Still, if you can just get the dash consistent, it’s still useful to force your opponent not to push buttons, I guess. o:

I have a couple of questions for you guys:

  1. How do you guys approach Dormammu? I find it incredibly hard to get in; flame carpet nullifies my attempts to get in, Purification annoys me to no end, and I have to respect random Chaotic Flames/Floating Bombs. When he’s paired with Doom’s Hidden Missiles, it becomes very frustrating very fast.

The team that I use is Dante-a/Wesker-b/Ryu-y

  1. Does Dante have a overhead combo he can do on Sentinel? I looked through the forums, but I was unable to find anything…

Turn on Devil Trigger against Dorm to give yourself an edge in the firefight. Dante’s projectile game without DT wont do you much good against Dorm. Use super jump or flight to get up high and rain Thunderbolts (air qcf+S) on him to blow through his projectiles. It’s the fastest, most durable beam in the game and probably the only projectile in the game that nullifies advance guard completely. You dont move backwards at all and you can repeat it 3 times without flight or more if you cancel into fight after shooting the first one from a jump in the air. Thunderbolts will also pierce at his attempts to call Doom and make Doom eat big damage. If Dorm blocks the thunderbolts the chip he takes is still significant and if Doom got hit even better.

Vortex (air f,d,df+S) works great also for getting in since it basically acts as a mini version of Sentinel’s hard drive that you can also repeat up to 3 times in the air or more with flight possibly. After about 8 to 10 frames of start up the move becomes completely invincible to all attacks for about 20 frames before another 8 frame or so recovery period. Use this occasionally to help you get through purification and then rain more thunderbolts.

Once you get in that’s when you wanna start pressuring with your other anti projectile tools like your f+H stinger. Has a bit of start up but huge range and eats up normal based projectiles. Eventually you’ll get Dorm to a point where he’s going to want to start mashing on supers to get an advantage in the firefight. Anticipate this and teleport behind and punish. Teleport will clear you out of chaotic flame and if you hit Dorm when he does the run run super the ball will go away. Dorm has a teleport that you’ll also want to be aware of but you can use air throws to punish abuse of those.

If you want you can also just go and throw Ryu in there. Ryu has a safe on block (both ground and air) beam super that kills assists. The main thing you need to do to get the edge in the firefight is to kill his hidden missles assist which both Dante and Ryu have options for.

Man, I feel like I haven’t been in here in ages. Sorry about that guys. Also, anyone know of a way to change your username on SRK?

No, unless I’m missing something. Off the top of my head, he can do an instant j.M, but he can’t link anything after it by himself. I’m sure there are some assists that could make this possible – maybe something like instant j.M + Wesker Gunshot, and then j.M/j.H on the way down or whatever.

I appreciate the responses I’ve been given; I was able to implement the advice to great effect as a result.

I have another question:

  1. There are a few times where I get the opportunity to play someone much better than me during the week (he plays Magneto-a/Wesker-b/Akuma-b or Sent-a. An area of the game where I end up getting absolutely slaughtered is the opening (right before FIGHT). If I do any thing but go for a grab, I get grabbed into death. If I walk back to avoid the grab at the start, I seemingly give him a free tri-dash mixup which I can’t see at ALL, lol. Is there a link or maybe a beginner’s guide to openings in Marvel? Is it just that I need to get better against Magneto in general? What do you guys think the safest opening for Dante is?

I also tend to get tore up in the opening against Wolvie because dive kick is stupid =/

Sentinel has a huge ass hit box so just run tiger knee’d hammers on his ass or just teleport and use his big hit box to give you a long threshold to place an overhead or low on him.

Dive kick is annoying but as a Dante player you shouldn’t be getting tore up by it. That’s pretty inexcusable given the tools Dante has. Your swords can out footsie and beat the dive kick clean plus as long as you sit on your invincible dive kick (hammer) he has to worry about his getting blown up. Keep some projectiles on the screen when he’s at the far range and have the swords or hammer ready if he approaches. Enough to keep Wolvie calm and if he gets hit he takes a lot of health or dies. If you’re really tired of the dive kick man up and guard cancel XF that shit and send him home.

The opening for Dante can be annoying and it’s not something that I’ve fully figured out either. I mean in Marvel 2 you could do really cheap glitches during the start that allowed your normals to come out in one frame on the come in so it’s definitely not anything new to have problem with the opening. What I usually see most people do is just mash on the throw or try to jump to avoid the throw and possibly air throw the opponent.

@Deviljin01: when I get hit by the dive kick, it’s usually occurs in the opening.

Dante is fucked in the opening with his slow ass normals. Just try to get the fuck away cause Dante loses for free to most of the cast in the opening. Other characters have the option of throwing out a quick normal or throw, dante’s only option is throw.

Personally, I go for standing M at the start, because Dante’s range will let you hit them, and most of the cast doesn’t have anything fast enough to reach that far before his sword hits em. It is a pain in the ass when people start moving though. If they get close, I go for a throw and try to call an assist as fast as possible in case I get teched.

If it occurs in the opening that’s even better. Block it and then send him home with the XF guard cancel. Unless he was able to call Tron or Haggar assist or something random before the dive kick you should be good for killing him off.

I’m still a little confused about the opening of rounds, but I believe Dante’s double jump is a great tool in this situation. The only things you can do before “Fight!” are walk, jump, and double jump. So against a character like Wolverine, a double jump will allow you to start the match on a higher plane, avoiding a bunch of the shit you’d have to deal with if you just went chest-to-chest with him.

This is not a cross-up. Million Carats switches sides, but hits before the opponent turns around. Meaning, if they were holding back before you teleport and continue holding the same direction, they will not get hit. I can’t provide a video, but look closely at Ryuga’s video. Deadpool’s spinning knockdown is as though he is facing left.

xzephyrx brought this to my attention at UFGT while we were playing casuals after catching me with it a few times (I would predict what he was doing and I asked him how it was still hitting me). Basically, this only works on opponents with enough familiarity with the trick to know the concept, but not enough familiarity to know that it isn’t actually a cross-up (ex: everyone who read the previous several posts about it, but not this one).

I haven’t done it in training mode, but if you decide to try it out - you’ll have to record Dante doing it and then you control the character trying to block it. If you record the receiving character holding back, they will block it, but you won’t be able to verify what I’m saying is true.

… O: Wow I’m glad I didn’t spend any time learning that

Damn…now it’s just a troll setup LOL.

not doing it right if the tele ice doesnt cross up

Well actually, it’s not my vid haha(I have my own youtube channel), but that was just to show an example of the concept. And yeah, it can cross-up because I’ve blocked backwards during training mode and got nailed.

What move are you using to go into crazy dance? 214C always drives the opponent to the corner in all of my combos.

When is the earliest you can cancel million Carats into Devil trigger? Getting the crossup may be related to how early you do the teleport (as in, it might be possible to teleport before the hitbox comes out and that would make it crossup, but teleporting afterwards would fake it).

Basically as long as you see ice around Dante when you activate devil trigger that’s the correct timing. Even the first set of frames where the ice covers dante during the DT freeze is enough. You dont wanna do it too late or the teleport wont carry the ice and you dont wanna do it too early or there will be no ice around dante also.