Smokin' Sick Style! The Dante General Discussion Thread!

I always feel the pressure when my Dante gets cornered, just because you know his normals don’t start up quickly enough to let you interrupt your opponent unless they do a move with a lot of recovery. So I usually find myself up-backing, pushblocking, mashing on H to avoid throws and usually Rain Storm comes out, which if it’s done high enough is ok since it’s less prone to throws, and you can cancel it into a special like Hammer (catches a lot of people), Air Play or Killer Bee. Actually, if I can get high enough I will sometimes use the trajectory of Killer Bee just to get out. It can be unsafe if you land too close to your opponent, so it’s on a case by case basis. Also, sometimes pushblocking your opponent will give you enough time to slam out a Reverb Shock which should either catch them and let you Devil Trigger or Million Dollars them, or push them far enough away to give you breathing room.

Naturally, there’s also the magical j.S, which has a fantastic hitbox. You can use Dante’s double jump to help you get enough clearance to bring that down on overly aggressive foes and sometimes catch their assist as well. Just remember to cancel it into a special (Hammer is usually best) otherwise you’ll get punished on the ground, unless you’re a master of the dash-cancelling technique for that move. The timing on when to cancel can be tricky as well, since if you do it too early you won’t actually catch them with your sword, and if you do it too late you might miss it. I noticed recently that you can actually do j.S into Air Play into Hammer, which I don’t see done very often and I think a lot of people might be surprised by. But that’s a whole lot of coverage for a relatively short sequence of moves (huge swinging sword arc, large screen-covering projectile into circular hitbox move with some invincibility).

And of course, learning to block helps a lot. There are always going to be situations where you just need to know the typical attack patterns of a character you’re facing (e.g. Magneto’s tridash L/H/S into c.L, gotta block high then low) and be prepared to block them while you’re planning your exit strategy.

Some more Crazy Dance uselessness
Because it forces a neutral tech, and the DT specials can’t be pushblocked, you can put your opponent in a pretty shitty chip situation.
Crazy Dance, Devil Trigger, Thunderbolt x 2, Flight, Assist (Hidden Missiles) Thunderbolt (I think you can do 4 or 5 of them), missiles hit, Thunderbolt, Thunderbolt, fly, Thunderbolt etc. That little sequence does a LOT of chip damage.
I don’t think it’s inescapable, for starters if the other player does an invincible move on his wakeup, or in any gap you might leave open, then you may have just lost 2 characters. I haven’t tested any ways to get out of the situation, but I’m sure there are.
soooo going through the guide now, your making your opponent block say 6 Thunderbolts, Missiles, then 6 more Thunderbolts, comes up to 687,480 of chip damage. Hmm that seems way too high I’m probably doing the math wrong. Well I’ll hit the Danger Room tomorrow and see whats up, can it be escaped, chip setups with other characters etc

You can probably escape it with Alpha Counters with invincibility (and seeing as how most of those are AA moves, Dante will probably get hit). The problem is, Grapple also causes a neutral tech and is easier to time

Yeah, I don’t know why I keep messing around with Crazy Dance. I firmly believe Dante does not have a single useless move… except Crazy Dance. I’m hoping I’ll accidentally stumble upon something amazing with it so I keep trying. It’s also damn satisfying to pull off.
The chip setup doesn’t necessarily have to start from an untech. knockdown, that’s probably just the easiest way to get it (somewhat) guaranteed. It’d probably be somewhat guaranteed on an incoming character as well, but with a few changes to account for the character coming in at jump height rather than off the ground. Ah, I forgot about alpha counters. Maybe Dante can be spaced to avoid that sort of thing, or just Vortex if you sniff it out.
Definitely gonna be playing around with this tomorrow. I actually haven’t tried any of it yet, it’s just something that popped into my head while I was in the shower lol

I know how you feel, I love figuring out new shit that no one uses (I wish I could see people’s faces when they block Beehive and dont know the last hit is an overhead) but IDK, Crazy Dance doesnt seem to have anything going for it. If it did more than the usual only 20k extra if you replaced Fireworks with it, it might’ve been a bit better.

Well in conjunction with your usage of crazy dance on Dark Phoenix do we know if DT invincibility can avoid the blow back? Or after hammer maybe it’d be possible to activate DT with blockstun allowing get into fly (via short blockstring or raw) and force DPhoenix to X-Factor lest they get chipped? If they don’t have X-Factor you could probably activate it yourself and chip her out for the kill. Just some ideas since it is more likely to get into Crazy Dance from a Reverb Shock than a grapple combo on Pheonix due to life constraints.

Edit: I’m also curious how the spin state from DT after Crazy Dance interacts with Dark Phoenix Rising. Does she transform as soon as Crazy Dance is over? If so then options are a bit more limited. The other scenario with spin state would open up a whole can of Anti-Phoenix tech.

hmmm, I’ll have to test that out

It’s actually surprisingly difficult to kill Phoenix with Crazy Dance. Well, harder than it should be, anyway. What with Dante’s scaling being so poopoo you have to bring her down to a sliver of life before you do the move. Which would be no problem, except you have to account for chip damage she’s taken, any stray hits, what you started the combo with, and such. The combo I was doing in training mode was something really short and easy, and using just drones assist, but even depending on when I called the drones (whether they hit just a couple hits earlier or later in the combo) determined if Phoenix died or not.
It’d probably be easier to just kill her on the ground, cancel out of whatever you’re doing into Devil Trigger and go into Vortex. There should be plenty of time, Dark Phoenix burst has 30 frames of startup I believe, and the invincibility of Vortex will get you through it while leaving you plus on block

She won’t transform until she hits the ground, unless you DHC (or hit her with a snapback for whatever reason.) I tried Devil Trigger into Hyper Sentinel Force, but unfortunately she transformed in the air, destroyed the drones and blew up Sentinel.

I don’t really think the Crazy Dance stuff is match viable, especially because that TAC trick is easier (and Morrigan doesn’t even have to use X-Factor for it <3.) It is interesting, though.

Yeah as chirp said, she transforms if you DHC after DT and because she transforms when you DHC, AA supers will not work.

I can agree this may be too situational to be very practical. Just for shits and giggles though.

Lvl.3 Frank West, 3 Bars, and X-Factor
LM, Stinger BC Volcano, j.H xx Airplay, Killerbee, Reverb Shock xx Crazy Dance, DT, DHC into Survival Techniques, X-Factor, Funny Face Crusher

DHC into Spiral Swords into Sword Crown is an equally unfavorable situation for the opponent.

OP is dead so I will now make a new thread for combos. Should be up by tonight.

Spiral Swords into Sword Crown makes Vergil dangerous against any Phoenix player. One hit from the swords and he can go straight into Dimensional Slash killing her off with ease.

EDIT: Thanks Momo, tell me if you need help (vids, dmg, exact meter build, etc)

That reminds me, I updated the first post of this thread a while back (although I’m sure nobody cares). Some of the speculative (and outright wrong) information has been changed, also put in a few Bold canceling vids on and stuff… y’know of that nature.

I’m fairly experienced with Dante, but am just cracking into Vajra abuse. Anyone mind sharing some dirty Vajra-Dante tricks I should know? I figure the 2 main situations in which Vajra can open people up like an unlicensed surgeon are probably the neutral game, and after the completion of a combo. Honorable mention being welcome situations?

Anyway, yeah. WHat are some sweet tactics for Dante with Vajra to convince opponents the duo is completely broken? Thanks!

(Oh, for reference the team I’m thinking would be Dante Doom-b Strider. Maybe Doom-a or Wesker Dante Strider, but probably just DDS.)

Resets:

Any combo into call Strider then Volcano xxjc teleport/delayed teleport

Any combo into volcano xxbeehive(ground bounce), st.S + call Strider xxclay pidgeon then teleport, dash under, or w.e

Any combo into Reverb shock xxfireworks dash forward + call Strider then mixup with airgrab, dash under st.H, etc.

Neutral:

Call Strider + Any normal into Reverb shock/Jam Session, comboes on hit and safe(?)

Call Strider + Any normal into Teleport (standard assist mixup)

There’s probably more, but this is the jist of what I’ve found. I mostly use these ones alot and they work most of the time (mostly one time only).

Any tips or strategies for anchor dante? I’m working on a new team ammy frank xxx and feel dante makes an ideal 3rd. But I’ve never played solo or xf dante. I imagine he’s pretty awesome, but am so used to playing dante in tandem with assists, I’m not really sure what my tactical goals would be or how id want to approach. I figure lots of DT and air qcf+S is probably good. And I remember reading he has an easy xf3 loop. I can look that up in the combo thread, but what’s its first move so I know what I want to hit? Random stingers bc’d into stuff? Anyway, you get the idea. Any good dos and donts to keep in mind? Thanks!

Alright so I’ve been looking at using Dante on point. For the most part he seems like a really versatile character with a ton of potential. While he can’t do the huge unending combos that he used to do in Vanilla (never played him then). He still seems to net about 600k damage off combos, while that isn’t a kill combo he does seem to have solid mixups.

My overall impression is that he realistically needs one or two good mixups to effectively kill a character. After a solid combo he is in position to mixup a character and finish them off. Once a character is dead he has a good number of mixups on the incomming character at which point you should get 1/2 to 2/3 damage off them.

Is this a pretty accurate statement of Dante’s game plan? Just play a mid-field neutral game and try to make an opportunity score the hit and then essentially play a mixup game. If you get pushed out or they evade the mixup go back to playing mid-field?

I’m thinking of playing the same team Dante/Doom (missiles)/Strider(Vajra). Let me know what you find. What assist are you thinking of running with Dante?

Dante can do good damage, enough to kill with a DHC, but it requires you to do specific combos, rather than whatever you want in any order you want (the Vanilla way.) Alternatively you can do high-hitting combos, which scale to shit but in exchange build ridiculous meter. I prefer Dante in the 2nd slot so I can have meter to whore out Devil Trigger, but then I have to deal with the incoming mixup if something goes wrong.

One combo into a reset, another combo should suffice to kill. You are correct, Dante has some silly-ass solo mixups both on incoming characters and for mid-combo resets. Add assists into the mix and you can easily create a situation in which your opponent has to guess multiple times in quick succession.

That’s probably the best way to play Dante (well it’s how I play him, in any case), but his pressure can be pretty damn oppressive, even more-so if you’ve got the right assists.

[INDENT=1]Is this a pretty accurate statement of Dante’s game plan? Just play a mid-field neutral game and try to make an opportunity score the hit and then essentially play a mixup game. If you get pushed out or they evade the mixup go back to playing mid-field?[/INDENT]

This is gonna sound really scrubby, but what is the definition of a neutral game?