Dante, Tron, Storm are a solid team and destroy phoenix teams easily.
Ive been trying out she-hulk, felicia and x-23 for the low assist as it benefits dante and tron alot especially as her to open people up easily and then I can DHC trick into dante from tron for 1.1mill or 1.3with meter.
Felicia is a solid assist but sucks on point and has high execution for damage I get by pressing a couple buttons with wolvie.
She-Hulk is really solid but can be zoned out easily but destroys teams once she’s in.
X-23 seems very lackluster other than the fact she can start the dhc trick from a air exchange into her from dante.
I would use wesker but then I dislike the character in this game because everyone uses him… I mean theres tons of dante’s but I actually like him
X-23 isn’t lackluster, she’s actually pretty good in xf lvl3.
I was thinking of changing my team to
Mag(a)/Dante(a)/Dormammu(a)
it sounds like one of the strongest possible teams. Any comments on it? I am a day 1 dante/dormammu.
Looks pretty good to me.
The only thing I would say is that while you have two pretty good pressure assists with Magneto starting on point, he doesn’t really have anything fantastic to help him close the gap. Does he even need a beam/drone equivalent for getting in since his Disrupter is so good? I don’t play Mags so it’s an honest question.
I suppose Dark Hole assist + Disrupter would be pretty awesome for helping him get in though.
Other then that, it looks good. Good DHC chemistry, DHC glitch between Mags/Dante, solid anchor and all that jazz.
Ryan Hunter plays a similar team with Ammy-b/Dante-a/Dorm-a and he has some really interesting setups between Dante and Dorm you should check out if you haven’t seen it already: http://youtu.be/vgIK4L0kiKk
Good information and ideas. I’m currently with Dante/Sent/x23, moving onto Dante/Mag/Sent. x23 and dante work real well together with the dhc glitch, and sentinels charge assist with dante’s teleport just works wonders on opponents. However, Mag is a nasty strong player with a lot of skill involved to perform some nasty combos. So out x23 goes. Now it’s time to get real nasty.
In my opinion if you’re ever fighting a rush down character you want to get in Dante’s max range for his normals and use S., no not S.:l: to AA your opponent and call assists that keep the opponent having to block, until they make a mistake. For me, I have Akuma’s Tatsu and Trish’s Low Voltage. While the Low Voltage itself isn’t that great of a gtfo assist, when you’re at the right range you can call it and teleport to start your own offense or to give yourself some space.
How do you guys deal with wolverine? I am currently running Dante (Jam Sessions)/Ammy (Cold Star)/Taskmaster (horizontal shot) and whenever I run into anyone running Wolverine/???/Sentinel I seem to spend the whole match blocking wolverines herp derp dive kick and berserker slash plus drones. It seems nearly impossible to get him off of you and create a comfortable distance for dante’s slower than average normals.
What are dante’s best options against dive kick? The hammer seems to work well if wolverine is predictable with it or super jumps, but a normal jump makes it damn hard to react to.
Wolverine is definitely my worst personal match up and any advice would be appreciated.
Wolverine is my worst matchup too, just got bodied by Falcomist in tournament -again- yesterday.
Honestly, I think this is Dante’s only bad matchup. His normals are just so slow to try to deal with some of Wolverine’s most powerful mix, especially if it’s covered by some strong assist. Ideally, keep your distance and don’t over commit. Air play is useful, but if used at the wrong time it’s a free berserker slash > combo, so even be careful with that. Options that shut down multiple facets of his approach are smart, like crystal; he can’t use berserker slash to get past it, if he gets hit you confirm to super > XFC kill that son of a bitch. If he avoids crystal by super jump, absolute worst case you can devil trigger out of it, but normally he is unable to punish it.
Getting the timing of anti-airing dive kick is absolutely necessary, but make sure you account for assists. Sometimes, you just need to run away from that stuff.
It’s funny that you say that because I’m going to UFGT this week and my fear is that I’ll be eliminated by 2 random Wolverine players. I’m not worried about the Dante vs. Wolverine match-up though, just worried that Wolverine will get a lucky hit against Dante - I don’t think I could fight Wolverine with Hulk w/ Doom assist or Doom w/ no assist after Dante is killed.
Fireworks seems to shut down Wolverine’s grounded approach really well, as well. In fact, a lot of characters without projectiles (and even some with them) get shut down pretty hard by it and you’ll force them to try to approach by super jumping.
Good idea Cauldrath. Wolverine is a bitch, but with that half circle back low move, into fireworks… you still have time to block, throw out assist, etc just in case it doesn’t tag him.
Yeah that’s great if you can hit 2f timing consistently… if you guys can do that in tournament, please tell me your secret because I botch the timing 100% of the time :[
And I tend to consider myself quite cool under pressure, in general.
I was thinking of using million carats as an anti dive kick since the hitbox is so big and lasts so long and it leads to T.O.D combos if it hits during the later active frames. I don’t have access to my console right now but I was wondering if on whiff, the divekick could punish it.
Divekick would almost certainly punish it on whiff. I don’t know how you could get that to whiff, but if you start it late you would also get kicked in the head. Risky, might be worth it though.
I just Jam Session any time I see a super jump from Wolvie (or call Jam Session assist if Dante is off point.) I got Drones assist on my side to attempt to keep him on the ground for some pressure, and if he ever super jumps out I can anti air with the Jam Session. The Hammer is also very useful, but can be risky due to Wolvie’s fast normals, so you need to hammer preemptively or you could get hit out. Other than that, I tend to avoid that matchup and switch in another character, preferably Zero.
However, if you do manage to get a combo on him, do not hesitate to throw all your resources into killing him. He is not a character you want to give a chance for a comeback. Wolverine doesn’t need life to win.
I bet you could make Million Carates safe by canceling into Devil Trigger, giving you plenty of time to hit confirm and do a fancy damaging combo. Worth it to kill Wolverine IMO.
Does Jam session come out fast enough so you can input on reaction to a dive kick or do you have to pre-empt it. I think Wolverine can bait it out, dash in and punish whiffed Jam session.
So 5B beats divekick clean? That sounds good except they can alter the timing of when to dive. So let’s say I whiffed 5B, bold cancel, should I airdash to run away now, or do j.M/j.H (which one has a more vertical hitbox?) and still try to beat the divekick?
Shame that I quit Wolverine thinking he’s too easy to win with and now I’m thinking up counter strategies to beat who I used to use.
Dante seems to have some really strong air-to-air options against Wolvie’s divekick. Try jump/jump-back L or M.
It would probably best to anticipate the dive kick. I use Jam Session as super jump anti air. Against normal jump you should use other moves, probably 5B. As long as they’re high enough in the air, you should be safe if they block the Jam Session since they should be too high to punish.
I’m sure this is old news, but damn, I’m pretty happy about my most recent matches online against wolverine. HAhahahaha. I have no problems taking out a wolverine anymore. My new team is Dante/Sentinel/Haggar… When I’m across the screen I’ll spam sentinels charge missiles and teleport, yeah, but damn, wolverine is a rush dude whether he dives kick or runs across the screen so damn fast with combos… Once you get hit with the basic air combo going down, and back up into a special, shit takes off a lot of damage, especially if they got ryu or someone to continue the combo. Anyway, haggars instant double lariat has worked wonders for me for ANYONE that gets close. It’s just a bitch if you have haggar all left alone in the end. Shit happens to me 5% of the time.
A strong Wolverine player can completely body Haggar. All of his crouching normals low profile haggar and put the point into blockstun. After Haggar is being hit, he can choose to combo Haggar or switch to a cross up on the point character, and he knows you have no assist. He gets two tries to hit you, first being slash cross/non-cross with charge cancel, then the second as another cross/non-cross supported by assist.
Haggar is no solution, just a vague augmentation. He’s helpful, but not a one-stop solution in any regard, especially if they have a Haggar assist of their own.