Marvel vs Capcom 3/Dante

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Dante

Danteface.jpg

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
Alpha.png Jam Session
{{#motion: direct front}}
90,800
Million Dollars
Beta.png Crystal
{{#motion: shot front}}
120,300
{{#motion: otg }}
Million Dollars
Gamma.png Weasel Shot
{{#motion: shot downward}}
25,000 per hit
Million Dollars

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
{{#motion: u in the air }}
If you used Air Dash,
you cannot Double Jump
Air Dash
In the air
f f or
b b or
f + atk + atk or
b + atk + atk
If you used Double Jump,
you cannot Air Dash
Bold Move
s + atk
Makes Dante jump forward
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}}
68,600 (20,000 x 4), 93,500 (20,000 x 6) back version
chipdamage
Crouching Heavy
{{#motion:d + h }}
102,500-108,400 (50,000 + 10,000 x 2-16 + 60,000)
Mash for more hits
   Wild Stomp
{{#motion: df + h}}
85,900 (25,000 x 4)
otg
chipdamage
Can cancel into Stinger
       Prop Shredder
Wild Stomp, then mash {{#motion: s}}
92,500 (25,000 x 5)
launch
chipdamage
       Million Stab
Stinger, then mash {{#motion: h }}
4,400 per hit, 40,000 for last hit
chipdamage
    Million Stab
Crouching Heavy, then mash {{#motion: h }}
102,500-108,400 (50,000 + 10,000 x 2-16 + 60,000)
Stinger
{{#motion: f + h }}
80,000
    Million Stab
Stinger, then mash {{#motion: h }}
4,400 per hit, 40,000 for last hit
chipdamage
Standing Special
{{#motion: s }}
80,000
launch
    Charge Shot
s , then mash {{#motion: h }}
25,000 x 2-10
chipdamage
       Prop Shredder
Charge Shot, then mash {{#motion: s}}
25,000 x 5
launch
chipdamage
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}}
162,400 (25,000 x 2-10)
otg
chipdamage
Cancelable into Killer Bee
Jumping Special
{{#motion: air s }}
90,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Multi Lock
{{#motion: qcf + l}}
50,000 per Shot
Hold {{#motion: l}} to charge
Can cancel charge with any move
   Acid Rain
Multi Lock, then {{#motion: qcf + l}}
Balls: 30,000 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
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 (24 shots after Reverb Shock, 11 after Revolver, 16 after Jet Stream)
   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
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
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
Air Trick
{{#motion: d d + s}}
Teleport
Drive
{{#motion: qcf + s}}
80,000 melee attack, 70,000 projectile

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
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
    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
    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.