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

Square jump H is really all you need with dante and drones.

You can also transition from zoning to rushdown and catch them off guard with teleport behind some drones…

Yeah the great thing about drones assist is that they don’t seem to put the opponent in a true block stun like Akuma’s assist or other types of beam or projectile assists. When you’re in a full block stun the game has a property where it protects you from left right mix ups. That’s why if Akuma’s tatsu ends up forcing you to block Wolverine can’t actually left right you with berserker slash until after you stop blocking the tatsu because the block stun protects you from the left right mix up. Though once the opponent leaves block stun they can go for the left right. Which is why people usually call the assist and left right before it makes contact or left right after it makes contact. With Sent drones since it doesn’t hold you in block stun long enough to create a gapless block string you can multiple left right during the drones even if they block them. This property doesn’t apply to high low mix ups which is why Akuma assist or beam assists are strong at setting up high lows.

How do you folks feel about this team?
Chris/Dante/Wesker

Haven’t really been playing Marvel but when I mess around this team is pretty fun, I’d also be willing to interchange Wesker. thoughts/opinions?

I mean I’m still having trouble finding reasons to play Chris since his mix up and mobility seems really limited in a game where you pretty much have to open people up to win. They gave the game quite a few zoning based characters but it’s obvious they geared the game towards rushdown types. He has more health to work with than say Deadpool but it’s not like Deadpool is easy to hit either and Deadpool seems to have a better mix up from the close range. Chris hits like a truck if he hits you and does decent chip but I haven’t really seen any chip strings from Chris that do A LOT of chip like the strategy guide says his offense is supposed to be based around. The only time I see Chris do scary chip is in XF and people can just turn on their XF to negate such chip.

If you are going to play that team Dante’s Jam session should do a pretty good job covering Chris’s vertical axis which Chris is notorious for having a hard time covering. Wesker’s low assist gives Chris an actual mix up/unblockable set up at closer ranges if he ever manages to get that close. Plus both jam session and low shot assists work as ways to keep you in on advance guards if you start to close the gap.

I think Deadpool and Dorm are basically better alternatives to Chris at this point in time but if you like Chris, I feel Dante and Wesker assists do a solid job covering his holes considering he can definitely compete and start applying significant stray damage even from a range. Wesker assist especially gives him something more to work with in the close range than just throws and chip. The other great part about this team is that you basically have two S or A+ tiers in the back should things go wrong with Chris. You have to fear Dante with or without assists and Wesker having the best OTG low assist in the game means that Dante is getting free ass unblockable setups when he gets in that people will be chicken blocking for their life to get out of. You may be at a bit of a firefight deficit against certain teams but you got Devil Trigger and teleport for that. Charged level 2 or 3 air play has solid durability against a lot of projectiles any way.

If worst comes to worst, you got the best level 3 XF character in the game (outside of DP) in the back provided you didn’t burn XF early

Overall the main things you’ll have to worry about with this team are its ability to DHC within each other, its ability to fight a firefight with another team and its ability to deal with best friend style rushdown. I guess Chris to Dante DHC symmetry isn’t terrible and putting Dante on the screen period is always good. Chris’s Magnum shot blows through most other projectiles in durability and does solid chip and big damage on hit for a projectile. Being that you can crouch it you wont use it much outside of firefights but it’s there. Best Friends pressure will definitely be an issue since one get in is going to blow Chris the hell up since he has nothing that’s going to remotely scare Wolverine from getting hit once Wolverine gets within s.L range of Chris outside of pray land mine which I’m sure he can call assist berserker slash around. Definitely gonna wanna buy what time you can and just try to land something before he does first.

I’m having trouble fighting against Wolverine rushdown and Wesker, but mostly Wolvie. I can’t figure out how to land hits without getting hit. I don’t really know what Dante can do, zoning kinda works but one hit and it can all be over. And if I try to rush them I end up trading in their favor for like a ground bounce into full combo. I went in the lab and I can kind of chicken block his divekicks but online its almost impossible, and online is the only real practice I can get with marvel.

But yeah any tips on fighting rushdown style teams like Wolverine/Akuma, Wesker, or Magneto? My team is Dante-X23-Akuma.

Hammer, Hammer, and when you get tired of Hammer just Hammer some more.

On a serious note against good Wolvies you’ll have to worry about them trying to whiff punish it with dash in c.L but as long as you do it low enough to the ground it does a good job keeping him in check. It can hit both him and his best friend at the same time rather easily which is not something Wolverine wants. Outside of Hammer you have to be real particular with what you throw out. His c.L goes under all of your air dash normals and counter hits you out of them. The only air normal you have with an air dash that can hit c.L mashing Wolvie is air S and that doesn’t seem to be terribly safe to throw around. Just keep the Hammers out there to keep him in check and then poke with a s.L when you get in range. s.L and s.M are your main poking tools against his dive game also. Cuts through dives clean unless he dives in before the sword activates. You just wanna get that one solid hit in so you can end him with a long meter build TOD combo. If you have to turn on XF and just get him out of there. No early XF burn is bad if it gets rid of Wolverine (well unless he’s paired with Phoenix…)

Wesker is a match of patience. You both have teleports so you both most likely will be aware of each other’s teleports. Wesker is most likely going to have a projectile assist or Akuma to cover his teleports but generally remember that his teleports dont track where you are and only go a set distance. Practice seeing where Wesker’s teleports go in training mode so when you fight one you know where they will appear after the teleport. Any bad unassisted forward ground teleport you can punish with s.L or c.L if he gets too close to you to whatever. Any bad unassisted H overhead teleport you can punish with dash forward (dont wave dash or you’ll run back into him) into punish from behind or air throw. If the Wesker player is smart and calls assists during his teleports then just stay blocking or try to jump over them and hammer him during the recovery. He shouldn’t even be really shooting the gun and teleporting without calling assist first so stay crouching and punish any bad teleport after gun. Dont be in the air against Wesker, Wesker is the most dangerous character to fight if you’re airborne because his shot will combo you from near full screen. Stay your feet on the ground.

Magneto is probably the least annoying of the 3 for me. His air normals are strong but if you can force him to the ground you can definitely lay the frame trap game on him with an assist and teleport combination. He doesn’t have any teleport to instantly close the gap on you and a projectile assist plus level 2 charged air play is enough to get into a firefight with him without too much trouble if needed. He has to switch to H disruptah which has slower start up to beat the durability of your level 2 charged play. If he wants to move in just have your ground throw and air throw techs ready incase he gets too close because he definitely will be trying to look for a cheap one frame throw to end you as quickly as possible. Keep your s.L and reverb shock to fireworks ready since those are your fastest moves that can keep him at bay if needed and convert to combos (both 8 frame start up).

Concerning Wesker, with your feet on the ground, you will be forced to suffer his no-risk mix up and best pokes in the game… I would take my chances with the air, considering Dante has a double jump and great tools to float, and it keeps your assist ready to support you while you can keep him safe.

thanks for your input. I have another question. What do you do against characters with tiny crouch hitboxes? Because it’s hard to pressure with air dashes if they’re too low to hit.

Yeah Ammy is annoying since J.H whiffs a lot on her, but you can still tag her by doing very low airdashes.

The problem is I dont really see what Dante has from the air that will threaten Wesker except Hammer. The problem is Wesker has tools to control hammer from like full screen so one of your tools that you can normally throw around with impunity Wesker can shoot you out of the air and turn it half life combos. The difference between Wesker’s teleport mix up and Wolverine’s is that Wesker always goes a set distance no matter which teleport you use. Once you get adjusted to the spot Wesker will land after a teleport it’s not that hard to guage and jump forward or away from. Once Wesker closes the gap with the teleport he can’t use it again or he’ll teleport far away from you.

So this is purely training room thoughts, but maybe use j.B instead of j.C on the dog. I literally cannot cross the dog up with j.C in training but it’s pretty easy with j.B. Not sure why.

Thinking of switching up amaterasu anchor…

dante/tron and now I’m kinda thinking chris or magneto. Not very good with magneto, good with chris though.

J.B has a much more retarded hitbox than J.C. J.C has better hitstun though, it’s kinda hard to confirm off a J.B that’s not too low.

Magneto is a better choice imo. Beam assist, tac>DHC glitch off ghetto confirms to get a kill of any situation. Still beast as an anchor. You can’t lame him out like some other characters and he can shut down DPX/PHX with gravity squeeze.

I been recently using dante(weasal), mag(em), and wesker(otg). I would to see if this team would work. comments and tips would be welcomed.

Yeah it’s a good team but it doesn’t have great synergy besides DHC glitch. It relies more on the individual strengths of the characters.

So I’ve been running a team of Dante/Hsien-Ko/Taskmaster, and not doing so hot against two of my friend’s Zeros. The problem lies in the beginning of the fight, where Zero tends to shine with his multitude of options to open up a match. After that, I think I try to keep him at bay with s.m and IAD j.H’s into BnB, but are there any other things I should keep in mind for this match up? I know to make sure to watch out for Lvl. 3 Charged Buster, since that shit leads to combos like no tomorrow.

You just have to play really lame against Zero. It’s one of the few matchups that can really give Dante trouble because not only does Zero also have invincible normlas like you do but they activate faster than yours as well. Which means if you let Zero get in even once good luck surviving because unless you get lucky you wont.

Zero is kind of reliant on assists to safely get in minus the use of charged buster shot so take advantage of this and space him with moves like crystal (qcf+M), reverb shock to fireworks (qcb+L, mash HHHH), jam session (f,d,df+H), and hammer especially (qcf+L, qcf+L before killer bee activates) to keep him at bay. One landed hammer is all it takes to do an easy 100 percent volcano combo on him and his slow walk/dash speed makes it so he can’t whiff punish it as easily as other characters. If you know he’s in a situation where he’s going to hit you before you can hit him then just commit to blocking. Once Zero gets in there’s nothing safe you can really do except block because anything you press will be slower than anything he does especially when he’s sitting on charged buster. Just try to block everything down and tech a throw if possible. If the Zero player notices you blocking down a lot of his stuff he will definitely force one frame throws on you if to blow up your advance guard so be prepared for such.

If you can try to run Hsien Ko first and get her armored up and then safely get Dante in so you can use her assist to cover Zero doing his crazy shit. Which will give you more room to land that one hit KO.

So after playing like seven different squads since this game came out I’m tired of having to deal with silly bullshit thatI feel is braindead to do but since I’m playing like fucking viper I have to twirl my stick around doing a million things to be as effective. With that said I’ve played Dante since day one and he is easily my best so I just said fuck it and embraced the cheapest thing I could think of.

Dante/Wolverine/Sentinel

I know its prolly not original but I don’t care right now, Evo is in 16 days and its time to just find the most broken shit possible to win. That team is just utterly retarded imo.

You dropped Viper to make your team cheap? Doing it wrong man.

lol my viper squad was pretty cheap (viper/dante/ammy) but I feel she lost too many important matches(Zero, Trish, Phoenix) or had to work three times as hard to make them in her favor (wesker,mags) . I’ll still play that team but probably only against squads I can completely abuse her with (shulk points, dorm teams etc.)

I mean I love execution characters but its like whats the point when that team I posted is way more viable for a fifth of the work outside of Dante. And I’ve been playing him since day 1 so his shit is piss easy too honestly.

I can’t really agree she loses to phoenix… if you played correctly, you’ll snap into guaranteed kill every time (unblockable, if seismo jam hits confirm, if seismo jam blocks UB), unless I’m missing something. Trish and Zero are like… the only ones she loses to, and that’s not by that much with Dante as an assist. The team you posted isn’t more viable, it’s just less work.

But yeah, having that team as a backup is useful for those rare matchups, I suppose.