Dante: The Demon Hunter Thread

http://i.imgur.com/qOW0K.png

Hey Everyone, I thought I’d work on a Dante thread as he’s been my favorite character so far. Please if you have any suggestions, tips, and/or submissions post up!
Notation Updated

I’m fairly new to Shoryuken but have been playing fighting games since SF I-II in the arcades. I look forward to see where Dante goes in PSASBR. Lets all level up our Dante game!

Meter Levels: (Thanks UltraDavid!)
Lv1: 150
Lv2: 250 (400)
Lv3: 350 (750)

1 (Square) Moveset:
Hacker: 1, 1, 1, 1
Meter Gain: 5 | 5 | 10 | 20
Notes: Third hit triggers crumple on grounded opponents. Fourth hit triggers Eject Roll on grounded opponents and Eject Tornado on aerial opponents.

Karma: f.1, 1, 1
Meter Gain: 10 | 4+2+2+2 | 30
Notes: First hit triggers butt-drop and hits opponents behind Dante. Second hit triggers Lift. Third hit triggers Eject Tornado.

High Time: u.1 (Hold for Auto Jump)
Meter Gain: 20
Notes: Full Launch

Tremor: d.1
Meter Gain: 20
Notes: Lift

Aerial Rave: j.1, j.1, j.1
Meter Gain: 5 | 5 | 30
Notes: Third hit triggers Eject Tornado.

Hunger: j.f.1, j.1, j.1
Meter Gain: 5 | 5 + 5 | 20
Notes: Second hits opponents behind Dante on the backswing. Third hit triggers lift on aerial opponents and Butt-Drop on grounded opponents.

Roulette Spin: j.u.1
Meter Gain: 10 | 10
Notes: Second hit triggers Lift

Helm Breaker: j.d.1
Meter Gain: 10
Notes: Triggers Knockdown

2 (Triangle) Moveset:
Ebony and Ivory Quick Shot: 2, 2
Meter Gain: 1 + 1 + 1 + 1 | 1 + 1 + 1 + 1

Ebony and Ivory Rush Down: f.2, 2
Meter Gain: 1 + 1 + 1 + 1 | 1 + 1 + 2

Rainstorm: u.2
Meter Gain: 1-5 per shot
Notes: Forces Dante into aerial state

Gun Flurry: d.2
Meter Gain: 1 + 1 + 1 per side

Aerial Ebony and Ivory Quick Shot: j.2
Meter Gain: 1 + 1 + 1 + 1

Aerial Ebony and Ivory Rush Down: j.f.2
Meter Gain: 1 + 1 + 1 + 1

Inverse Rainstorm: j.u.2
Meter Gain: 1-6 per shot

Aerial Descending Rainstorm: j.d.2
Meter Gain: 1-5 per shot

3 (Circle) Moveset:
Parry: 3
Meter Gain: 20
Notes: Counter; triggers butt drop on grounded opponents and lift on aerial opponents

Angel Boost: f.3
Meter Gain: None (Command Dash)
Notes: Neutral 1 becomes Rebellion Fury 4 if canceling into f.3

Shredder: u.3
Meter Gain: 3 | 5 | 5 | 5 | 2
Notes: Full Launch

Flush: d.3
Meter Gain: 20
Notes: Lift

Aerial Parry: j.3
Meter Gain: 20
Notes: Counter; Full Launch. Invincible during counterattack

Aerial Angel Boost: j.f.3
Meter Gain: None (Command Dash)
Notes: Neutral 1 cancel becomes Aerial Rave 3 if canceling into f.3

Aerial Shredder: j.u.3
Meter Gain: 3 | 5 | 5 | 5 | 2
Notes: Full Launch

Aerial Arbiter Hurl: j.d.3
Meter Gain: 20
Notes: Lift

Throws:
Kicker: f.r.Analog
AP Penalty: 15%
30AP of Super Armor
Notes: Eject Tornado

Pay Off: u.r.Analog
AP Penalty: 15%
30AP of Super Armor
Notes: Lift; combo starter

Hammer Punch: d.r.Analog
AP Penalty: 15%
30AP of Super Armor
Notes: Knock Down

Supers:
Rebellion Triple: Level 1
Dante slashes three times with the final blowing producing a short-range projectile.
Duration: 3 seconds

Stinger: Level 2
One of Dante’s signature moves. He thrusts his sword forward across half the screen or until he collides with a wall or ledge.

Notes:
Be careful as certain Stages will cut off the Stinger unexpectedly. Example: Columbia stairs will cut off the Stinger.

Devil Trigger Unleashed: Level 3
Dante’s Devil Trigger makes all of his attacks instant kills.
The Super triggers float effect on opponents for 6 seconds upon activation. Opponents respawn at normal speed.
Duration: 13 seconds

Combos:
Dante can cancel his 1 attacks into 2 attacks, into 3 attacks. This creates a lot of different variations/opportunities/combo potential for Dante. His “Empty” Cancel (See Advanced) creates even more combo variations!

The third hit of Dante’s Rebellion Fury (neutral 1 combo) causes a crumple effect. Normally you are unable to follow up after the three hits but you can cancel into Ebony and Ivory Quick Shot(s) which then allows you to cancel into Angel Boost. From there you have a couple options. So far the most effective combo would be to go into Tremor. (See Maj’s combo)

The first hit of Karma (f.1) causes a butt drop stagger which you can take advantage of. For example; you can empty cancel into 1,1,1.

Anywhere you see 2, you can generally replace it with d.2 or s.2 to suit your style. You can even cancel multiple Ebony and Ivory attacks in the same amount of time. My favorite is 2, d.2, f.2.

Regarding combos where you cancel Angel Dash into a relaunch (Tremor/High Time): The Angel Dash can be a cross up, back dash, or forward dash without the cross up. Use whatever works best for your situation.

203 AP Combo Seoul Special aka gettin jigae with it (ProjectSeoul)
F+1 (back hit), (face backward), 2, Empty Cancel, 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, 2, U+3, jump forward, j.F+1, j.1, j.2, j.F+3, j.1

Meter Gain: 203AP
Notes:
This combo maximizes AP gain by building AP up to 99 prior to final attack. All Ebony and Ivory gunshots are considered twitch reactions and thus do not count towards Infinite Avoidance System.

199 AP Karma BnB Combo (ProjectSeoul)
F+1, 2, Empty Cancel (U+2->j.B+3->3), 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, 2, 3, jump forward, j.F+1, j.2, j.F+3, j.1

Meter Gain: 199AP

191 AP Combo (no_password):
f.1, 2, empty cancel, 1,1,1,2, empty cancel, 1,1,1,2 (full), empty cancel, 1,1,1,2(full), u.2, d.3, short hop, f.1, 2(partial), f.3, 1

Meter Gain: 191AP

The Nephilim Special: (ProjectSeoul)
j.f.1 whiff, j.f.1, 1, 1, 1, 2, empty cancel , 1, 1, 1, 2, 2, s.3, d.1, 2, f.3, u.1 (hold), j.1, j.1, j.1

Meter Gain: 181AP

Notes: This combo requires the “Empty” Bold Cancel in order to maximize AP gain. Anymore reps and the IAS will kick in. I was only able to put a little time here so this could probably be optimized further. (Sure enough, added 191AP combo by no_password)


The Maj Combo: (Maj)
j.f.1 whiff, j.f.1, 1, 1, 1, 2, s.3, d.1, 2, f.3, u.1 (hold), j.1, j.1, j.u1, j.2, j.f.3, j.1

Meter Gain: 161-169AP depending on Ebony and Ivory Shots

Notes:
Both cross ups do not have to be cross ups. Adjust based on your environment and situation. You can hit this combo after a Parry, however you can only hit 1 x3 after the 1 High Time Launch. (159-169 AP)

Corner BnB (scuzzy):
1, 1, 1, 2, 2, u.3, j.1, j.1, j.u.1, j.2 xx f.3, j.u.1, j.u.2 xx, j.u.3

Meter Gain: 160-180AP (Depending on how many gunshots you land)

Notes:
The key here is to land as many gun shots in the air as possible. The meat of the meter is created at the last u.2. Dante needs his guns shooting up your opponents ass to land all of the shots. I’ve gotten up to… 186ap?

Wallbounce Combo with Angel Dash (opposite direction) (ProjectSeoul)
1, 1, 1, 2, 2, F+3, D+1, 2, F+3, U+1 (hold), j.F+1, j.1, j.1, j.2, j.B+3, j.1

Meter Gain: 172AP

Notes:
This combo does not require a wallbounce just Air Angel Dash the same direction your opponent is being hit. You will need to delay j.1 in order for Dante to get close enough for it to connect.


Up Platform Relaunch Combo (ProjectSeoul)

1, 1, 1, 2, 2, F+3, U+B+1 (hold), j.F+1, j.1, (land), 1, U+1 (hold), j.F+1, j.1, 2, j.F+3, j.1

Meter Gain: 169AP
Notes: You will need to immediately press j.F+1 after High Time or Dante will be unable to link j.1 after j.F+1.

1:06 Up Platform Relaunch Combo #2 (ProjectSeoul)
1, 1, 1, 2, 2, F+3, U+B+1 (hold), j.F+1 (immediately), j.1, (land), 1, 1, U+1 (hold), j.1, j.1, j.1

Meter Gain: 168AP


Double Tremor Style Combo (ProjectSeoul)
1, 1, 1, 2, B+3, D+F+1, 2, F+3, D+1, U+2, j.B+3, j.U+3, jump forward, j.U+1, j.2, j.F+3, j.1

Meter Gain: 177AP

Cross Up and Launch: (ProjectSeoul)
1, 1, 1, 2, f.3, cross up u.1 (hold), j.1, j.1, j.u.1, j.2, f.3, j.u.1, j.2, j.3

Meter Gain: 137-150AP

Notes:
The last j.2 can be a regular j.2 in certain situations. It’s the more stylish way to go and for some reason can net max damage

Up, Up, and Away: (ProjectSeoul)
1, 1, 1, u.1 (hold), j.1, j.1, j.u.1, j.2, f.3, j.u.1, j.2, j.u.3

Meter Gain: 132-134AP

Notes:
This combo gets you in the air quicker than most of these other combos. This means its much more realistic in a FFA situation.

You can replace the last three moves (j.u1, j.2, j.u.3) with j.1 for the guarantee finish. It gives you lower AP if you do this.

Prop Shredder Ender (Shred It and Forget It): (ProjectSeoul)
1, d.1, 2, f.3, u.1 (hold), j.1, j.1, j.u.1, j.2, j.f.3, j.u.1, j.u.3

Meter Gain: 132-134AP

Notes:
Pretty much the same as Maj’s combo without the crumple cancel. It’s all about situational combos and I figured I’d throw this one in here.

Payoff (Up Throw) Combo: (ProjectSeoul)
u.r.Analog, u.1 (hold), j.1, j.1, j.u.1, j.f.3, j.1

Meter Gain: 80~AP

Notes: Simple Combo off a throw. This is not optimized, someone please throw out an optimized throw combo! I haven’t had time.

Super Setups:
You can combo into ALL of Dante’s Supers using the “Empty” Bold Cancel (See Advanced Tactics). It is the most consistent way to combo into all supers.

Empty Cancel Setup:
empty cancel, Any Super

Rebellion Triple Setup:
1, 1, 1, u.2, j.b.3, Rebellion Triple

Stinger Setups:
Stinger can be setup simply by doing Aerial Arbiter into Stinger (TheMrGrace)

Variations:
j.d.3, Stinger
1, 1, 1, u.2, j.d.3, crossup 3, Stinger (chirp)
j.d.3, Stinger
f.1, u.2, j.3, Stinger

Notes:
Regarding Rebellion Triple:
You can actually connect however the timing and spacing is VERY strict. I have done it a couple times and can provide a video example later.
You may also try to set up Level 1 with this but it is really unreliable. I’m leaving this in here though as there may be a very rare opportunity for you to get a double kill if for whatever reason an opponent wants to creep up mid combo.

Second swing of jumping side 1 chain on a standing opponent can be combo’d into Level 2. Any height of j.d.3 can combo into Level 2.

*(scuzzy): Hit someone with the back of the scythe and immediately activate Stinger
f.1, Stinger (facing other way)

Advanced Tactics:
Empty Cancel: (scuzzy)
This “Empty” Bold Cancel allows you to reset back to neutral mid combo bypassing some recovery frames. This opens up a lot of options for Dante since his 1,1,1 and f.1 causes your opponent to stagger. From there “Empty” Cancel and continue your combo however you want. This “Empty” Cancel is amazing for setting up Level 1 or Level 2 Supers from a simple 1 x3 combo.

Inputs:
u.2, j.b.3, j.3 or 1
u.2, j.b.3, j.d.f.3 or 1
u.b.2, j.d.f.3, j.3 or 1
u.b.2, j.b.3, j.u.f.3 or 1

Execution tips:
You want to Angel Dash IMMEDIATELY after Rainstorm so that you are barely off the ground. If you are too far up you will trigger Aerial Arbiter or j.1 (depending if you use 3 or 1). Using 1 gives you a little more cushion if you do not Angel Dash quick enough. It allows you to drop back to the ground where hitting 3 would trigger Aerial Arbiter.

Videos:
Persona - Swag Combos and Super Setup Combos:
[media=youtube]wxapMWx8t_k[/media]
[media=youtube]Kx6d2xliqTQ[/media]
[media=youtube]-l2qV2r2k-0[/media]

ProjectSeoul
Dante Combo Exhibition:
[media=youtube]-Mc_Xtkhf7M[/media]

Empty Cancel Tutorial + 200AP Combo:
[media=youtube]o0_yEpKRkAE[/media]

Empty Cancel Tutorial Combo Addendum: Optimized 203AP Combo
[media=youtube]WeUV5qT4tFs[/media]

Dante Combo Compilation (181AP BnB + Combos into Supers):
[media=youtube]x_JUp_dipRI[/media]

Showing scuzzy’s “Empty” Bold Cancel Example including Super Setup. Info in Description.
[media=youtube]yjFmZxGxhSU[/media]

no_password
no_password’s 191 AP Combo
[media=youtube]eEoUHAxBctA[/media]

nopassword showing off some combos using the tech:
[media=youtube]AavwtvRTJ7I[/media]

nopassword Dante Roll Punish video (Using Tremor to stay safe)
[media=youtube]ACKrSe7Fti8[/media]

nopassword Aerial Arbiter practical hit confirms:
[media=youtube]ux11-eOIHFE[/media]

10 Stars Combo Video:
[media=youtube]A_NQXqZ4V08[/media]

**Diplomat1080p **- “False”/“Empty” Cancel Video:
[media=youtube]ss7iiJufPgw[/media]

**Sieben **- Angel Dash Platform Tech by:
[media=youtube]W4XGCH-jAmk[/media]

Some initial thoughts, I’ve been maining Dante since launch and playing against friends who mostly play Sly, Friendly Cole, and Nariko.

I wish his level 1 was easier to set up, the resets outlined in the first post are easy to see coming/react to after they’ve been used once with a level 1 super. Anyone found any technology to help land it? At the moment I usually bypass it straight for level 2 unless I can dodge roll someone else’s super and get a guaranteed punish with level 1 or for gimmicky 2v2 team combos.

Speaking of level 2, I’ve found some guaranteed combos for it.

  1. Counter (Circle) immediately into level 2 combos, as long as it’s done on the ground and the opponent is near Dante.
  2. His forward square scythe actually has a small hitbox that hits directly behind Dante right as the move ends. For whatever reason it actually puts the opponent in a crumple state like his counter does, so hitting someone with the back of the scythe and immediately activating stinger (making sure to hold the analog stick to the opponent) connects and is a guaranteed level 2. This is not only pretty hilarious and demoralizing, but I’ve managed to incorporate it into my tech chase game pretty well during some situations. If the opponent is backed into a corner, I’ll position Dante so that pressing forward square will hit with either its front or rear hitbox. If it hits with the front, I follow into a combo, if it hits with the back, free level 2, and if it blocks, I cancel into triangle and air dash to safety. Fun stuff.
  3. This is a little difficult to describe, but I assure you it’s possible. if you land Dante’s forward circle in the air while Dante is low to the ground, hitting with the very end of the projectile’s length, there will be a split second where Dante is on land and the opponent is tossed slightly upwards by the arbiter axehead. The timing is a little odd (it’s not immediate, you need to wait just half a second), but if you activate level 2, you can catch the opponent at the very bottom of the bounce before they have a chance to tech and are still vulnerable to being hit. Perhaps not very practical, and I’ve only successfully pulled it off once, but man, does it make people respect that level 2.

Speaking of Dante’s arbiter, I often incorporate it into my approach. Usually the same situation described in 3) can be followed up by airdash pressure. Dante’s approach so far has proven difficult for me. What does everyone else use? I typically have to bait out some attacks/ a counter and begin a tech chase situation, as Dante’s attacks are all pretty unsafe and for whatever reason Ebony and Ivory don’t cause any hit stun. A lot of my Dante game revolves around successful tech chase/grab/level 2 pressure. Again, it’s a bit risky, as Dante is unsafe without a chance to cancel (and you can’t cancel whiffed moves, which sucks), but so far I’ve had the most success with that game plan. Because of this, I typically choose to end my combos with a helm splitter (down square in the air), in order for the guaranteed tech chase opportunity. Otherwise Dante’s combos knock opponents too far back (because of Superbot’s weird Infinite Avoidance System quirks), and I’m faced with the problem of getting in again.

Also, I always take my shirt off.

I have the sneaking suspicion that Dante is one of the worst characters. TheMrGrace has already outlined some of this stuff, but he has zero safe attack openings, his gunshots don’t cause stun, and his level 1 and 2 supers are not good enough to warrant their cost. Even worse, he cannot turn around mid-string (his main Square x 4 string) like others can to deal with secondary attacks approaching your back. He certainly has the highest combo damage output of any character in the game, but this may not be enough to warrant his other issues. It’s too bad he can’t cancel attacks on block…

Aside from it being too early to declare such things, can you give a number as to how many people you consider “one of the worst characters?” Because I believe that there are many characters that deserve to be called underpowered before the list gets to Dante’s name.
High combo damage, great mobility, decent projectile to spam outside clusters (that combos into level 2), combos easily from throw, the parry which I think will be a great tool, and I think a very solid collection of supers makes him a cut above a good deal of the cast, though he lacks a few things that would put him among the topmost tier.
Only issue I have at the moment is that the extensive combos are very hard to pull off in FFA, but I predict in time people will discover combos that throw the opponent wherever we want them to be to keep ourselves safe.

Corner BnB: ~160-180ap (Depending on how many gun shots you land)

Square Square Square > Triangle Triangle > Up.Circle > j.Square j.Square > Up.Square > Triangle xx Side Circle > Up. Square > Up.Triangle xx Up.Circle

The key here is to land as many gun shots in the air as possible. The meat of the meter is created at the last Up.Triangle. Dante needs his guns shooting up your opponents ass to land all of the shots. I’ve gotten up to… 186ap?

Lvl 2 Combo

Up.Triangle > Side. Circle > Side. Square > Lvl 2

Second swing of jumping side square chain on a standing opponent can be comboed into level 2. Any height of jumping down circle can combo into level 2.

Well, no one is making a hard declaration yet, I said “I have a sneaking suspicion”. That said, being able to combo into a level 2 isn’t a huge asset when the goal of most level 2’s is to hit as many characters as possible; characters of a similar sort like Heihachi and Raiden have level 2’s that offer way more flexibility and more opportunities for landing multiple kills. It’s not a terrible level 2 by any means (if people are lined up horizontally it’s fine), but when you consider that his level 1 is so unbelievably bad (slow start up, takes too long to finish so he’s vulnerable) it’s hard to argue that his level 2 brings enough assets to the table to warrant the cost (which is on the high end, 400).

His best assets are his high combo damage and mobility, certainly. In a 4-player game where it can be hard to isolate a player long enough to do long combos, I’m not entirely sure it’ll happen without taking a hit, and on top of that, his openings to land those combos are all completely unsafe. You have to be entirely reliant on his mobility to help him bait and punish big openings where there’s no possibility of anything getting blocked, and the most common angles of attack where that happens won’t always allow him to land a full combo. I think my current worry is that he isn’t going to be able to build meter fast enough to get to the supers that can get him high kill numbers. I think this is a reasonable thought to have.

Gents, I just figured out how to combo into level 1.

I was fucking around with up triangle cancels close to the floor and discovered I can cut Dante’s recovery to combo level 1.

Facing right:

Up.Triangle xx back.circle xx down.circle.

Dante will flash air dash in place then land on the floor ready for any action.

So the combo goes like this:
(facing right)
Square Square Square > Up. Triangle xx back.circle xx down. circle > Right Lvl1.

For the bold cancel to work, you need to be really precise and quick with the input. You need to be air dashing the opposite direction Dante is facing. I haven’t been able to recreate the cancel facing the same direction. After the cancel, you need to get the lvl 1 out as soon as possible and it should combo.

Awesome, I was just recording some combos and editing my text file for this guide and noticed we got some discussion going.

First off, scuzzy, great stuff/posts! I added your combos to the combo section. (will add your level 1 super combo but I’m super tired.) Do you mind if I post video examples of the things you’ve added? Or perhaps can you provide any? I don’t mind either way.

I really am enjoying Dante and my biggest problem is getting in on certain characters. In a FFA situation and a character is playing keep away and I’m the only one trying to get in his face to prevent Level 3, it gets frustrating. So far like you mentioned scuzzy I’ve been trying to use Aerial Arbiters. I’ve also been trying to use parry more often, whiff j.f.Square in order to throw off enemies, or just trying to block and evade my way in.

As far as general movement and i’m kind of really liking his Ebony and Ivory/Angel Dash cancels. It has really saved my butt quite a few times. An example would be Kratos Level 3 coming at me in a FFA. I double jump j.u.Triangle, f./b.Circle, Helm Breaker to platform and rinse/repeat. Not always using Helm Breaker of course. I don’t know what language the Kratos player was speaking but I heard him shouting Dante quite a few times during that haha. I am trying to practice more with his movement in order to use this for getting in. I kind of like his j.Triangle, j.f.Triangle to kind of try to get in and use fake outs in the air.

A lot of Dante’s moves are not safe and for me playing in Hawaii it gets a bit laggy at times and leaves me completely open. :frowning: In FFA games it is really hard to pull off flashy combos without getting interrupted. I usually resort to u.Square combos for less damage for the guaranteed AP in FFA. 2v2 allows more room for Dante to pull of his flashy combos. I played a bit with my buddy and he was using Big Daddy. I am convinced Big Daddy was made for 2v2! His ground and pound move is amazing with Dante’s Level 1 or Level 2. It keeps the opponents in place making it easy to get kills with Level 1’s.

I’m tired so I’ll stop before I stop making sense (hopefully that hasn’t already happened).

Let’s level up our Dante game!

Thanks!

More on Dante’s Angel Cancel -

You don’t need to input down circle, although its a nice option select should you drop the cancel.

You can cancel with square to reset dante. This could lead to interesting options for dante that’s worth exploring.

Also, you have my permission to make a video for the combos and this tech. This will give people a glimpse of what dante is capable of.

I do not want to look into tech too much too early, I always have the problem of doing too much labwork/discovering instead of actually playing/getting better in a new game.

Still, I plan to do some research into parry when I get off work, because I think it has the potential to be very strong. Specifically I want to test the validity of parrying during a combo in ffa when another player tries to sneak up behind you, therefore dropping it on one but picking up on the other person. If this can work, and additionally canceling into u/side.triangle, side.circle and to an extent j.down.square, then Dante might have validity as a kind of combo control character, who is incredibly hard for opponents to build meter from, and can start combos safely knowing he has several eject buttons.
His short, braindead combos still build strong AP and you can always do his super ones when the opportunity finally opens. Ideally, if parry is strong enough it can act as a deterrent, with others thinking “nanana fuk dat” and let you do big combos. Of course, projectiles still ruin the day but hey this is all slacking from work theory.

Thoughts on Level 3? It seems really strong and capable of getting lots of kills; I think it gets a bum rap because of the absurdly stupid level 3s like Sack and Sly.

Sent from my DROID2 GLOBAL using Tapatalk 2

seems like dante will be a non-lvl 1 character…build meter decently fast, save for lvl 2 then get 1 kill…this is 1v1 of course. or save for 3 bar and get 2-3 kills

This game doesn’t seem like it’s meant for 1v1 given you can’t combo into lvl 1s…

Actually, you can combo into Level 1 via Scuzzy’s method. After seeing his post, I ran to Practice mode real quick and pulled it off on the first try luckily! I caught it on video. I was too tired to run through scuzzy’s corner combo but I will practice it for sure. I totally ignored corner combos after Day 1 either cause I forgot or thought it may not be practical however it’s always good to have. Nice AP numbers there and I like the use of u.Triangle.

I noticed on u.Triangle and d.Triangle if you are directly above or below the enemy you can get quite a nice amount of AP.

Samuel, the Parry seems to be really effective. What you mentioned I actually have been doing! If I notice an enemy creeping behind me mid combo i cancel into a parry to switch targets. It’s really useful although not the easiest to pull off effectively (i’m sure it will come with practice). It’s also good to use his Angel Dash to run out to safety mid combo.

@Samuel: Devil Trigger’s full potential is really only seen in 3v1, but it is definitely one of the best level 3s imo. In 2v2 it basically means 4 free kills for your team.

@Trahh: You can combo into level 1s. Dante can combo into his, as can Raiden, Drake, and Sweet Tooth, just to name some off the top of my head.

Also, I found this airdash tech pretty interesting.

http://m.youtube.com/watch?feature=plcp&v=wTTMXeyMqOU#

Basically, you can approach with air Ebony and Ivory, cancel into airdash, and then do f+square. However, forward square out of this cancel series gives you the last hit of j.f+ square x3. This hit puts the enemy in long stagger state. You are able to follow up with level 2 easily (forgot to test level 1), or get a free combo. The range on this move is massive, do it’ll be pretty dumb with some good spacing behind your approach.

Sent from the Batcave

I’ve done a least 8 reps of the empty cancel. This might be potentially an infinite off the square stagger. I got… 214 ap off of it? GG infinite into level 3!

Tested it out again. The infinite protection kicks in at 15 hits. Although, it didn’t when I was hitting two opponents. Was probably a reset off the CPU, allowing the ridiculous meter gain. Never the less, there is potential with the empty cancel.

Nice! I’m going to have to try this when I get home. 8 reps scuzzy? Nice! Was it because you dropped it or did it eventually cap off? I’ll see if I can get it recorded. I’ll definitely add this info to the post later. I want to see how many reps we can do. :smiley: I eventually want to get most of the stuff in the thread compiled into one video.

Edit: scuzzy posted his reply of 15 reps before i clicked post.

Probably old news by now, but I realized after messing around for gimmicky set-ups into rear f.square -> level 2, the front hitbox of the scythe also puts the target in the same stagger. So the front hitbox of f.square -> level 2 works and if you know your f. square will land it’s a free level 2.

I feel like scuzzy’s level 1 combo is pretty essential to Dante’s game. I haven’t quite gottten it down consistently, but I think it’s definitely feasible with practice to become consistent. It’ll put Dante up there with Evil Cole and Raiden who all have guaranteed level 1. Completely changes his 1v1 game - good stuff scuzzy!

Also, what grab do you usually opt for? I haven’t really found reason to use any of his side grabs. His downgrab sets up a nice tech chase situation, and if I’m in a corner his up grab combos nicely into up circle -> j.square -> guateber