Dante: The Demon Hunter Thread

I feel you man.I can do it when no one is around but having troubles comboing into it. If I try it real time in a battle I usually end up either completing the back dash or facing forward again but either parrying or u3.

With practice, everything comes with practice.

My brother plays a real mean Drake. Its super hard to approach. I will get a few more 1v1s with him with some of my new skills and post anything I find.
*edit - Off the top. Short hop into air dodge has been the most useful recently for getting through barrels, but once he realized what was going on he’d just follow up with the AK. Short hop, dodge, block then punish is what I resorted to. As far as arbiters not destroying barrels…sometimes they do sometimes they don’t which bothers me. I will see if I can figure out why.

Can’t edit an edit?
If you can catch it at the beginning of the Drakes animation…our triangle will make cancel barrels but he still follows the animation. It sometimes catches Drake off guard when he expects to have a barrel there but nothing comes out.

Good idea. I’ll start contributing

Dante vs Radec (or horizontal projectiles in general)
I think Dante has a good answer to horizontal projectiles spammers like radec. His air dash is a wonderful move since you can quickly hop over the projectile and attack him from above, preferably with air down circle. Or you can just jump and immediately do down-circle, then dash forward to get in and confirm into a combo.
Against Radec specifically, always try to punish his rolls with a ground dash into f-square, since they usually love to roll back and forward-square you to death.

Against Drake, jump and dodge at the same time. You can jump over the barrel and also avoid the Magnum shot, but I don’t know if there’s some way to punish Dante for this.

The only way to beat this jump-dodge thing is by placing a mine or something on the floor, since you basically have to press the block button at the exact same frame as you landed, which is very difficult.
That’s why characters like Sackboy give me way more problems than Drake. Dante’s d-C does not destroy the electric thing he places on the floor for some reason. That, combined with the cake-projectiles he throws at you, makes Sackboy virtually unapproachable.

I’m positive projectiles have durability and I guess if we knew different values things would be a bit easier. I don’t remember if my Arbiter ever triggered the barrel to explode (cant think of it off the top of my head). Perhaps you hit it was something else as well? Probably not though as you would have mentioned that.

And yes Sackboy is another bad matchup for us. I can confirm that Sackboy’s electric mat does not get destroyed when we use our Arbiters. I personally take the time to try and destroy Sackboy’s projectiles when I can but that leaves me open to attack.

For me Radec has not given me too many issues as it is somewhat easy to get in on him as long as you pay attention to his sniper shots. Though i’m sure there are Radecs out there who are better at keeping people out than the standard snipe all day Radecs I’ve faced. His air grenade and electric attack are quite effective and I don’t see many Radecs using this as much as they probably should.

I’ll confirm tonight about the barrels but I know without a doubt I’ve destroyed them with arbiter before. Also the barrels have two “hits” - the one from the barrel contacting you and the barrel exploding. They do not always go off together. I’ve blocked a barrel, rolled backward and been followed up by the barrel still rollling to explode on me.

As for sackboy, again I will confirm but I am pretty sure our j.f2 will destroy the electric mats. So j.f2 canceled into j.f3

In general to approach I use j.f2 cancel into f3, followed by either j.d3, j.u3, j.d1, or j.f1 depending on the situation. Cancelling into the dash from j.f2 allows some extra AP from anyone it happens to hit and gives more range on the dash.

I didn’t get much of a chance to test barrels last night. I did confirm jf2 will destroy sackboys electric mat. I was hit again this morning by a barrel twice, once on block rolled backwards and then it hit me and exploded.

Getting more consistent with EC but still having a hell of a time comboing into it in real time. Im making progress though because now instead of finishing with u3 I am cancelling into the super…but I am behind my oppenent because my airdash was a bit too long.

Heya guys.

I’m maining Dante and so far, I’m feeling he’s a really hard char to begin with. Unlike other chars, you gotta be on point to commit to your moves, specially the 1 series. I’ve seen a video that shows 1,d.1 as a potencial solution and it’s nice, but still hard. Fought Sly and G.Cole and both were problems as I simply couldn’t make them stop running around me. I’d catch up, they throw a move or two and run again, while my air moves didn’t challenge theirs (except d.1).

Still not 100% on the Bold Canceling, but getting more consistent as day passes. Found it easier to do on the pad than on the stick. Go figures.

But it felt just too good doing 1,1,1,BC, 1,1,1,BC,S1 on a Kratos. That’s why I can’t stop with this stylish bastard.

PS.: Why no alt for him? Or am I going blind?

Hey Raven, Dante definitely has issues being safe when committing to his 1,1,1 chain. As you mentioned you can use d.1. This can be used after any of your first three 1 attacks. You may also want to try s.1, pause, 1,1,1. Like people mentioned before it seems to be a bit more safe than when you whiff the standard 1,1,1 chain. As far as getting in to start your attack that can be a problem vs ranged characters. If you watch no_password’s aerial arbiter confirms video you can learn a way to get in using that. However you will still need your opponent to be on the ground in order to Empty Cancel into Super. This can be a pain w/ people jumping and short hopping all over the place. You have to be patient and you can even use a Parry here and there when you think they will throw out a ground attack you can counter. Be careful though as the Parry is not 100% reliable…

Another thing to keep in mind is that Dante is a surprisingly elusive character in the air. Any of the triangle moves into Angel Boost is a great way to move around the screen. You don’t gain as much distance as a Drake will, but it’s VERY fast, and it gives you access to one of Dante’s better jump ins with air side square.

Arg, I really wish they either gave Arbiter more durability, or allowed you to aim it horizontally. :confused:

Yeah you definitely want to use s.Triangle into Angel Dash to get some distance in the air. His up and down triangle in air is definitely good to use to throw people off. If you cancel into an angel dash in the air you can use f.Square if you are low enough to the ground which will butt drop your opponent allowing you to continue your combo.

Dopples, I totally feel you on the durability for sure. It gets frustrating when almost every projectile overpowers Dante’s. I’m not even sure if the Arbiter/Flush can even destroy a Sackboy Electric mat. I’ll have to double check on that. Though Dante is really known as a melee character I can understand their reasoning.

In a game where zoning and air camping is as strong as it is, there’s no excuse for a melee character to not have one good projectile at least. Something to help them contend. :confused:

@ProjectSeoul
I’ll train myself to hitconfirm his 1 chain or go to d.1. Going for f.1,[pause],1,1,1 is also a good idea. Gotta train that too. I’m trying to BC that f.1 but I’m still having problems. Can’t BC reliably.

@Dopples
Yeah, his mobility is good. Not quite Sly, Raiden or Cole, but pretty good.

I like j.d.3. A lot. But it has a super slow startup. Every time I try to do it from a comboable distance, I get countered. Maybe I’m getting predictable. Gotta j.2, j.f.2 and j.f.3 more. :stuck_out_tongue:

@both
I’m finding j.d.1 to be quite a good tool too. Gotta work on my tech chase to make it work. Dunno if there’s a way to tech chase into something BCable. Would be great.

For tech chasing purposes I would recommend to: short jnT and check your options from this animation as it allows you to either follow up with another air triangle series or any of his viable tech chasing moves (afS, adC, auC, anC) as it allows dante to recover quicker out of certain moves from the air. Also keep in mind that angel dash is your best friend from a short hop…it confuses many a people!

Oh yeah i definitely agree. Thankfully we at least have a projectile unlike Raiden. But he has other options like his dive kick and his dash attack which helps him get in on opponents.

nRg, that jumping neutral 2 sounds like a good idea ill try it out.

Hm… Nice! But for jf.1won’t I need to go into jf.3 first? Like, otherwise I’ll have to time the hop even better than with any of the 3 series, as I can cancel j.2 into them.

Dante’s advantage in mobility is being able to change trajectories, isn’t it? I mean… Raiden doesn’t really need a projectile, because his walkspeed combined with dash attacks and dive kick make him a lot faster than Dante…

Right im just saying at least we have a projectile. Even with those tools I think Raiden has a hard time against certain ranged characters. Though I don’t play Raiden at all and wouldn’t know. I was just saying his dive kick and dash attack compensates for him not having a projectile.

I tried playing an E.Cole 1v1 and I was a sad panda after. I have such a love hate relationship with this game and Dante’s character.

I feel you, Seoul. Especially E. Cole. Both Coles are a pain, actually.

Drake is a tad better to deal with and I think Sly is on par with the Coles. At least, mobility wise.

I don’t want to give up on Dante so easy, but it’s hella frustrating working on him.

Sent from my Mind using my Fingers

So I mentioned a while back in one of my posts that I found out that you could dash off a platform and perform the grounded version of the move while falling down. After a bit more testing, I have found a simple way to do it consistently.

All you need to do is position yourself at the edge of the platform (dodge roll to the edge to be as close as possible), then dash off while inputting the attack immediately after. Think of it as a plink.

This can also be performed if you are not directly on the edge but the timing of the attack differs depending on the distance to the edge.

Also, if you try this with the arbiter toss and input it very fast you can get the axe to travel along the platform that you are falling through.

[media=youtube]vHNGpc3G_Zs[/media]

Now here’s something that will seem silly due to its simplicity.
I use the above technique in the next video but it really isn’t necessary. Its the same as ProjectSeoul’s 203 AP combo but it takes out the need for connecting with the back of the scythe. Just whiff the first 2 swings of the square chain so that only the crumple slash hits then use the guns before performing the same combo. It takes away from the total by 4 AP (95 AP before burst compared to ProjectSeoul’s 99 AP before burst) but the AP gain from the extra shots at the beginning adds an extra 3 AP to the total.

Physical hits: 95 AP + 30 AP (from final hit) = 125 AP
Guns: 51 AP
Burst: 30 AP
Total: 206 AP

[media=youtube]5J6c-06hO6A[/media]

Last video is an old clip that I used as a bonus in one of my other videos. It’s an ice missile combo that nets 246 AP.

[media=youtube]kaVYRrx08lA[/media]

Edit: Long post becomes longer D:

So after more testing, i’ve found an easy way to do grounded aerials even when you aren’t at the edge of a platform. Basically just do any of his gun moves before dashing off the platform and input the move while still in the dash. Like the previous one, its still limited by what you can normally do out of a dash. This means that his neutral square chain and side square chain get gimped and only perform the final hit out of chain.

While taking away from his offense a little, it allows you to perform another dash. So the initial dash off the platform counts as a grounded dash while the next one you perform counts as an aerial one.

Also, Dante’s down triangle is the fastest gun move that allows cancelling into dash so it finally has some use lol.

It also has a strange property where it allows for triangle moves to be performed midair. It looks kinda funny and serves no real purpose.

[media=youtube]GdGoYH-gSZg[/media]

Hopefully Dante is possibly getting a buff…? his guns for example…