Thanks for the advcice guys, I’ll definitely try putting it to good use. For whatever reason, I didn’t even think about using multilock while he’s charging his buster, and I certainly didn’t realize he had such ridiculous range on his normals. I always thought they reached pretty far, but not that far.
Assist wise though I normally have Akuma on Tatsu and Trish on Low Voltage. Setting Trish to hopscotch has helped a bit just because he can’t just come in from the air as freely as he wants to, but there are times where his command dash just moves too fast for it.
Peekaboo is a good idea in that matchup as it’s a decent defensive assist. Zero can easily run into it while swinging his silly jedi sword and if he does, that’s a dead zero.
Should I use Seismo or Burn Kick assist? I figured Dante would benefit from unblockables but Seismo might be better.
Dante can OTG for himself so many times that it’s almost like he’s trolling characters that can’t do it like Spider Man. Viper’s seismo assist is only important for characters that need someone to OTG like Captain or Spidey. If you’re using someone like Dante you might as well have BK assist so you can turn your c.L’s and teleports into unblockables and it has better range than the seismo.
Viper’s assists are pretty underwhelming. Imo she’s like Zero, point awl dey.
I use her first but DHC into Dante a lot. I guess I’ll keep using Burn Kick.
How does dante/zero/dormammu sound to you guys? jam session/ryuenjin/dark hole
Zero/Dante is a godlike pairing, but I question Dormammu’s overall value to the team.
I’d personally keep Zero/Dante and then get someone with a strong horizontal projectile assist, something better than dark hole to protect Zero’s teleports.
im have the current team of Hulk/Viper/Morrigan but im looking to change to my team up a little bit i would like to keep morrigan because she is my favorite…i want to try dante because i like the way he plays but i have no ideas on a third…can i get some feedback?
Some sort of projectile/cover assist for dante to work with. Would also help morrigan land some openings because lord knows she needs it.
I’ve been trying to put together a good Deadpool/Dante team, but have been a hard time deciding on my third. Tron seems to work well, she DHCs well with the two and her assist really helps Dp/Dante’s defense. I know Deadpool isn’t top teir, would another non-top tier character on the team be a really bad idea? At least as DHC goes, there seems to lots of character options. So who would you consider as the best character to fill my 3rd spot? Thanks!
The main thing with your team is that you already have 2 point based characters on the team. In order to make a solid Viscant style team you need your assist now. You can do different things depending on what you want. If you just want an assist that gives Dante teleport mix ups then I would go with Magneto or Doom in the back and set them up with their beam assists so you can get those mix ups. Doom’s beam gives you more time to hit confirm and has stronger durability but Magneto is generally better by himself than Doom if Deadpool/Dante die and the beam is good enough to clear a path for your offense. If you’d rather protect yourself from getting hit than Tron or Haggar would be better for the back. Them backing up 2 characters gives you plenty of chances to land damage and escape combos that other teams won’t have.
Wow! Great advice within 8 minutes of my post!
That’s basically confirming my thoughts on the team. It’s nice to see that I’m not completely clueless when it comes to MvC3. I will probably work on both Magneto and Tron and see which one I like better.
Thanks for the advice!
hey, I was wondering if my team sounds good right now:
Dante(Jam Session)
Dormammu(Dark Hole)
Dr Doom(Plasma Beam)
With Doom Beam as anchor, Dante and Dorm can teleport more safely, as well as play a good keepaway game. Dante is also useful as a anti-keepaway character with his auto-tracking teleport. Dorm can also help to extend Dante’s combos and they have great DHC’s. Dante’s JS is helpful to both as it can be used to stop anyone coming in from the air, and extend combos as well. Any thing I should note about using this team? any problems you guys forseeing?
If using Dante’s J.S is part of your teams strategy you’ve got a major problem right there because the move is terrible.
Low assists are great for dante with his behind and up teleport. Deadpool/23 can lead to many unblockables. At the same time deadpool can allow dhc glitching for dante as well
Sorry I ment Jam Session, not j.S
Hi, I’ve been working on a new team: Dante-a/Wesker-B/Doom-a
I’ve been playing Wesker for a while and I am happy with both Jam Session and Plasma Beam assists for him.
I’m new to Dante however and I’ve been using Wesker’s gun as a combo extender and for unblockables. With Doom however, I am having second thoughts about Plasma Beam. I know both Hidden Missiles and Molecular Sheild are also good assists, but which of them benefits Dante the most? Also, if Plasma Beam isn’t the best of the 3, is it worth the switch if I have a slightly harder time opening up my opponent with Wesker without the beam?
I use Dante (jam session), X23 (ankle slice or crescent scythe), Doom (plasma beam) and I can assure you that plasma beam is the best of the assists. Plasma beam can shut down pretty much every other assist in the game that’s projectile based really easily. The only assists it loses to are Tron Fire, Haggar lariat and Akuma tatsu (akuma tatsu has projectile invicibility). The only attacks you have to really worry about blowing it up are teleport based stuff and crouch normals that can slip under it like Wolverine’s c.L or She Hulk’s c.H. Some characters like regular Phoenix, Morrigan and Ammy can duck under it also.
It has more durability than most other projectile assists and gives you along enough time to juggle after teleport mix ups with Dante or Wesker if you call it early enough before the teleport. The damage scaling is a little rough in combos but the mix up and pressure benefits it gives you far outweigh the scaling.
The best part of plasma beam overall is that covers the one big hole in his projectile game. It’s not strong enough against a lot of assist based projectile games without an assist. Typical Magneto+Sent drone zoning is a bit tough unless you turn on devil trigger but doom beam gives you more room to jump up in the air and shoot charged air plays. It also covers the lengthy 25 frame start up of hysteric (qcf+H) so you can easily get it out on the screen and set up safe teleports. The extra use you get out of hysteric with plasma beam is ridiculous. Once you get the hysteric missles to close in on the opponent do a teleport and then they gotta deal with BS mix up. Also covers the start up of other specials like multi lock, crystal and just about any other of Dante’s projectile based specials.
[media=youtube]EjBR5hCXcPk[/media]
This video shows how you can use doom beam to set up block strings that force people into mix ups even if they advance guard the whole the string with the plasma beam. If they get hit by the string you can still put them in a combo.
You can also use the plasma beam to set up safe stinger to teleport mix ups. Like during Evo PR Rog would do a lot of stinger (f+H) from near full screen away and then bold cancel that into reverb shock to chip people and keep them pressured. With doom beam though you can create a completely better version of that calling doom beam first and then doing stinger from near full screen. If they block the stinger they’re forced into basically a full screen high low mix up that they can’t advance guard out and then you still should have enough time to set up another mix up after you land. If they get hit by it (which is probably in some ways better for them) then you can get in range to land another mix up still either way.
That video also shows a bnb you can do with the plasma beam and if you want another assist towards the end.
While I agree that Doom Beam is fantastic for Dante, when used properly… I disagree with this statement. Anything that attacks downward from the air is a serious hazard for Doom’s plasma beam; Calling him against an aggressive Sentinel, for instance, or airdash happy Magneto / Dormammu, is risky business.
As a Dante player, I can safely say that Hidden Missiles gives me considerably more trouble than Plasma Beam; but I haven’t played anyone that’s convincingly used Stinger+Plasma Beam.