Time to go to work, guys! Dante team building thread

put jill on pt, assist doesn’t really matter
dante probably needs weasel shot for jill pressure/mix ups to be effective
morrigan with darkharmonizer for sure.

DHC glitch into dante with jill, dante can dhc glitch into either one. use dante’s assist to help jill mix up with feral teleport/overhead/command grab, etc. use morrigan assist when possible (during a combo, at neutral, etc) to get meter for jill.

jill isn’t exactly good at building meter+needs meter just for threat of machine gun spray>DHC. dante builds meter np with his better combos. morrigan… i’m not really sure because i don’t play her, but she seems like decent anchor potential with meter+xf3.

Jill / Dante/ Morrigan sounds pretty good. Shuts down rush down and assist calling.

well the plan was to use Jill’s arrow kick and combo with dante while i spam morrigan’s dark harmonizer…but yesterday i found that deadpool works really well with that team when i hyper combo all three of them…but idk what assist to use with deadpool…i really cant decide who to use…i know i want to keep both dante and morrigan because im really good with both of them its just difficult for me to find a good third…

im also new to the game so i dnt really know that much…

Diveman

i think jam session is really good with Dante for the anti air capabilities and Magneto you should use the gravity pull assist to start combos with Dante

Right now Im running with Dante (Jam) Storm (W.Wind) Doom (Missiles/Rocks).

  1. Combining hysteric missiles and Doom Missiles is a great way to cover approaches on runaways. Usually I do Doom Missiles~Hysteric, teleport or wavedash in on block. With the right timing it gives the opponent a short window without blockstun, and I try to time c.L/s.L/j.L/j.S for it or I pushblock their counter into my missiles. If they dont go for it, I start my blockstring after the last doom missile hits and go for mixups.

Right now this configuration’s only weakness with Dante on point is vs rushdown, so I go doomrocks if I know my opponent will be going full rushdown on me since missiles is VERY risky from inside half-screen. Im gonna take Lightning attack and Plasma Beam assists into the lab to see if they work any better than Wind/Rocks, but I doubt they will. I’l probably stick with Wind/missiles for most matches and wind/rocks for heavy rush players. Input would be kindly appreciated on this point.

  1. This team has really awesome DHC synergy unless you let Doom switch into the two-hole or Storm/Dante get dropped. DHCing into Doom does dick for damage unless you have the corner, but it’s usually pretty safe. Million Dollars and Hailstorm are guaranteed out of each other, and both combo easily from Air Photon Array unless you get REALLY high up from a Cross-over combo.

OTG Hailstorm in the corner also nets you an easy Doom Time or Devil Must Die DHC if you want to spend the meter; just be sure to cancel before the last 2-3 hits of hailstorm or it WILL bounce them up above the range of both Lvl3s (Doom Time is much more strict about this). If you dont wind up using much meter during the early match this is a great way to go for the kill since even the simplest lead in will net you 900K+.

Oh, and there’s that little thing called the DHC glitch. Yall might have heard of it. :tup:

  1. Jam Session is a superior assist for Doom and Storm to Weasel Shot as Storm has no OTG normals and Doom’s OTG s.H needs no assist to continue from. Jam session coverage makes Typhoon and Doom Missiles useable in the right situations. Jam Session also makes up for Storm and Doom’s mediocre ground close AA options. Doom and Storm already have plenty of projectile options; they dont need a projectile assist from the likes of Dante. Just go jam session on this team.

Id agree with some previous posters that Akuma is a better assist to go full rushdown with Dante/Storm, as his Tatsu assist is flatly better than anything Doom has for filling the gaps on rush. Doom makes this team more of a balance between Zoning and rush, whereas Akuma makes the team pure rush. I prefer having more options to play mindgames with my opponent at any range than full on RTSD. Plus I hate using shotos in this on principle, so there :arazz:

Can we get started talking about actual match ups? As Dante I constantly find my self taking a look at all his skills and finding nothing to counter Magnetos retarded rush down. If that Magneto has drones backing him… forget it. The only thing I can think of that I’m not doing is spamming million stab more, because Magnetos so quick and gets so much damage off a throw its really worth trying teleport mixups.

Dante in general is pissing me off right now. Hes got laggy moves. Even tho i’ve got the titanium beast combos 90% consistent Dante just doesn’t get that kinda damage out of small situation like Wolverine, Mag, She Hulk just to name a few.

Basically, against Mags, i don’t even bring out Dante, I let Ammy or Wesker fight him. His s.A comes out too slow, the only thing I can really do is bait out a c.C flight mode cancel, then advancing gaurd the c.C and punish the flight mode. But if they’re good, and they have drones out, all I can really do is SJ, and usually they know that and go for an air grab for a free combo.

Anyways, I’ve used Dante/Storm/Ammy since the start, but now I’ve slowly been working Wesker in instead of Ammy. Mostly just because i REALLY enjoy wesker, but also because any combo that ends, or prematurely ends with Killer Bee gives me a chance to set up an unblockable with Dante/Wesker’s assist. Usually they don’t notice wesker at all and are just trying to block high. And it ends up with another combo, essentially a reset. I’ve hit it quite a few times, though I haven’t got the timing down perfect since they get out sometimes, meaning it’s probably not 100% full proof.

In general, what would you guys recommend as decent AAs against tri-jumpers like Mags and just AAing in general? Also, aside from just blocking, what you guys recommend as decent reversals? I was thinking Twister, but…

Realistically he doesn’t have many. Reverb shock makes a decent pseudo reversal, but it is 10 frames start up so be careful (and only use it if they’re far enough out in front of you). I would really recommend an assist like Tron or Haggar, or maybe someone you can cross counter to who has a strong super they can cancel to, if you’re really desperate. Depends on how bad you need the reversal, I guess. If you’re conceptually strong enough in your neutral game, you might not need to invest in one, but Dante’s personal choices are a bit weak, at least when grounded. If he’s in the air, especially if you’re in Devil Trigger, you have the option of The Hammer with a strong enough read, or Vortex even without a read, respectively. Vortex is godhand, use it a lot.

@Kidgogeta; You should watch what high level Dante players do, see if you can get any ideas. It’s a bit hard to describe the matchup, it’s definitely awkward, but recognize, for him to rush you down he has to risk dieing in one hit for one meter. If you jump back, read his approach, and interrupt him with The Hammer (which is completely invincible), it’s still a one hit kill. Dante has options, you just might have to be a bit creative.

Sick stuff, thank you very much. :slight_smile:

Sure, let me know if you’re looking for any other ideas, or matchup thoughts. That advice for magneto was really pretty vague, but hopefully it helps. The reversals info is much more point blank, so if you have any other questions like that that are black and white I can pretty much guaranteed answer them or help get the creativity going.

Another thing you can try, with enough confidence in your read, is a standing M. You can throw it with correct timing, about 10 frames startup IIRC, then if it whiffs, bold cancel the whiff to be safer, or cancel to reverb shock to punish the punish, so to speak.

^
Nah, it’s cool, I didn’t find it vague, besides, not many things are that cut and dry in this game it seems. And thanks again! I’ll try and post up some general stuff on the X-23 MU tomorrow, she’s not widely used though.

Reverb Shock is 8 frames, not 10. That puts it on par with his standing L for his fastest move. I feel like really good rushdown characters can blow Dante up if they get in on him. Haggar or Tron can help, but then you have to actually put one of those characters on your team, and they don’t seem terribly good. Work on your zoning game is the only thing I can think of.

Wow, 8? Damn good move.

Also, Tron’s fine, it’s just critical she isn’t left as the anchor. Her assist is truly nonsense, as well.

does ammy work well with dante? also, I would need a good 3rd character for my team, preferably someone who can attack…maybe magneto? or wolverine? idk…any suggestions?

Hey i need for Dante team XD heres my lineup.

Dante(crystal),Dormamu(dark hole),Hulk(Gamma wave)

Dante is point character i am a decent dante player i can air dash cancel quite well,i got all basic combos down but need to learn to implement Dash teleport cancel and most of the advance techniques that josh wong be displaying.The team has great synergy all specials can be connected to each other. I am trying to pick up another character to help replacing hulk he just feel to sluggish and i dont know how to bring out hulk assist at the right time. I considering picking up ryu. I have gone to 2 tournament scenes for casuals i usually get owned by wolverine i dont know how to approach him :frowning:

Well, some general info about X-23 match-up wise.

Can’t tell who has the advantage in this match-up really, it depends on how X-23 is set-up in terms of assists. But let’s assume the two are solo for the moment.

I think it’s best for Dante to stay at mid-range-far away and keep her out with his normals plus Reverb Shock and his other zoning specials like Air Play, ect until he’s in a position to rush her down. Dante’s normals are better than hers at that range, not much normals can compete with Dante’s at mid to far range anyway. That’s not to say X-23’s normals are bad, they’re actually surprisingly good. X-23 can feint cancel her normals C.Viper style using Mirage Feint+S and doing this gives her massive advantage on block. Otherwise, her main approaches are to cover herself with an assist and use Neck Slicer(charging slice) or her command throw to get at you. You can space yourself to make Neck Slicer whiff and punish her even if she charges it up for more distance but it’s awkward. If you spot her doing it blatantly, I’d say just hyper her and her assist if she called one(she may be able to counter this, not sure…)

The problem is when she gets in. X-23’s normals are better up close than Dante’s since his are pretty slow and hers are a lot faster. Feinting her normals up close will pretty much ensure that Dante will get counter-hit if he tries to push buttons. Maybe Dante can reversal with something, not too sure…

She can blow up advancing guard pretty well by doing this, plus using wavedashing and Mirage Feint L to get her herself back in should you push her away with an advancing guard. Finally, she can use Talon Dive(diving attack) and Talon Attack(dive kick) to go over low normals. So if you try to advancing guard, she can do one of those moves, the pause creates a failed advancing guard, which turns into a cr.H and those two attacks will go over the cr.H and hit it. Not sure if Dante’s cr.H will her out now, probably not. X-23 can combine this with an assist(usually a beam or some sort of covering assist) to back her up when doing this as well as create left and right 50-50s with Mirage Feint M, which makes her go behind you and go for regular and command throw set-ups. You can prevent Mirage Feint M going behind you if you advancing guard just as she’s doing the move. But ideally, you don’t want X-23 up in your face unless you’re the one who’s pressuring.

Generally, if the X-23 player is finding it difficult to attack you on the ground, she may resort to the air and use Talon Attack and Talon Dive. You probably could anti-air her with something like The Hammer or even Twister when she does those attacks. Another way to deal with them is to just backdash and let them whiff for a punish attempt.

If you land one good combo on her, she’s gone since she’s got low life. One good DHC combo is enough. If you’ve got Acid Rain loops down(I haven’t lol), you can end her in the corner without needing to DHC. However, thanks to the DHC glitch, if X-23 touches you, you could end up dead. X-23 can hit-confirm a lot of things, including a random feinted st.H poke into a loop into the DHC glitch and down Dante goes. Since her st.H has good range and is decent for AAing, be careful about just airdash j.Hing at her randomly if the X-23 player is throwing that out.

X-23’s Weapon X Hyper blows through projectiles and a lot of other stuff as well but she has to commit to that unless she’s got meter to DHC or XFC cancels it for safety. As for her Level 3, I don’t know if there’s an escape for it if Dante is coming onto the screen via a snapback or replacing a dead character, especially if she uses an assist to lock you down in the air. Very few characters can counter that. Mash buttons and hope for the best lol.

Feel free to pick out anything/criticise.

I am looking for some opinions on my probable team (I’m really new to MvC3) so this team is just based off of who i like and who’s play style i seem to like

Dante/Deadpool/Wesker(or Ammy)

So how does this team sound and can i get some advice on assists?

Would She-Hulk(Torpedo), Dante(Weasel Shot/Jam Session), Trish(Peekaboo/Low Voltage) work?

I wanted to try this team and I think I heard that Dante with Trish peekaboo assist was not a bad combo? She-hulk is my fav point char and I wanted to see if this team was viable.

I was wondering, do you guys use devil trigger a lot in a match ?