Dante: The Demon Hunter Thread

That’s a good point with u.2->j.s.3. But isn’t it a little bit diffucult to start a combo out of this position? Cause, if im not wrong you should be in the air. The only thing you could do is some 3 attacks, right ?

And just a question: What’s the meaning of whiff?

from u.2>j.s.3 a good option is s.1 as it triggers the 3rd hit of a j.s.1, 1, 1 combo. This triggers a butt drop stagger which gives you time to follow up.

Whiff is when you don’t make contact.

Ah, i see… okay thanks. I think this will help me a lot :slight_smile: !

I’m starting to believe the notion that dante is meant to excel in 1v1 and duos. Dante is largely unsafe on approach against strong zoners, often leading to a lack of meter gain. He can’t control the same space as sackboy and drake. If had a teammate that can allow dante to build meter and kill, he’ll be extremely viable. Plus, the length of his combos can set up some interesting kills for his zoner buddy. Take for instance, if he can land any hit confirm into stagger, his partner can clean up. Or even an air combo, sackboy can lvl 1/2, drake lvl1/2, Jack lvl 1, big daddy, so on and so on.

As far as FFA, I’m so tired of getting a hit confirm and getting killed by drake lvl 1 :frowning:

I know how you feel Scuzzy. Whenever im playing FFA with friends, they all save one another from my combo, as they think its “the most broken thing in the game” (though no matter who i play or how i play i get complaints, so i guess its on them)

Really the only problem i have with dante is his FFA performance, as he just doesnt have some of the tools others have. 2v2 hes great and 1v1 even better, except when they just run away in stock.

Today during some FFA’s I used Angel Boost on a platform and changed inadvertently the direction. The result was that Dantes Angel Boost brought him again to the platform. Something like an Angel Boost Direction Change. Here is a short video. Maybe it could be useful.

[media=youtube]W4XGCH-jAmk[/media]

Ooh interesting find. Very nice!

[media=youtube]AavwtvRTJ7I[/media]

So after seeing that new tech, I just had to try to incorporate it into a combo.
It seems that if you’re on a platform, you can get an extremely fast aerial neutral square (think empty cancel height). This lets you recover really fast and combo into square, square, square with ease. Also, it can only be performed off of a raw angel step. So you can’t cancel into it after a triangle move. This does mean however that you can incorporate it after an empty cancel.

It seems like this is the only viable thing to use in a combo after the direction change as side square (scythe swing) keeps you floating for a bit, ruining your chance to combo. It also takes away your circle move so if you do the directional change into scythe, gunshots, that’s all you’re going to get. You could also cancel into down circle but that whiffs if you try it in a combo.

The square move that comes out isn’t 3rd hit of a square combo (like it would be after a regular angel step), but it’s the first square in a square, square, square chain.

The second clip in my video shows a simple loop using the direction cancel into neutral square. It only generates 5 AP per hit so its more efficient to do 10 gunshots instead. You’ll also notice that when I do the direction change, I’m using the edge facing Dante’s back.

The third clip shows off what I think is the real potential of this tech which is grab resets. If you’re like me, you’ve probably developed a rhythm when you’re doing empty cancel loops. So throwing the empty cancel in after the second hit isn’t impossible but it may lead to drops if you aren’t use to performing it. This is very situational as you won’t always have a platform with the right length.

Which brings me to the last clip in the video. You don’t need to be on a small platform to pull this off. You can do the direction change with the edge your opponent is on. This means that you can theoretically do this off any platform that has an edge. I say theoretically because this is ridiculously difficulty to do. The timing on this is much harder than an empty cancel with 10 full gunshots. I like to think that I have good execution but it took me a half hour to record that 3 second clip. You need to do your dash, cancel it backwards after you pass the ledge, wait till you’re on the original side then press forward and release it before pressing square. Timing all of that in a very small time frame is incredibly difficult. Most of the time you’ll get scythe slashes, be facing the wrong way, cancel too quickly or just miss completely because the timing is so tight. I’d say that you should never try this one online and only offline if you’ve practiced it like crazy.

I also noticed that if you perform down square or up circle at the exact moment you hit the edge when doing the direction change, Dante will perform the grounded version of the move but will fall through the platform as he attacks. Couldn’t find much use for this since it is also very difficult to time so I didn’t bother recording it.

So all in all, its very situational tech but anything that lets Dante be more stylish is nice.

What are your guy’s strategies in a tech chase situation? I’ve been using Dante on the side to go with my Sly and I seem to have trouble with tech chase. Are you using f.1 to punish siderolls or f.3+1? I can’t seem to punish backrolls very well after Helmbreaker outside of Super 2.

Also, during up close 1v1, situations should I be staying in the air more since I’m getting whooped when my grounded attacks whiff?

About the the tech chase. You can hit people with a s.1 and empty cancel it, or possible cancel into u.2 cancel into s.3 and then f.1 for hit stun, but ive never tried the latter, just popped into my head. I usually just wait to see what the roll is, and if you can react well you can dash to them into something. If they catch onto that, do an air dash into counter.

As far as 1v1 i really think dante is pretty dominant, but since his grounded normals do leave him at such a disadvantage, you kind of have to play the lame game. Going for that f.1 poke after air dash is crucial, and will probably net you the kill, but being able to convert off of something like air d.3 is important as well. If your not confident on your ground game just try and wait it out and block a string then punish (though watch out cause some characters have safe on block strings)

Great post QWERTY, I think you covered most things! Very important to convert off of air d.3 indeed (j.f.1>j.1>j.f.2> or whatever) I haven’t been going for tech chases as much as I should really.

You can also just 1,1,1 from s.1 if you pause a bit. I’ve been using u.2>j.s.3>j.f.1 a lot lately and its really effective especially when going up above platforms. You can use the j.f.1 (3rd hit of series when using ebony and ivory) for butt drop stagger then combo however you’d like.

Literally the most simple BnB combo that I could think of to hold off time in 2v2 if needed. I believe it gives around 150AP. Basically only been doing this if the opponent has a super and there’s like 10 seconds left or the ground is really safe. Sometimes you just have to keep it simple.

j.f.1 whiff, j.f.1, 1, 1, 1, empty cancel, 1, 1, 1, empty cancel, 1, 1, 1, u.1 (hold), j.1, j.1, j.1

Off of up+throw, you can follow with: u.3, j.1, j.1, j.u.1, j.s.2, j.s.3, j.u.1, j.u.2, j.u3. It gives you about 107 AP. It’s a bit tough to land the 1st j.1 because you have to jump forward and make sure you’re not doing j.s.1 instead.

Most of the time though, I just do u.1, j.1, j.1, j.u1, j.d.1 to give me 82 AP and hard knockdown to set up tech chase. It’s a hell of a lot easier to land and there is the potential to land more AP with the tech chase. It may be good to use the 107 combo if the j.d.1 will cause your opponent to land on a platform and there is water underneath and ruin your tech chase, like the LocoRoco stage. Your opponent will fall and land underneath the platform (which you can also land underneath too if you hold down+square after doing the helmbreaker).

Finally finished my Dante Empty Cancel Tutorial!

[media=youtube]o0_yEpKRkAE[/media]

Edit: I added a 200AP combo I found while messing around recording.

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

This video includes an optimized version of combo in the last video which brings it to 203AP. It pushes the Infinite Avoidance System to the limit (99AP). Gunshots fortunately do not count towards the IAS threshold. In total the gunshots add up to 44 AP. All other attacks prior to the final attack add up to 99AP. The final hit scores you 30AP and you are awarded a 30AP bonus thanks to AP Burst.

Something I’ve been kinda toying with is cancelling u.2 into s.3 (Direction depends on whether they rolled behind me or not.). From there, I’ll cancel into s.1. If it connects, I get a free combo, and I’m low enough to the ground so that it’s safe if I whiff. Other than that, throw mix ups are always an option.

Keep in mind that I’m still new to Dante, so this might not even be too optimal, but it seems decent from what I’ve seen.

P.S: Good stuff ProjectSeoul. I haven’t really been exploring Dante’s fancier combo options, so this’ll prove to be a nice reference point for me when I start to delve into that stuff.

I don’t think this has been mentioned here and I haven’t run into any Dantes online who do this so i’ll just bring this up.

Dante’s neutral square chain cannot change direction or be bold cancelled on whiff/block. Most opponents will block your square chain and dodge roll behind you to punish. However, if you don’t mash (i.e., reach the 4th attack in the neutral square chain), you can cancel it into tremor (grounded down square). Cancelling in to tremor during a whiffed/blocked chain is much better than continuing with square because it recovers faster than his square moves (specifically the 3rd and 4th hits in the neutral chain) and it can be used to change direction. This means that you can punish people who try to roll behind you during a combo or catch people off guard if you whiff and they approach from behind. It keeps you a bit safer but it won’t save your from patient opponents who just block your entire chain and punish after.

There aren’t many options for combos that start with a raw tremor but it a nice bonus considering that you probably would have been hit with a super otherwise. Here are some simple combos to punish people who try to roll behind.

[media=youtube]ACKrSe7Fti8[/media]

Ah yes, this was mentioned in the prima guide it seems to help with being safe for sure. I haven’t really looked too much into it but looks like you have! Great video video examples nopassword! I can throw it up on the video section if you’d like.

Edit I’ll throw it up and if you dont want it up for whatever reason you can let me know :smiley:
Looks like ill have to re-haul the thread later as there has been a lot more info being thrown around since I last updated.

Very nice stuff Nopassword, I plan on playing with this for sure.

I finally picked up the game after only playing my friends copy whenever he was around, so i can finally put some real work into dante(even though im well over 100 hours into him haha) I hope to make an all encompassing guide for him ASAP.

I would like to know something about Empty Cancel and Bold Cancel. What is the difference?