(Added a bunch of canceling details) |
|||
Line 36: | Line 36: | ||
{{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<br>{{#motion: b}} Mash {{#motion: h}} | 68,600 (20,000 x 4),<br>93,500 (20,000 x 6)<br>back version | chipdamage <br> Scales by 0.9 }} | {{MoveListRow | Weasel Shot| Mash {{#motion: h}} or<br>{{#motion: b}} Mash {{#motion: h}} | 68,600 (20,000 x 4),<br>93,500 (20,000 x 6)<br>back version | chipdamage <br> Scales by 0.9 <br> Ground version is cancelable into THC and Stinger }} | ||
{{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 102,500-108,400<br>(50,000 + 10,000<br>x 2-16 + 60,000) | Mash for more hits <br> Scales by 0.85 <br> Scales to 0.1 minimum }} | {{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 102,500-108,400<br>(50,000 + 10,000<br>x 2-16 + 60,000) | Mash for more hits <br> Scales by 0.85 <br> Scales to 0.1 minimum }} | ||
{{MoveListRow | Wild Stomp | {{#motion: df + h}} | 85,900 (25,000 x 4) | otg <br> chipdamage | {{MoveListRow | Wild Stomp | {{#motion: df + h}} | 85,900 (25,000 x 4) | otg <br> chipdamage <br> Scales by 0.9 <br> Scales to 0.1 minimum <br> Cancelable into THC or Stinger }} | ||
{{MoveListRow | Prop Shredder | Wild Stomp,<br>then mash {{#motion: s}} | 92,500 (25,000 x 5) | launch <br> chipdamage }} | {{MoveListRow | Prop Shredder | Wild Stomp,<br>then mash {{#motion: s}} | 92,500 (25,000 x 5) | launch <br> chipdamage <br> nocancel on block <br> Scales by 0.85 }} | ||
{{MoveListRow | Million Stab | Stinger, then<br>mash {{#motion: h }} | 5,000 x 5-20 + 40,000 | chipdamage <br> Scales by 0.9 <br> Scales to 0.1 minimum }} | {{MoveListRow | Million Stab | Stinger, then<br>mash {{#motion: h }} | 5,000 x 5-20 + 40,000 | chipdamage <br> Scales by 0.9 <br> Scales to 0.1 minimum <br> Initial hits are cancelable only into Bold Move, the last is special, super, THC, and launch cancelable }} | ||
{{MoveListRow | Stinger | {{#motion: f + h }} | 80,000 | Scales by 0.85 <br> Scales to 0.1 minimum }} | {{MoveListRow | Stinger | {{#motion: f + h }} | 80,000 | Scales by 0.85 <br> Scales to 0.1 minimum <br> Cancelable only into Million Stab and Bold Move }} | ||
{{MoveListRow | Million Stab | Stinger, then<br>mash {{#motion: h }} | 5,000 x 5-20 + 40,000 | chipdamage <br> Scales by 0.9 <br> Scales to 0.1 minimum }} | {{MoveListRow | Million Stab | Stinger, then<br>mash {{#motion: h }} | 5,000 x 5-20 + 40,000 | chipdamage <br> Scales by 0.9 <br> Scales to 0.1 minimum <br> Initial hits are cancelable only into Bold Move, the last is special, super, THC, and launch cancelable }} | ||
{{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | launch }} | {{MoveListRow | Standing Special | {{#motion: s }} | 80,000 | launch <br> Can be canceled into Charge Shot even when blocked }} | ||
{{MoveListRow | Charge Shot | s , then mash {{#motion: h }} | 25,000 x 2-10 | chipdamage <br> Scales by 0.9 }} | {{MoveListRow | Charge Shot | s , then mash {{#motion: h }} | 25,000 x 2-10 | chipdamage <br> Scales by 0.9 <br> Cancelable into THC }} | ||
{{MoveListRow | Prop Shredder | Charge Shot,<br>then mash {{#motion: s}} | 25,000 x 5 | launch <br> chipdamage <br> Scales by 0.85 }} | {{MoveListRow | Prop Shredder | Charge Shot,<br>then mash {{#motion: s}} | 25,000 x 5 | launch <br> chipdamage <br> nocancel on block <br> Scales by 0.85 }} | ||
{{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 20:12, 30 March 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}}
{{#motion: b}} Mash {{#motion: h}}
68,600 (20,000 x 4),
93,500 (20,000 x 6)
back version
93,500 (20,000 x 6)
back version
chipdamage
Scales by 0.9
Ground version is cancelable into THC and Stinger
Scales by 0.9
Ground version is cancelable into THC and Stinger
Crouching Heavy
{{#motion:d + h }}
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
{{#motion: df + h}}
85,900 (25,000 x 4)
otg
chipdamage
Scales by 0.9
Scales to 0.1 minimum
Cancelable into THC or Stinger
chipdamage
Scales by 0.9
Scales to 0.1 minimum
Cancelable into THC or Stinger
Prop Shredder
Wild Stomp,
then mash {{#motion: s}}
then mash {{#motion: s}}
92,500 (25,000 x 5)
launch
chipdamage
nocancel on block
Scales by 0.85
chipdamage
nocancel on block
Scales by 0.85
Million Stab
Stinger, then
mash {{#motion: h }}
mash {{#motion: h }}
5,000 x 5-20 + 40,000
chipdamage
Scales by 0.9
Scales to 0.1 minimum
Initial hits are cancelable only into Bold Move, the last is special, super, THC, and launch cancelable
Scales by 0.9
Scales to 0.1 minimum
Initial hits are cancelable only into Bold Move, the last is special, super, THC, and launch cancelable
Stinger
{{#motion: f + h }}
80,000
Scales by 0.85
Scales to 0.1 minimum
Cancelable only into Million Stab and Bold Move
Scales to 0.1 minimum
Cancelable only into Million Stab and Bold Move
Million Stab
Stinger, then
mash {{#motion: h }}
mash {{#motion: h }}
5,000 x 5-20 + 40,000
chipdamage
Scales by 0.9
Scales to 0.1 minimum
Initial hits are cancelable only into Bold Move, the last is special, super, THC, and launch cancelable
Scales by 0.9
Scales to 0.1 minimum
Initial hits are cancelable only into Bold Move, the last is special, super, THC, and launch cancelable
Standing Special
{{#motion: s }}
80,000
launch
Can be canceled into Charge Shot even when blocked
Can be canceled into Charge Shot even when blocked
Charge Shot
s , then mash {{#motion: h }}
25,000 x 2-10
chipdamage
Scales by 0.9
Cancelable into THC
Scales by 0.9
Cancelable into THC
Prop Shredder
Charge Shot,
then mash {{#motion: s}}
then mash {{#motion: s}}
25,000 x 5
launch
chipdamage
nocancel on block
Scales by 0.85
chipdamage
nocancel on block
Scales by 0.85
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}}
then mash {{#motion: h}}
162,400 (25,000
x 2-10)
x 2-10)
otg
chipdamage
Scales by 0.9
Cancelable into Killer Bee
chipdamage
Scales by 0.9
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 any move
Can cancel charge with any move
Acid Rain
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 with X-Factor or
after the grapple connects
after the grapple connects
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)
The first hit must connect or the move will end
Fireworks
Reverb Shock, Revolver, or Jet Stream, then {{#motion: h}}
10,000 per shot (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 {{#motion: s}}
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
{{#motion: dp + l}}
97,300 (15,000 x 10)
otg
Tempest
Twister, then {{#motion: dp + l}}
20,000 x 10
Cannot be canceled while airborne
Volcano
{{#motion: dp + m}}
110,000
otg jcancel
Bee Hive
Volcano, then {{#motion: dp + m}}
135,100 (20000 x 8 + 50000)
groundbounce
Last hit is high
Last hit is high
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
high
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}}
139,300 (30,000 x 2, 15,000 x 7 [or until grounded], 50,000)
high
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
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
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)
Damage scales by 0.95
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)
otg
Does not activate advancing guard
Does not activate advancing guard
Vortex
Devil Trigger, Air {{#motion: dp + s}}
141,100 (30,000 x 5)
Does not activate advancing guard
Devil Must Die
{{#motion: dp + atk + atk}}
440,000 (50,000 + 390,000 if the first hit connects)
startupinv
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.
Basic Strategy
Advanced Strategy
Character-themed Cocktail
Absolut Kurant, triple sec, and cranberry juice.