< UMVC3


Dante
TBW
In a nutshell
TBW
Alternate Colors
Players to Watch
Yipes, Cloud805, Bee, GreenAce, KBeast, Rikir, Richard Nguyen, Chrisis, SumBrwnKid, CrispyTacoz, Dapvip
Character Vitals
CHARACTER DATA
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
Normal Moves
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)
(102,500)
strk on final hit
Special
s
80,000
launch
nocancel except Clay Pigeon
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 {{#motion:dashcancel}} immediately upon landing, frame sensitive
hardknockdown {{#motion:dashcancel}} immediately upon landing, frame sensitive
Unique Command Normals
- Melee starters:
Stinger
f + h
80,000
nocancel except for Bold Move
softknockdown vs airborne opponent
softknockdown vs airborne opponent
- All Bullets are treated as specials, scaling by 90% , to a minimum of 5%.
- Bullet starters:
Scat Shot
h , h
20,000 X 2 ~ 4
(38,000 ~ 68,600)
(38,000 ~ 68,600)
proj
mashable
mashable
Weasel Shot
h , b + h
20,000 X 2 ~ 6
(38,000 ~ 93,500)
(38,000 ~ 93,500)
proj
mashable
mashable
Rain Storm
air h rpdfire
25,000 X 2 ~ 10
(47,500 ~ 162,400)
(47,500 ~ 162,400)
proj otg
mashable
mashable
Cold Shower
df + h rpdfire
25,000 X 2 ~ 4
(47,500 ~ 85,900)
(47,500 ~ 85,900)
proj otg
mashable
mashable
Clay Pigeon
s (on hit) , h
25,000 X 2 ~ 10
(47,500 ~ 162,400)
(47,500 ~ 162,400)
proj otg
mashable
mashable
- Follow-up moves:
Prop Shredder
s during:
Scat Shot
Cold Shower
Clay Pigeon
Scat Shot
Cold Shower
Clay Pigeon
25,000 X 5
(92,500)
(92,500)
launch nocancel
Stinger lv.2
f + H during:
Scat Shot
Cold Shower
Clay Pigeon
Scat Shot
Cold Shower
Clay Pigeon
80,000
nocancel except for Bold Move
wallbounce vs airborne opponent
wallbounce vs airborne opponent
Million Stab
H rpdfire during:
Stinger
Stinger lv.2
Stinger
Stinger lv.2
5,000 X 5 ~ 17 + 40,000
(43,900 ~ 47,500)
(43,900 ~ 47,500)
mashable
strk on final hit
strk on final hit
Killer Bee
qcf + l during:
Rain Storm
Rain Storm
80,000
groundbounce softknockdown
The Hammer
l during Killer Bee startup
90,000
high hardknockdown
Throws
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
Multi-Lock
qcf + l
can be charged
can be charged
50,000 X 1 ~ 5
(50,000 ~ 204,600)
(50,000 ~ 204,600)
proj
homing
Dante can move freely while charging. Charge ceases if any other moves are used
homing
Dante can move freely while charging. Charge ceases if any other moves are used
Acid Rain
l during Multi-Lock startup
30,000 X 3 for rising orbs
(81,200)
25,000 X 5 for rain
(102,300)
(81,200)
25,000 X 5 for rain
(102,300)
proj
softknockdown
otg for rain
softknockdown
otg for rain
Crystal
qcf + m
35,000 X 4
(120,300)
(120,300)
proj otg
freezes opponent
freezes opponent
Million Carats
m during Crystal startup
130,000
proj otg
softknockdown
softknockdown
Hysteric
(Missiles)
(Missiles)
qcf + h
20,000 X 8
proj
homing
homing
Grapple
h during Hysteric startup
60,000
proj cptr
softknockdown
softknockdown
Drive
qcf + s
70,000 for proj
80,000 for sword swing
(143,000)
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
can be charged
rank 1: 50,000
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)
proj
stagger on ranks 2 and 3
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)
+ 60,000
(125,100 ~ 143,200)
forcedgroundbounce softknockdown
Twister
dp + l
15,000 X 10
(97,300)
(97,300)
proj otg
strk
strk
Tempest
l during Twister
20,000 X 10
(129,900)
(142,300 total with Twister)
(129,900)
(142,300 total with Twister)
proj
softknockdown on final hit
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)
(106,600)
(195,800 total with Volcano)
groundbounce on final hit
softknockdown
softknockdown
Jam Session
dp + h
14,000 X 10
(90,800)
(90,800)
proj strk
Reverb Shock
qcb + l
20,000 X 5
(81,700)
(81,700)
softknockdown
Revolver
qcb + m
30,000 per hit (spacing and size of enemy)
up to 5 hits
(122,600 max)
up to 5 hits
(122,600 max)
groundbounce on final hit
softknockdown
Freezes opponent
softknockdown
Freezes opponent
Jet Stream
qcb + h
20,000 + 30,000 X 4 + 70,000
(153,900)
(153,900)
softknockdown on final hit
only first hit counts on block
only first hit counts on block
Fireworks
h during:
Reverb Shock
Revolver
Jet Stream on hit
Reverb Shock
Revolver
Jet Stream on hit
10,000 per bullet, 26 max?
(92,200 for bullets)
(92,200 for bullets)
proj
Crazy Dance
s during:
Reverb Shock
Revolver
Jet Stream on hit
Reverb Shock
Revolver
Jet Stream on hit
20,000 X 3 + 30,000 X 2
+ 20,000 X 4 + 70,000 (163,400)
+ 20,000 X 4 + 70,000 (163,400)
nocancel cptr
softknockdown
softknockdown
Air Trick
Teleport
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.
Used for "Bold Canceling" to
make certain combos possible.
Devil Trigger only
Thunder Bolt
air qcf + s
20,000 X 8
+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)
+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)
proj otg
Vortex
"Psycho Crusher"
"Psycho Crusher"
air dp + s
30,000 X 5
+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)
+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)
strk on final hit
Air Raid
Flight
Flight
qcb + s
0
airok
initiates flight mode.
initiates flight mode.
Hyper Moves
Million Dollars
qcf + atk + atk
15,000 X 27 + 50,000
(254,200 ~ 301,100)
(254,200 ~ 301,100)
proj
floating softknockdown on second-to-last hit
Mashable
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.
can perform Triple Jump and Double Air Dash
adds 15% damage to all hits.
Regenerate red health.
Prevents meter gain.
can perform Triple Jump and Double Air Dash
Devil Must Die
dp + atk + atk
440,000
hardknockdown
Level 3 Hyper.
Level 3 Hyper.
Frame Data
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: {{#motion: l , m , h , f + h (Stinger), atk + s (Bold Move) or f + tap H (Million Stabs; 5 per-hit), dp + m (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 {{#motion: d}}+{{#motion: d}}+{{#motion: h}} immediately followed by {{#motion: s}}; if timed properly it'll do the teleport.
- {{#motion: h}} and {{#motion: s}} are not pressed at the same time, just very, very quickly one after the other