UMVC3/Dante

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Revision as of 23:12, 8 December 2020 by Shiburizu (talk | contribs) (fix motion tags)
Ultimate Marvel vs Capcom 3UMvC3Logo.png
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Dante

Umvc3 dante face.jpg

He's one of the most advanced characters in the game with near limitless potential. Why is he so advanced? He bolsters the most special moves in the entire game, each input will give you a different result and each move has a use in neutral or in combos. He also has a unique feature called a Bold Cancel which is necessary to link specials after his Stinger, though it seems like a pointless mechanic it can save lives by Bold Blocking which is a technique that allows you to block during the animation of a super. However he's average at rush down and keep away which makes him a jack of all trades, but with the right assists you can set him up to be a great zoner or rush down character. His Devil Trigger is also one of the best install supers in the game, giving him an invulnerable move in the air and a projectile that can't be push blocked and is hard to avoid, however one disadvantage is no meter gain during Devil Trigger. His biggest weakness is perhaps his lack of damage, but with the correct assists he can make it work as Million Dollars is great at starting DHC's. He also has probably one of the best assists in the game with Jam Session making characters like Zero, Morrigan, Viper and Vergil even stronger.


In a nutshell {{{4}}}

Alternate Colors

Dante colors.jpg

Pros and Cons

Pros

  • Support value is top tier between Jam Session, timer scam TAC infinites, and Devil Trigger DHC.
  • Over two dozen special moves give Dante almost every tool imaginable.
  • Sword normals give him great priority and above average range.
  • Good mobility due to quick ground/air dashes and tracking teleport.

Cons

  • Pitiful damage scaling results in low damage combos.
  • With all his tools, Dante himself remains on the slow side.
  • Defensive options are underwhelming.
  • Requires extensive knowledge of the character in addition to good execution to succeed.

Recommended Position: Arguably Any

Recommended Assist: Jam Session

Players to Watch

Cloud805, Flux, SBK, Jibril, Cross

Character Vitals

CHARACTER DATA
Health:
900,000
Specialized Zig-Zag
Double Jump:
Yes
Air Dash:
Yes
Air Dash/Jump count:
1 / 2
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
10.0 %
20.0 %
30.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 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



Technology


using invincibility frames from crazy dance
Round Harvest reset with Trish & low assist for "unblockables"
Round Harvest reset with Trish & low assist adjusting to hard tags
burn kick mixups
punishing hard drive full screen with grapple

Combos


832K combo
Stylish combos by The Korean Drifter
cool combo with doom/strider
Team Lythero combos

Team Concepts/Synergy

Dante/Strange
Nova/Task/Dante #2 cmv, amazing combos

TAC Infinite


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Jam Session
Direct.png Front.png
should be :
Shot.png Upward.png
14,000 X 10
(90,800)
Proj.png Strk.png
Million Dollars
Beta2.png Crystal
Shot.png Front.png
35,000 X 4
(120,300)
Proj.png Otg.png
Freeze state
Million Dollars
Gamma2.png Weasel Shot
Shot.png Tiltdown.png
25,000 X 4
(85,900)
Proj.png
Million Dollars

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
43,000
Crouching Light
D.png + L.png
40,000
Rpdfire.png Low.png
Standing Medium
M.png
55,000
Crouching Medium
D.png + M.png
50,000
Low.png
Standing Heavy
H.png
70,000
Crouching Heavy
D.png + H.png
50,000 + 10,000 X 2 + 60,000
(102,500)
Strk.png on final hit
Special
S.png
80,000
Launch.png
Can only be cancelled into Clay Pigeon
Jumping Light
air L.png
40,000
High.png Djcancel.png
Jumping Medium
air M.png
68,000
High.png Djcancel.png
Jumping Heavy
air H.png
70,000
High.png
Jumping Special
air S.png
90,000
High.png Aircombofinisher.png
Hardknockdown.png
Dashcancel.png possible upon landing, frame sensitive

Unique Command Normals

Name
Command
Damage
Notes (glossary)
  • Melee starters:
Stinger
F.png + H.png
80,000
Nocancel.png except for Bold Move
Softknockdown.png on air hit
  • Bullet starters:
Scat Shot
H.png , H.png
20,000 X 2 ~ 4
(38,000 ~ 68,600)
Proj.png
Mash for more hits
Weasel Shot
H.png , B.png + H.png
20,000 X 2 ~ 6
(38,000 ~ 93,500)
Proj.png
Mash for more hits
Rain Storm
(in air) Press H.png repeatedly
25,000 X 2 ~ 10
(47,500 ~ 162,400)
Proj.png Otg.png Aironly.png
Mash for more hits
Can be canceled into Killer Bee or The Hammer
Cold Shower
Df.png + Press H.png repeatedly
25,000 X 2 ~ 4
(47,500 ~ 85,900)
Proj.png Otg.png
Mash for more hits
Clay Pigeon
S.png (on hit) , H.png
25,000 X 2 ~ 10
(47,500 ~ 162,400)
Proj.png Otg.png
Mash for more hits
  • Follow-up moves:
Prop Shredder
S.png during:
Scat Shot
Cold Shower
Clay Pigeon
25,000 X 5
(92,500)
Launch.png Nocancel.png
Stinger lv.2
F.png + H during:
Scat Shot
Cold Shower
Clay Pigeon
80,000
Nocancel.png except for Bold Move
Wallbounce.png on air hit
Million Stab
Press H.png repeatedly during:
Stinger
Stinger lv.2
5,000 X 5 ~ 17 + 40,000
(43,900 ~ 47,500)
Mash for more hits
Strk.png on final hit

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
10,000 x 4 + 40,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
10,000 x 4 + 40,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
10,000 + 20,000 x 2 + 30,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
10,000 + 20,000 x 2 + 30,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Multi-Lock
Qcf.png + L.png
can be charged
50,000 X 1 ~ 5
(50,000 ~ 204,600)
Proj.png
homing
Dante can move freely while charging. Charge ceases if any other moves are used
Acid Rain
L.png during Multi-Lock startup
30,000 X 3 for rising orbs
(81,200)
25,000 X 5 for rain
(102,300)
Proj.png
Softknockdown.png
Otg.png for rain
Crystal
Qcf.png + M.png
35,000 X 4
(120,300)
Proj.png Otg.png
freezes opponent
Million Carats
M.png during Crystal startup
130,000
Proj.png Otg.png
softknockdown
Hysteric
(Missiles)
Qcf.png + H.png
20,000 X 8
Proj.png
homing
Grapple
H.png during Hysteric startup
60,000
Proj.png Cptr.png
Forcedtechroll.png forward, towards Dante
Drive
Qcf.png + S.png
70,000 for Proj.png
80,000 for sword swing
(143,000)
Proj.png
Killer Bee
air Qcf.png + L.png
80,000
Groundbounce.png softknockdown
The Hammer
L.png during Killer Bee startup
90,000
High.png Hardknockdown.png
Air Play
air Qcf.png + M.png
can be charged
rank 1: 50,000
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)
Proj.png
Stagger.png on ranks 2 and 3
Sky Dance
air Qcf.png + H.png
30,000 X 2 + 15,000 per falling hit (varies by height)
+ 60,000
(125,100 ~ 143,200)
Forcedgroundbounce.png Softknockdown.png
Twister
Dp.png + L.png
15,000 X 10
(97,300)
Proj.png Otg.png
strk
Tempest
L.png during Twister
20,000 X 10
(129,900)
(142,300 total with Twister)
Proj.png
Softknockdown.png on final hit
Volcano
Dp.png + M.png
100,000
Otg.png Strk.png
Beehive
M.png during Volcano
15,000 X 8 + 50,000
(106,600)
(195,800 total with Volcano)
Groundbounce.png on final hit
Softknockdown.png
Jam Session
Dp.png + H.png
14,000 X 10
(90,800)
Proj.png Strk.png
Reverb Shock
Qcb.png + L.png
20,000 X 5
(81,700)
Softknockdown.png
Revolver
Qcb.png + M.png
30,000 per hit (spacing and size of enemy)
up to 5 hits
(122,600 max)
Groundbounce.png on final hit
Softknockdown.png
Freezes opponent
Jet Stream
Qcb.png + H.png
20,000 + 30,000 X 4 + 70,000
(153,900)
Softknockdown.png on final hit
only first hit counts on block
Fireworks
H.png during:
Reverb Shock
Revolver
Jet Stream on hit
10,000 per bullet, 26 max?
(92,200 for bullets)
Proj.png
Crazy Dance
S.png 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.png Cptr.png
Softknockdown.png
Air Trick
Teleport
D.png , D.png + S.png
0
teleports above and behind opponent
Bold Move
Atk.png + S.png
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.png + S.png
20,000 X 8
+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)
Proj.png Otg.png
Vortex
"Psycho Crusher"
air Dp.png + S.png
30,000 X 5
+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)
Strk.png on final hit
Air Raid
Flight
Qcb.png + S.png
0
Airok.png
initiates flight mode.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Million Dollars
Qcf.png + Atk.png + Atk.png
15,000 X 27 + 50,000
(254,200 ~ 301,100)
Proj.png
floating Softknockdown.png on second-to-last hit
Mashable
Devil Trigger
Qcb.png + Atk.png + Atk.png
0
Activates Devil Trigger mode.
adds 15% damage to all hits.
Regenerate red health.
Prevents meter gain.
can perform Triple Jump and Double Air Dash
Devil Must Die
Dp.png + Atk.png + Atk.png
440,000
Hardknockdown.png
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png 8 3 13 -3 -2
M.png 10 4 17 -3 -2
H.png 13 3 23 -4 -3
Crouch L.png 8 3 11 -1 -0
Crouch M.png 11 2 20 -4 -3
Crouch H.png 15 1(7)4~34(21)4 39 -21 -21
S.png 11 3 28 -9 -
Jump L.png 8 2 19 +11 +12
Jump M.png 11 3 22 +16 +17
Jump H.png 13 3 23 +17 +18
Jump S.png 23 Until Grounded 20 -6 -
Jump Up.gif + S.png 10 4 22 - -
Jump Left.gif / Right.gif + S.png 10 4 24 - -
Jump Down.gif + S.png 12 Until Grounded 0 - -
Stinger 14 6 24 -3 -2
Million Stab (17)3 10~39(21)5 40 -23 -23
Scat Shot (18+)17 7 16 +7 +9
Clay Pigeon (12+)11 5~49 21 +0 +1
Prop Shredder (20+)10 40 26 -10 -
Weasel Shot (14+)16 7~39 10~12 +14~17 +14~17
Rain Storm 16 8~68 Until Grounded -2 -2
Cold Shower 11 5~15 22 -1 +0
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist 37 41 119
Beta.gif Assist 49 40 98
Gamma.gif Assist 40 23 103
Snap Back 2 4 22 -4 -
Multi-Lock 30/70/110/150/190+10 - 35 -6 -5
Acid Rain (5+)30 11 25 - -
Crystal 25 - 30 +8 +9
Million Carats (5+)18 23 25 -26 -
Hysteric 30 15 36 -15 -14
Grapple (15+)15 19(14) 26 -37 -
Reverb Shock 8 10(1)4 27 -9 -
Revolver 18 37(3)3 20 -1 -
Jet Stream 20 20 46 -48 -
Fireworks (20+)13 40 18 +2 +4
Crazy Dance (22+)10 7 14 +1 -
Twister 13 30 23 -4 +5
Tempest (15+)18 20 30 -10 -
Volcano 15 10 41 -29 -22
Beehive (5+)3 50(19)4 15 +3 -
Jam Session 13 41 27 -9 +0
Killer Bee 18 Until Grounded 18 +1 -
The Hammer (5+)19 3 Until Grounded. 5 frame of grounded recovery +16 -
Air Play 15~48 - 14~32 - -
Sky Dance 18 5(3)3(9)Until Grounded+5 16 +1 -
Air Trick 11 - 11 - -
Drive 32 6 13 +4 +5
Bold Move - - - - -
Million Dollars 10+1 137(58)1 35 -14
Devil Must Die 10+2 10 68 -56 -
Devil Trigger 4+0 - 4 - -
Air Raid - 11 - - - Only During Devil Trigger
Thunder Bolt 10 25 6 -1 +13 Only During Devil Trigger
Vortex 14 20 8 +10 - Only During Devil Trigger

Mission Mode

Strategy

Tips and Tricks

  • Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts or Million Stab 5 per-hits, effectively canceling Stinger into a move.
    • Example: {{ L.png , M.png , H.png , F.png + H.png (Stinger), Atk.png + S.png (Bold Move) or F.png + tap H (Million Stabs; 5 per-hit), Dp.png + M.png (Volcano) }} is the most common usage. You must do the Stinger > Bold Move or Million Stab > Volcano very quickly.
    • Bold Move only: Once you understand how Bold Canceling works, many new combo opportunities open up for Dante.
  • Stinger can be canceled into teleport by pressing D.png+D.png+H.png immediately followed by S.png; if timed properly it'll do the teleport.
    • H.png and S.png are not pressed at the same time, just very, very quickly one after the other
  • All bullets from Dante's command normals are treated as specials, scaling by 90%, to a minimum of 5%.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Dante