 40,000 for last hit | }} | ||
{{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 | {{MoveListRow | Charge Shot | s , then mash {{#motion: h }} | 25,000 x 2-10 | }} | ||
{{MoveListRow | Prop Shredder | Charge Shot, then mash {{#motion: s}} | | {{MoveListRow | Prop Shredder | Charge Shot, then mash {{#motion: s}} | 25,000 x 5 | 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}} | ||
{{MoveListRow | Jumping Heavy | {{#motion: air h }} | 70,000 | high }} | {{MoveListRow | Jumping Heavy | {{#motion: air h }} | 70,000 | high }} | ||
{{MoveListRow | Rain Storm | Jumping Heavy, then mash {{#motion: h}} | 162,400 | otg }} | {{MoveListRow | Rain Storm | Jumping Heavy, then mash {{#motion: h}} | 162,400 (25,000 x 2-10) | otg Cancelable into Killer Bee}} | ||
{{MoveListRow | Jumping Special | {{#motion: air s }} | 90,000 | high }} | {{MoveListRow | Jumping Special | {{#motion: air s }} | 90,000 | high }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MoveListRow | Multi Lock| {{#motion: qcf + l}} | 50,000 per Shot | Hold {{#motion: l}} to charge <br> Can cancel charge with normal moves}} | {{MoveListRow | Multi Lock| {{#motion: qcf + l}} | 50,000 per Shot | Hold {{#motion: l}} to charge <br> Can cancel charge with normal moves}} | ||
{{MoveListRow | Multi Lock Followup| Multi Lock, then {{#motion: qcf + l}} | Balls: 30,000 per hit <br> Beams: 25,000 per hit | }} | {{MoveListRow | Multi Lock Followup| Multi Lock, then {{#motion: qcf + l}} | Balls: 30,000 per hit <br> Beams: 25,000 per hit | }} | ||
{{MoveListRow | Crystal | {{#motion: qcf + m}} | 35,000 | {{MoveListRow | Crystal | {{#motion: qcf + m}} | 120,300 (35,000 x 4) | otg }} | ||
{{MoveListRow | Million Carats| Crystal, then {{#motion: qcf + m}} | 130,000 | otg }} | {{MoveListRow | Million Carats| Crystal, then {{#motion: qcf + m}} | 130,000 | otg }} | ||
{{MoveListRow | Hysteric | {{#motion: qcf + h}} | 20,000 | {{MoveListRow | Hysteric | {{#motion: qcf + h}} | 113,600 (20,000 x 8) | }} | ||
{{MoveListRow | Grapple | Hysteric, then {{#motion: qcf + h }} | 60,000 | Cannot be canceled }} | {{MoveListRow | Grapple | Hysteric, then {{#motion: qcf + h }} | 60,000 | Cannot be canceled }} | ||
{{MoveListRow | Reverb Shock | {{#motion: qcb + l}} | 20,000 x 5 | }} | {{MoveListRow | Reverb Shock | {{#motion: qcb + l}} | 81,700 (20,000 x 5) | }} | ||
{{MoveListRow | Revolver| {{#motion: qcb + m}} | 30,000 | {{MoveListRow | Revolver| {{#motion: qcb + m}} | 122,600 (30,000 x 5) | }} | ||
{{MoveListRow | Jet Stream | {{#motion: qcb + h}} | 153,900 | }} | {{MoveListRow | Jet Stream | {{#motion: qcb + h}} | 153,900 (20,000 + 30,000 x 4 + 70,000)| }} | ||
{{MoveListRow | Fireworks| Reverb Shock, Revolver, or Jet Stream, then {{#motion: h}} | | {{MoveListRow | Fireworks| Reverb Shock, Revolver, or Jet Stream, then {{#motion: h}} | 10,000 per shot (24 shots after Reverb Shock, 11 after Revolver, 16 after Jet Stream) | }} | ||
{{MoveListRow | Crazy Dance| Reverb Shock, Revolver, or Jet Stream, then {{#motion: s}} | 163,400 | Just frame (you have to time it!)}} | {{MoveListRow | Crazy Dance| Reverb Shock, Revolver, or Jet Stream, then {{#motion: s}} | 163,400 | Just frame (you have to time it!)}} | ||
{{MoveListRow | Twister | {{#motion: dp + l}} | 15,000 x 10 | otg }} | {{MoveListRow | Twister | {{#motion: dp + l}} | 97,300 (15,000 x 10) | otg }} | ||
{{MoveListRow | Tempest| Twister, then {{#motion: dp + l}} | 20,000 | {{MoveListRow | Tempest| Twister, then {{#motion: dp + l}} | 20,000 x 10 | Cannot be canceled }} | ||
{{MoveListRow | Volcano | {{#motion: dp + m}} | 110,000 | otg jcancel }} | {{MoveListRow | Volcano | {{#motion: dp + m}} | 110,000 | otg jcancel }} | ||
{{MoveListRow | Bee Hive| Volcano, then {{#motion: dp + m}} | 135,100 | groundbounce }} | {{MoveListRow | Bee Hive| Volcano, then {{#motion: dp + m}} | 135,100 (20000 x 8 + 50000) | groundbounce }} | ||
{{MoveListRow | Jam Session| {{#motion: dp + h}} | 90,800 | }} | {{MoveListRow | Jam Session| {{#motion: dp + h}} | 90,800 (14,000 x 10)| }} | ||
{{MoveListRow | Killer Bee | Air {{#motion: qcf + l}} | 80,000 | groundbounce }} | {{MoveListRow | Killer Bee | Air {{#motion: qcf + l}} | 80,000 | groundbounce }} | ||
{{MoveListRow | The Hammer | Killer Bee, then {{#motion: qcf + l}} | 90,000 | }} | {{MoveListRow | The Hammer | Killer Bee, then {{#motion: qcf + l}} | 90,000 | }} | ||
{{MoveListRow | Air Play | Air {{#motion: qcf + m}} | 50,000 , 122,600 Charged | Hold {{#motion:m}} to charge }} | {{MoveListRow | Air Play | Air {{#motion: qcf + m}} | 50,000, 122,600 Charged (30,000 x 5) | Hold {{#motion:m}} to charge }} | ||
{{MoveListRow | Sky Dance| Air {{#motion: qcf + h}} | 135,100 | high }} | {{MoveListRow | Sky Dance| Air {{#motion: qcf + h}} | 135,100 (50,000 x 10) | high }} | ||
{{MoveListRow | Air Trick| {{#motion: d d + s}} | | Teleport}} | {{MoveListRow | Air Trick| {{#motion: d d + s}} | | Teleport}} | ||
{{MoveListRow | Drive| {{#motion: qcf + s}} | 80,000 melee attack, 70,000 projectile | }} | {{MoveListRow | Drive| {{#motion: qcf + s}} | 80,000 melee attack, 70,000 projectile | }} | ||
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===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Jackpot | {{#motion: qcf + atk + atk}} | 254,000 | }} | {{MoveListRow | Jackpot | {{#motion: qcf + atk + atk}} | 254,000 (15,000 x 27 + 50,000) | }} | ||
{{MoveListRow | Devil Trigger | {{#motion: qcb + atk + atk}} | | Transformation lasts 10 seconds<br>15% power boost<br>Red life heals while active<br>Dante cannot generate meter while active }} | {{MoveListRow | Devil Trigger | {{#motion: qcb + atk + atk}} | | Transformation lasts 10 seconds<br>15% power boost<br>Red life heals while active<br>Dante cannot generate meter while active }} | ||
{{MoveListRow | Flight | Devil Trigger, then {{#motion: qcb + s}} | | Lasts 3 seconds }} | {{MoveListRow | Flight | Devil Trigger, then {{#motion: qcb + s}} | | Lasts 3 seconds }} | ||
{{MoveListRow | Thunder Bolt| Devil Trigger, Air {{#motion: qcf + s}} | 130,700 | }} | {{MoveListRow | Thunder Bolt | Devil Trigger, Air {{#motion: qcf + s}} | 130,700 (20,000 x 8) | }} | ||
{{MoveListRow | Vortex | Devil Trigger, Air {{#motion: dp + s}} | 141,100 | }} | {{MoveListRow | Vortex | Devil Trigger, Air {{#motion: dp + s}} | 141,100 (30,000 x 5) | }} | ||
{{MoveListRow | Devil Must Die| {{#motion: dp + atk + atk}} | 440,000 | startupinv | level3}} | {{MoveListRow | Devil Must Die| {{#motion: dp + atk + atk}} | 440,000 | startupinv | level3}} | ||
{{MoveListFooter}} | {{MoveListFooter}} |
Revision as of 00:52, 28 February 2011


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
{{#motion: u in the air }}
If you used Air Dash,
you cannot Double Jump
you cannot Double Jump
Air Dash
In the air
f f or
b b or
f + atk + atk or
b + atk + atk
f f or
b b or
f + atk + atk or
b + atk + atk
If you used Double Jump,
you cannot Air Dash
you cannot Air Dash
Bold Move
s + atk
Makes Dante jump forward
Counts as a special move
Counts as a special move
Standing Light
{{#motion: l }}
43,000
Crouching Light
{{#motion: d + l }}
40,000
low
Standing Medium
{{#motion: m }}
55,000
Crouching Medium
{{#motion: d + m }}
50,000
low
Standing Heavy
{{#motion: h }}
70,000
Weasel Shot
Mash {{#motion: h}} or {{#motion: b}} Mash {{#motion: h}}
68,600 (20,000 x 4), 93,500 (20,000 x 6) back version
Crouching Heavy
{{#motion:d + h }}
102,500-108,400 (50,000 + 10,000 x 2-16 + 60,000)
Mash for more hits
Wild Stomp
{{#motion: df + h}}
85,900 (25,000 x 4)
otg Can cancel into Stinger
Prop Shredder
Wild Stomp, then mash {{#motion: s}}
92,500 (25,000 x 5)
launch
Million Stab
Stinger, then mash {{#motion: h }}
4,400 per hit, 40,000 for last hit
Million Stab
Crouching Heavy, then mash {{#motion: h }}
102,500-108,400 (50,000 + 10,000 x 2-16 + 60,000)
Stinger
{{#motion: f + h }}
80,000
Million Stab
Stinger, then mash {{#motion: h }}
4,400 per hit, 40,000 for last hit
Standing Special
{{#motion: s }}
80,000
launch
Charge Shot
s , then mash {{#motion: h }}
25,000 x 2-10
Prop Shredder
Charge Shot, then mash {{#motion: s}}
25,000 x 5
launch
Jumping Light
{{#motion: air l }}
40,000
high djcancel
Jumping Medium
{{#motion: air m }}
58,000
high djcancel
Jumping Heavy
{{#motion: air h }}
70,000
high
Rain Storm
Jumping Heavy, then mash {{#motion: h}}
162,400 (25,000 x 2-10)
otg Cancelable into Killer Bee
Jumping Special
{{#motion: air s }}
90,000
high
Special Moves
Multi Lock
{{#motion: qcf + l}}
50,000 per Shot
Hold {{#motion: l}} to charge
Can cancel charge with normal moves
Can cancel charge with normal moves
Multi Lock Followup
Multi Lock, then {{#motion: qcf + l}}
Balls: 30,000 per hit
Beams: 25,000 per hit
Beams: 25,000 per hit
Crystal
{{#motion: qcf + m}}
120,300 (35,000 x 4)
otg
Million Carats
Crystal, then {{#motion: qcf + m}}
130,000
otg
Hysteric
{{#motion: qcf + h}}
113,600 (20,000 x 8)
Grapple
Hysteric, then {{#motion: qcf + h }}
60,000
Cannot be canceled
Reverb Shock
{{#motion: qcb + l}}
81,700 (20,000 x 5)
Revolver
{{#motion: qcb + m}}
122,600 (30,000 x 5)
Jet Stream
{{#motion: qcb + h}}
153,900 (20,000 + 30,000 x 4 + 70,000)
Fireworks
Reverb Shock, Revolver, or Jet Stream, then {{#motion: h}}
10,000 per shot (24 shots after Reverb Shock, 11 after Revolver, 16 after Jet Stream)
Crazy Dance
Reverb Shock, Revolver, or Jet Stream, then {{#motion: s}}
163,400
Just frame (you have to time it!)
Twister
{{#motion: dp + l}}
97,300 (15,000 x 10)
otg
Tempest
Twister, then {{#motion: dp + l}}
20,000 x 10
Cannot be canceled
Volcano
{{#motion: dp + m}}
110,000
otg jcancel
Bee Hive
Volcano, then {{#motion: dp + m}}
135,100 (20000 x 8 + 50000)
groundbounce
Jam Session
{{#motion: dp + h}}
90,800 (14,000 x 10)
Killer Bee
Air {{#motion: qcf + l}}
80,000
groundbounce
The Hammer
Killer Bee, then {{#motion: qcf + l}}
90,000
Air Play
Air {{#motion: qcf + m}}
50,000, 122,600 Charged (30,000 x 5)
Hold {{#motion:m}} to charge
Sky Dance
Air {{#motion: qcf + h}}
135,100 (50,000 x 10)
high
Air Trick
{{#motion: d d + s}}
Teleport
Drive
{{#motion: qcf + s}}
80,000 melee attack, 70,000 projectile
Hyper Moves
Jackpot
{{#motion: qcf + atk + atk}}
254,000 (15,000 x 27 + 50,000)
Devil Trigger
{{#motion: qcb + atk + 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 {{#motion: qcb + s}}
Lasts 3 seconds
Thunder Bolt
Devil Trigger, Air {{#motion: qcf + s}}
130,700 (20,000 x 8)
Vortex
Devil Trigger, Air {{#motion: dp + s}}
141,100 (30,000 x 5)
Devil Must Die
{{#motion: dp + atk + atk}}
440,000
startupinv
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.
Basic Strategy
Advanced Strategy
Character-themed Cocktail
Absolut Kurant, triple sec, and cranberry juice.