UMVC3/Dante: Difference between revisions

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* All Bullets are treated as specials, scaling by 90% , to a minimum of 5%.
* All Bullets are treated as specials, scaling by 90% , to a minimum of 5%.
* Bullet starters:
* Bullet starters:
{{MoveListRow | Scat Shot | h , h | 20,000 X 2 ~ 4 <br> (38,000 ~ 68,600) | proj <br> mashable }}
{{MoveListRow | Scat Shot | h rpdfire | 20,000 X 2 ~ 4 <br> (38,000 ~ 68,600) | proj <br> mashable }}
{{MoveListRow | Weasel Shot | h , b + h | 20,000 X 2 ~ 6 <br> (38,000 ~ 93,500) | proj <br> mashable }}
{{MoveListRow | Weasel Shot | h , b + h | 20,000 X 2 ~ 6 <br> (38,000 ~ 93,500) | proj <br> mashable }}
{{MoveListRow | Rain Storm | air h rpdfire | 25,000 X 2 ~ 10 <br> (47,500 ~ 162,400) | proj otg <br> mashable }}
{{MoveListRow | Rain Storm | air h rpdfire | 25,000 X 2 ~ 10 <br> (47,500 ~ 162,400) | proj otg <br> mashable }}
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{{MoveListRow | Killer Bee | qcf + l during: <br> Rain Storm | 80,000 | groundbounce softknockdown }}
{{MoveListRow | Killer Bee | qcf + l during: <br> Rain Storm | 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 | Million Stab| f + h rpdfire during Stinger (both Levels) | 5,000 x 5-20 + <br> 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 }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 21:06, 21 January 2012

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Dante

Umvc3 dante face.jpg

TBW


In a nutshell

TBW


Character Vitals

CHARACTER DATA
Health:
900,000
Double Jump:
Yes
Air Dash:
Yes
Air Dash/Jump count:
1 / 2
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30 %
50 %
70 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
? s
 ? s
 ? s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
5 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %


Video Walkthrough

EmbedVideo is missing a required parameter.


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Jam Session
direct front
should be :
shot upward
14,000 X 10
(90,800)
proj strk
Million Dollars
Beta2.png Weasel Shot
shot tiltdown
25,000 X 4
(85,900)
proj
Million Dollars
Gamma2.png Crystal
shot front
35,000 X 4
(120,300)
proj otg
Freeze state
Million Dollars

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
43,000
Crouching Light
d + l
40,000
rpdfire low
Standing Medium
m
55,000
Crouching Medium
d + m
50,000
low
Standing Heavy
h
70,000
Crouching Heavy
d + h
50,000 + 10,000 X 2 + 60,000
(102,500)
strk on final hit
Special
s
80,000
launch
nocancel except Clay Pigeon
Jumping Light
air l
40,000
high djcancel
Jumping Medium
air m
68,000
high djcancel
Jumping Heavy
air h
70,000
high
Jumping Special
air s
90,000
high aircombofinisher
hardknockdown

Unique Command Normals

Name
Command
Damage
Notes (glossary)
  • Melee starters:
Stinger
f + h
80,000
nocancel except for Bold Move
softknockdown vs airborne opponent
  • All Bullets are treated as specials, scaling by 90% , to a minimum of 5%.
  • Bullet starters:
Scat Shot
h rpdfire
20,000 X 2 ~ 4
(38,000 ~ 68,600)
proj
mashable
Weasel Shot
h , b + h
20,000 X 2 ~ 6
(38,000 ~ 93,500)
proj
mashable
Rain Storm
air h rpdfire
25,000 X 2 ~ 10
(47,500 ~ 162,400)
proj otg
mashable
Cold Shower
df + h rpdfire
25,000 X 2 ~ 4
(47,500 ~ 85,900)
proj otg
mashable
Clay Pigeon
s (on hit) , h
25,000 X 2 ~ 10
(47,500 ~ 162,400)
proj otg
mashable
  • Follow-up moves:
Prop Shredder
s during:
Scat Shot
Cold Shower
Clay Pigeon
25,000 X 5
(92,500)
launch nocancel
Stinger lv.2
f + H during:
Scat Shot
Cold Shower
Clay Pigeon
80,000
nocancel except for Bold Move
wallbounce vs airborne opponent
Million Stab
H rpdfire during:
Stinger
Stinger lv.2
5,000 X 5 ~ 17 + 40,000
(43,900 ~ 47,500)
mashable
strk on final hit
Killer Bee
qcf + l during:
Rain Storm
80,000
groundbounce softknockdown
The Hammer
l during Killer Bee startup
90,000
high hardknockdown
Million Stab
f + h rpdfire during Stinger (both Levels)
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

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Multi-Lock
qcf + l
can be charged
50,000 X 1 ~ 5
(50,000 ~ 204,600)
proj
homing
Dante can move freely while charging.
Acid Rain
l during Multi-Lock startup
30,000 X 3 for rising orbs
(81,200)
25,000 X 5 for rain
(102,300)
proj
softknockdown
otg for rain
Crystal
qcf + m
35,000 X 4
(120,300)
proj otg
freezes opponent
Million Carats
m during Crystal startup
130,000
proj otg
softknockdown
Hysteric
(Missiles)
qcf + h
20,000 X 8
proj
homing
Grapple
h during Hysteric startup
60,000
proj cptr
softknockdown
Drive
qcf + s
70,000 for proj
80,000 for sword swing
(143,000)
proj
Killer Bee
air qcf + l
80,000
groundbounce softknockdown
The Hammer
l during Killer Bee startup
90,000
high hardknockdown
Air Play
air qcf + m
can be charged
rank 1: 50,000
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)
proj
stagger on ranks 2 and 3
Sky Dance
air qcf + h
30,000 X 2 + 15,000 per falling hit (varies by height)
+ 60,000
(125,100 ~ 143,200)
forced groundbounce softknockdown
Twister
dp + l
15,000 X 10
(97,300)
proj otg
strk
Tempest
l during Twister
20,000 X 10
(129,900)
(142,300 total with Twister)
proj
softknockdown on final hit
Volcano
dp + m
100,000
otg strk
Beehive
m during Volcano
15,000 X 8 + 50,000
(106,600)
(195,800 total with Volcano)
groundbounce on final hit
softknockdown
Jam Session
dp + h
14,000 X 10
(90,800)
proj strk
Reverb Shock
qcb + l
20,000 X 5
(81,700)
softknockdown
Revolver
qcb + m
30,000 per hit (spacing and size of enemy)
up to 5 hits
(122,600 max)
groundbounce on final hit
softknockdown
Freezes opponent
Jet Stream
qcb + h
20,000 + 30,000 X 4 + 70,000
(153,900)
softknockdown on final hit
only first hit counts on block
Fireworks
h during:
Reverb Shock
Revolver
Jet Stream on hit
10,000 per bullet, 26 max?
(92,200 for bullets)
proj
Crazy Dance
s during:
Reverb Shock
Revolver
Jet Stream on hit
20,000 X 3 + 30,000 X 2
+ 20,000 X 4 + 70,000 (163,400)
nocancel cptr
softknockdown
Air Trick
Teleport
d , d + s
0
teleports above and behind opponent
Bold Move
atk + s
0
performs a forward jump.
Used for "Bold Canceling" to
make certain combos possible.

Devil Trigger only

Name
Command
Damage
Notes (glossary)
Thunder Bolt
air qcf + s
20,000 X 8
+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)
proj otg
Vortex
"Psycho Crusher"
air dp + s
30,000 X 5
+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)
strk on final hit
Air Raid
Flight
qcb + s
0
airok
initiates flight mode.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Million Dollars
qcf + atk + atk
15,000 X 27 + 50,000
(254,200 ~ 301,100)
proj
floating softknockdown on second-to-last hit
Mashable
Devil Trigger
qcb + atk + atk
0
Activates Devil Trigger mode.
adds 15% damage to all hits.
Regenerate red health.
Prevents meter gain.
Devil Must Die
dp + atk + atk
440,000
hardknockdown
Level 3 Hyper.


Strategy

Tips and Tricks

  • Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts, effectively canceling Stinger into a move.
    • Example: {{#motion: l , m , h , f + h (Stinger), atk + s (Bold Move) , dp + m (Volcano) }} is the most common usage. You must do the Stinger > Bold Move > Volcano very quickly.
    • Once you understand how Bold Canceling works, many new combo opportunities open up for Dante.

Combos

Basic Strategy

Advanced Strategy