UMVC3/Dante

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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 front
should be :
shot upward
14,000 X 10
(90,800)
proj strk
Million Dollars
Beta2.png Crystal
shot front
35,000 X 4
(120,300)
proj otg
Freeze state
Million Dollars
Gamma2.png Weasel Shot
shot tiltdown
25,000 X 4
(85,900)
proj
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
Can only be cancelled into 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}} possible upon landing, frame sensitive

Unique Command Normals

Name
Command
Damage
Notes (glossary)
  • Melee starters:
Stinger
f + h
80,000
nocancel except for Bold Move
softknockdown on air hit
  • Bullet starters:
Scat Shot
h , h
20,000 X 2 ~ 4
(38,000 ~ 68,600)
proj
Mash for more hits
Weasel Shot
h , b + h
20,000 X 2 ~ 6
(38,000 ~ 93,500)
proj
Mash for more hits
Rain Storm
(in air) Press h repeatedly
25,000 X 2 ~ 10
(47,500 ~ 162,400)
proj otg aironly
Mash for more hits
Can be canceled into Killer Bee or The Hammer
Cold Shower
df + Press h repeatedly
25,000 X 2 ~ 4
(47,500 ~ 85,900)
proj otg
Mash for more hits
Clay Pigeon
s (on hit) , h
25,000 X 2 ~ 10
(47,500 ~ 162,400)
proj otg
Mash for more hits
  • 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 on air hit
Million Stab
Press h repeatedly during:
Stinger
Stinger lv.2
5,000 X 5 ~ 17 + 40,000
(43,900 ~ 47,500)
Mash for more hits
strk on final hit

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
10,000 x 4 + 40,000
throw hardknockdown
Back Throw
b + h
10,000 x 4 + 40,000
throw hardknockdown
Forward Air Throw
air f + h
10,000 + 20,000 x 2 + 30,000
airthrow hardknockdown
Back Air Throw
air b + h
10,000 + 20,000 x 2 + 30,000
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. 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)
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
{{#motion:forcedtechroll}} forward, towards Dante
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)
forcedgroundbounce 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.
can perform Triple Jump and Double Air Dash
Devil Must Die
dp + atk + atk
440,000
hardknockdown
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: {{#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
  • 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