Smokin' Sick Style! The Dante General Discussion Thread!

Consider that most of the time you do not hit confirm, watch Yipes matches (represents the best Dante these days), he will go for the pressure of 1 normal (hit or block, sometimes even whiff). In other FGs the concept is the same, you want to be able to confirm every hit, but practically you setup for a certain hit, every other hit is diversion and if you land it you may think of it as a little more chip damage.

Actually no looking to confirm every hit is my problem too. But in my experiences from other FGs with more (and better) Japanese players, you can see that even in the highest levels, people will get the hit in the middle of their block string and will continue on to their planned hit. This is the secret of landing most of the mixups without letting the enemy time to prepare for it (mentally in other games when you can see things, or just push block in Mahvel).

So you’re saying lay out specific parts of the string where I’m looking for a hit instead of hit confirming everything? I never thought of it that way.

It’s quite hard getting use to it but yeah. Normally you hit confirm strings are weaker then your setups

Alright then. My set up involves crossing up multiple times until I land a hit but some parts just seem near impossible to hit confirm so I’ll just pick my spots and see if that works.

Also you can OS weasel-scat shot as xx frames of st h weasel comes first then scat, do st h into b-h, st h mash to OS if you want to make sure at least some gun fire is coming out lol

With Drones is more than enough, use the basic teleport and crossup, teleport and don’t crossup, go for a low,etc, literally you can do like 4 mixups with Drones, i use weasel shot for frame traps, is so godlike, the chip is a lot less than reverb shock, but is much more safe,and if they don’t advance guard you are in the right position for a cr.M into Stinger, though it depends on character size and etc, but usually you will be at the right distance

Acid Rain is pretty good too, literally i don’t know why i don’t see more weasel shots, crystals, acid rain, they make dante…dante.

I’ve been working on some Acid Rain resets actually (based off of that ‘I watched some MvC2’ video) but I’m having some trouble setting it up. Anyway, I can get quite a few mix ups if I know my opponent is blocking with Drones but it gets tricky when I have to hit confirm it because I don’t wanna go into stinger if they’re blocking. I’ll think of something though and probably post a short video about it.

Also, quick question. Sometimes while in the corner, I do Dante’s gun OTG (don’t know names… cold shower?) and then cancel into stinger and bold jump, Dante will jump out of the corner instead of to the corner. Anyone know how to get this effect consistently? I tried messing with the timing of the bold move but it was to no avail…

You need to adjust the timing, both Hammer and Sky Dance work %100 of the time if you are doing it correct.

Acid Rain is godlike for characters who lack a good long distance game(Wolverine,Iron Fist,etc) because the NEED to come to you, so using preemptive acid rain is good, because if they come and blck the acid rain, they will be forced to eat a mixup of yours, if not you can combo, is pretty cheap if you do it against preojectile.lacking characters.

I know I’m asking for a bit much but is there a video of someone hitting Sky Dance on the same side by any chance? I can get Hammer on the same side no problem but Sky Dance always has me ending up in the corner…

There are tons of videos with that, just look it up in the combos thread or the video thread.
Plus you can always get back the corner by iad j.M land Volcano -> Beehive

Alright, I’ll look for those. I’m using Sky Dance for a reset I’m working on and I’ve been using the IAD but it’s literally like a half second too slow. I’ll watch those vids though. Thanks.

Always found it silly that one can dash with multi-lock by doing -> -> but disappears if you try to plink/wavedash with it. I would run away with that thing charged all day.

I think it’s because pressing a button makes it go away rather than the dash itself. Plink dashing with it would be sick though.

Jesus, runaway Multi-Lock would be hype. Gunslinger style everywhere in this bitch.

I just wish the move had less recovery so you’d see it more. The start up makes sense but the recovery is a little much.

Don’t forget that plink dash is actually a kara dash, which mean you let normal go.

you can wavedash while multi-lock is charging, as long as you keep pressing atk+atk at the same time. if your timing’s slightly off, i guess the normal starts up for a frame or two before cancelling into the dash.

as it turns out you can bold cancel j.s into a special, it’s just really really hard to do. so you can do all sorts of cool things, like… j.s, twister/tempest, for maximum scaling and style i guess

You have any idea how long I’ve been trying to Bold Move Teleport off a j.S thinking it can work but feeling like I’m just being dumb about my lab monstering? This is pretty damn cool to know. Thanks. :stuck_out_tongue:

I know there’s a specific frame you have to press bold cancel or dash for both whiff j. S and a hitting one, but for me if you actually hold down the buttons for either bold cancel or a dash starting from that particular frame, it should come out right when you land pretty much all the time. As for canceling that into a special, I can’t do that for raisins either.

Also, random thought for those who don’t know, Hammer actually deals about 1.5x more damage compared to a j. S after a few hits into the combo. It’s weird because they do the same damage initially (90k), while S moves and special moves are all supposed to scale equally. Does someone actually know why this is? Of course, it’s only about a 20k damage difference near the end, or even just a 5k, but if you play Dante on point (which I do) killing an opponent (hopefully) in the first or second combo can depend on that much damage. I think the last hit of million dollars is 20k as well.

so it seems the most consistent (lol) way to get j.s>ground special is to put in the motion for the move while dante is falling, then plink bold move with the attack button you want to use. for example, [j.s, 623, l+s~m]. much, much easier said than done. the main problem with it is the timing is different depending on what height the j.s hits, and since you have a really tight window to put in the boldmove>special, you can’t really adjust for height on the spot, you just have to know when it’s going to hit, and when to do the input.

i’m wondering if you can get j.s>volcano>j.s a couple times, but my fingers refuse to cooperate :frowning: