Haven’t played a good one for a while now, but lets try it.
Pretty obvious by now, but still, DO NOT FIGHT UNDER HIM
When fighting air to air, use your sword range, if you pick your fights, he can’t really challenge j.M or j.C.
Air play still gdlk he can’t Lazer beam against it, so you are cool there.
If he tries SJ lazer you can try compete him with j.Air play, Hysteric Acid Rain or even Jam Session, keep in mind:
Air Play is the safest bet, but also a bit easier for him to move around
Hysteric may lose to fingers before you can let the missiles go.
Acid Rain and Ham Session are quite scary as they require you to challenge him from downtown, refer to the first advice. Acid Rain might be slower but it will allow you easier convert. Note of course, that if he Foot dive you with Acid Rain active, he will get hit, but will get there in time to keep the combo going, so don’t count on it to save you.
Air Shenanigans can also countered by Teleport j.S or Hammer, don’t get to predictable or he will throw you, and naturally with Doom, you will die.
Care of his j.H as it will lock down pretty good and will let him approach. Work your way around it with j.Air Play (above his normal jump height), Teleprts (see previous advice), or MH if he is too close for his own good.
All in all, it’s not that hard battle for Dante, you got the mobility, you can zone him quite well, and you will out range him almost always if you keep you distance.
And please, don’t get hit by foot dive, I mean, really, don’t do that.
If he’s zoning you from the ground with Plasma beam you have to go for airplay which will be over the plasma beam and leave you at very decent frame advantage.Drive is not a good tool in this MU since Plasma beam destroys it in durability with Drive’s crappy startup and average durability.
If he’s being aggressive and trying to rushdown, Hysteric is a good way to limit his mobility since Dr Doom’s mobility overall is crappy(he can’t even wavedash), Crystal isn’t that great in this mu though.
If you play with Strider, your assist is is your best tool in this mu as it blows up Dr Doom’s zoning/mobility pretty hard and shuts down most of his options while giving you free teleport mixups. If he’s up in the air spamming air photons go for the teleport and jH /jS into Hammer. All Doom’s buttons are shit except footdive which you have to respect if he’s above your head but well spaced jS or Hammers do beat footdives, but generally block or stay the fuck away from him and don’t air throw him unless you want to get footdived.
Dr Doom doesn’t really have an answer to airplay unless you have strider assist, So your best tools in this mu are smart teleports + assist, and fully charged airplays(once again since his mobility is trash). And block and please respect the foot dives.
One note I can add is that (backdash into) airdash back j.H beats Doom’s air H footdive clean when you’re in a pinch. I don’t think I would advise box jump pressure as I have been anti-air’d by his cr.L (dumb) and cr.M (reasonable). Omni-directional S doesn’t help either. As has been mentioned I play the zoning game and try to goad the Doom into committing to something that I can punish. st.M is also your friend since you can’t block during tri-jumps.
With Cap you need to play a somewhat different than normally, Dante’s best position against an opponent usually is mid-screen, but whn fighting cap you should be like 3/4 screen at that distance you have air play to avoid a useful portion of the horizontal screen and after you can do a mixup(Stinger Plink cancel teleport+Assist for example) when he is coming down or just bait him with your soning tools in doing an unsafe charging star, and if he abuses it you can try a grapple when you see him going in the air, with the right range he won’t be able to punish you if you miss and he will be scared so he will try to pressure you, dash back acid rain if you see him coming even if he uses Hyper charging Star he will be hit by acid rain, you need to make him move like you want and bait him in doing mistakes, once you get is it becomes a lot more easy.
i’m sure most people already know this, but just for the sake of having it down somewhere
if you’re on the ground, random gimlets can be avoided by activating devil trigger during his super freeze, or blocked by doing bold move during the super freeze and then just… blocking. make sure you punish!
obviously gimlet can be made safe with things like up arrows x gimlet, probably assists, dhcs… but still, the option exists.
Dante/Vajra up against Dorm/Missiles. I have no idea what to do in this fight. I can’t get close to Dormammu to deal any damage, and when Dorm has a meter stocked I kinda freeze up. Any help would be welcome.
That seems like a hard counter unless you wanna spend meter on DT which kinda screws over anchor Strider. Honestly if you know your going up against a missiles, drones or jam session team I’d switch out Vajra for a beam.
I bought my stick a while back, there’s no “don’t pick Strider” button. I don’t mind no meter for Strider, and I definitely don’t DT enough in any matchup. I looked over some older posts in the general Dante thread just after posting, does spamming Thunderbolt give me my best shot?
lolol. Then yeah your best bet is DT imo. Annoy him with Thunderbolts and it will keep missiles in check. Remember to triple jump xx fly instead of super jump xx fly so you can still call assist while your being annoying with Thunderbolts and Vortex. Also Stinger and Weasel Shot (if you have the timing for the whiff cancel) are really good too.
This is basiclly a battle of who gets into their proper spacing first from what I’ve experienced. Wolverine wants to be right in that ass, Dante wants to be a little more than 3 characters away from him. You need to move into your own comfort zone for either zoning or starting offense and do it before you are tagged with Adamantium or grabbed. When creating that space with back dashes (plink dashes are an immensly invaluable movement tool, use them), try Crystal every chance you get. It is nigh impossible to jump over, generates a good amount of frame advantage and you can confirm on anti-air or standing very easily. Use your ground mobility to force him to chase and run into the great wall of Crystal often. Drive and Hysterics are also good here, but watch your spacing when tossing them.
After establishing your space and simultaneously downloading their habits, the next step is incorporate Stinger. Stinger + BC Reverb - Fireworks on block forces Wolvy to stay out of your space and keeps you safe. On hit, confirm into either combo of choice or the safest assist teleport shenanigan you have. If you scout a raw/mostly raw Berserker Slash, depending on your range, you can get an option select throw or Weasel Shot game going by holding back and pressing:h:, mashing it on confirm for the cancel or setting up Oki after the back throw.
Another tip I’ve seen passed around is to take advantage of Dante’s Air Play mixing it with low altitude j.s to make it hell for Wolverine to approach normally on the ground.
If you actually do find yourself outpressured and stuck in a barrage, calm yourself down and DON’T. PRESS. ANYTHING. Focus entirely on blocking and push block only the things you are sure will lead into either a Berserker Slash or lows/highs that come under Akuma or similar assist. Pushblocking the normal cancelled into Berserker Slash pushes him out in front and on contact a second pushblock puts him out of range. Keep in mind though what is happening as a late cancel B.Slash will become a counter hit on yourself if you get pushblock happy.
Do not abuse Crystal, use it occasionally, Wolverine can bop you right out of its 25f startup with Beserker Slash or Berserker Barrage, so use it occasionally and near full screen. Your best tool for spacing him out is jump up back boxdash backwards jH xx Airplay, this gives you space from Wolverine, and gives you space to call your assists safely without getting happy birthday’d in his happy birthday zone and get some teleport mixups in. You can probably throw out drives, but Hysteric will also definitely get you killed. Airplay+ Boxdash Normals + Reverb Shock and Stinger are your best tools in this matchup in conjunction with assists, as a lot of Dante’s tools are too slow and risky vs Wolverine’s ridiculous speed. Oh, and do not try to anti air Wolverine, it is impossible for Dante to anti air wolverine on reaction due to how short his jump arc is and the fact that he can divekick you and you die since stM is fairly slow for an anti air.
Well Viper/Vajra specifically can be tough to deal with but Dante has some of the best options vs. Vajra. Main thing to note is look for when Strider appears on the ground before he teleports. If you can see him on the ground before he teleports you can dash or air dash to avoid the assist. It only tracks up until before he actually dives. Once he dives the tracking stops. Dante also has a shit ton of moves that can easily spell death for Vajra. In the air both j.S and Hammer can clobber him and then you can OTG him with Twister into Tempest or any of your other shit ton of OTG moves.
You have a ton of moves on the ground that can blow up strider like Twister/Tempest, Acid Rain, Jam Session, standing normals, crystal, million carats, revolver…Dante just has a shit ton of moves that will beat vajra so he doesn’t have to worry about it much. Going into devil trigger and running vortex blows it up really easily also.
Specifically in the matchup I would try to get space to do a Stinger. Stinger absorbs projectiles and if you can get one to go through all of her projectile crap that’s your chance to get started. Especially if you had time to call an assist during it. The range will also stuff the start up of the vajra if he hasn’t teleported into the air yet. If you have a full screen beam or projectile type assist you can try to run away to the back of the screen where only laser or vajra can hit you and try to call an assist and port or snipe out the vajra assist. If worst comes to worst, activate Devil Trigger and spam thunderbolts or vortex in.