I’ve really been thinking about getting into this before since I feel there’s probably some normals, command normals and special moves or techniques with them all that I’m not using often enough. Especially since hammers aren’t free to just throw out anymore we need to know what else we can do while we’re trying to find a good spot to use hammer.
Devil Trigger really helps give Dante that power boost to get through shit and improve his mix up now that hammer has to be placed more specifically. If you play Dante 2nd or 3rd this is pretty easy to take advantage of as long as you have a solid battery up front. Although if you are playing Dante in the 3rd spot I would recommend sometimes tagging him into the second spot because his mix up game and pressure overall is best with an assist. Assist + teleport is too good to not have with Dante and XF2+ Devil Trigger with assist can run through teams no problem.
I also need to figure out optimal combos after landing some of these special moves (specifically hammer and air to air vortex into j.S).** If people could post combos they regularly do after landing some of the special moves or command normals raw (like hammer, reverb shock, stinger, killer bee, vortex etc. being the first move you hit the opponent with) that would be great.**
Let’s break it down.
**Command Normals **
Standard
(VERY IMPORTANT!) STINGER / f+H
[details=Spoiler]*** Stinger*: :f::h:- Dante lunges forward, doing a quick forward stab. Causes wall bounce on airbourne opponents.**
14 frame start up, 6 active frames, 24 recovery frames, neg 2 on hit, neg 3 on guard. ** Wall bounces against airborne foes, bold move cancelable, can chain into Million Stab, not special or hyper combo cancelable.** This move covers a large area of horizontal screen. Generally Dante’s main anti fireball move that doesn’t involve an assist. Forcing the opponent to block this move and then bold cancelling it into reverb shock is a nice basic way to start to get in and apply chip.** This move can also absorb all non super based projectiles (at least that I’ve tested, the guide doesn’t even explain that this move can absorb projectiles). **
Can also chain into million stabs after s.L, s.M, s.H, f+H, mash H then launch into combo. Helps against characters with small hit boxes if you want to just ABC launch him off the ground.
The level 2 version of Stinger is the wall bounce version that activates if you hit it on an aerial opponent. Generally you’re not going to get this to happen much outside of combos. Which after it hits during the combo you BC (bold cancel) into teleport to keep shit going.
Ideal combos after connecting this move first:
[/details]
**Ebony and Ivory (dual weild guns) and Sword Extensions **
RAIN STORM / MASH H IN AIR
[details=Spoiler] Rain Storm: Mash :h: (in air)- Dante jumps in the air and fires a storm of gunfire below him while spinning in place. Can be used as OTG. You can style cancel this into Killer Bee by imputing :qcf::l:while preforming Rain Storm.
Start up 16 frames, active 8 - 68, can’t recover until grounded unless cancelled into an air special. Generally used with an assist after an air throw to pick people up and start a juggle afterwards. Can generally hit people during any hard knockdown/OTG state. Like doing air throw then mashing H+assist gives you enough pop up to cancel into killer bee (air QCF+L), land and then launch for juggle.
**Ideal combos after connecting this move first: **
[/details]
CHARGE SHOT UPWARD AKA CLAY PIGEON AKA KUREI PIJON / MASH H AFTER s.S ON HIT OR BLOCK
[details=Spoiler]* Charge Shot Upward aka Clay Pigeon aka Kurei Pijon (Upward)*: Mash :h: during :s:(Launcher)- Dante fires a volley of gunshots at an upwards angle, possibly used as an anti-air.
Start up (12+) 11 frames (adding 12 frames to the 11 frame start up of S), active 5-49 frames, recovery 21 frames, advantage on hit + 1, advantage on guard 0. Each projectile has one low projectile durability point. This move is generally used for combo extensions. The fact that you have to throw out your really unsafe launcher in order to start this move makes its use limited outside of combos. You can still do tight timing based cancels with the charge shot/clay pigeon loops that build a lot of meter. [/details]
CHARGE SHOT DOWNWARD AKA COLD SHOWER / df+H
[details=Spoiler]
Charge Shot Downward aka Cold Shower: :df::h: - Dante aims low and fires a volley of gunshots at a downward angle, painfully attacking enemies on the ground. Can be used as OTG, can be canceled into Stinger.
**Start up 11 frames, active 5-15 frames, recovery 22 frames, 0 on hit, negative 1 on guard. **This move is generally your standard OTG move during combos. Can press H again for extra shots. Generally used towards later in combos due to damage scaling but is his fastest starting OTG if you need the speed. [/details]
CHARGE SHOT FORWARD AKA SCAT SHOT / MASH H DURING FRAMES 18-29 OF s.H
[details=Spoiler]
**Charge Shot Forward AKA Scat Shot Mash :h: during frames 18-29 of s.H - Dante fires his twin pistols across the screen, much like Deadpool’s Trigger Happy attack.
**Start up 17 + 18 frames, active 7 farmes, recovery 16 frames, +9 on hit, +7 on guard. **** Can chain into prop shredder or stinger. Each projectile has 1 low projectile durability point. Can mash H for extra shots. **This move generally seems to be best for cancelling a whiffed s.H against bigger characters. Will blow through stuff like Hulk mashing on gamma charge. The angle is nice for giving you an extra bit of fire for long range wars. Haven’t really seen much use of this otherwise for general offensive use or in combos. [/details]
WEASEL SHOT / b+H DURING FRAMES 14-15 of s.H
Spoiler
Weasel Shot: :h: during frames 14-15 of s.H. Press H up to 3 more times for extra shots. Dante hops backwards and fires at the ground from the air, just like his assist.
Start up 16 + 14 frames, active 7-39 frames, 12-10 frames (???), +14-17 on hit and block. Each projectile has one low durability point. Press H up to 3 more times for extra shots. This move shoots at a bit better of an angle than the Scat Shots IMO. Chips nicely and can create some nice lockdown with an assist. Can also be used for AA combos.
PROP SHREDDER / MASH S DURING SCAT SHOT, COLD SHOWER OR CLAY PIGEON
Spoiler
Prop Shredder Mash :s: during Scat Shot, Cold Shower or Clay Pigeon (directional charge shots) - Dante rapidly spins his sword in his hand in a large, circular motion. Multihits, can be jump canceled.
**10 + 20 frame start up, active for 40 frames, recovery 26 frames, N/A on hit, neg 10 on block. Inflicts chip damage. **Super jump cancellable on hit. Not really gonna find much use for this outside of combos other than using it as a reaction counter to someone trying to rush you during one of the charge shot moves. Generally used to extend combos after one of his charge shot moves otherwise.
MILLION STAB / d+H OR MASH H DURING STINGER
Spoiler
Million Stab: :d::h: or Mash :h: during Stinger- Dante rapidly stabs with his sword. Can be canceled into Million Dollar.
Start up is 3+17 frames, active for frames 10-39, becomes inactive for 21 frames, then last stab is active for 5 frames, recovery 40 frames, negative 23 on hit or block. Inflicts chip damage, mash H for extra hits. Generally a nice way to hit confirm on smaller characters on the ground like Zero. s.L, s.M, s.H, d+H, S launch etc. if you’re trying to stick to easier, non volcano jump cancel based bnbs.
Standard Special Moves
MULTI LOCK / D,DF,F+L (HOLD L TO CHARGE MORE ORBS)
Spoiler
Multi Lock::qcf::l: (hold :l: to charge more orbs) - He pulls out a laser gun and plants a pink particle on the screen which homes in on the opponent. It can be charged for more particles, and you can even move around freely and call assists while charging. Can not block during this move until after you recover before the projectile releases. Attacking during this move cancels the move. Projectile goes away if Dante is hit.
**Start up 30+10 frames, active frames N/A, recovery 35 frames, advantage on hit neg 5, advantage if guarded neg 6. After first 30 frames of start up, each shot requires 40 frames of charging, Each projectile has 5 low durability points. Once fired projectile waits 60 frames, then homes in quickly on opponent. **Probably the strangest move Dante has. Has a lot of different applications as far as being a nice welcome mix up move (when a character is coming in after one dies), move that allows you to safely teleport and convert into combos and with an assist can even help you fight projectile wars. Also is a great move to anti air characters like Trish/Storm/Spider Man laming towards the top of the screen. You’ll definitely need a nice long ranged projectile assist of some type to help clear up space for you if you want to use this out in the open. You can call assists anytime while the move is charging unlike most every other special move in the game because you’re not considered actively doing a special move while charging.
While that’s all good you still have to remember that you can’t block during this move. If you get hit you lose the charge. If you do any attacks at all of your own during this move you will lose the charge (which is why assists are important to set this move up out in the open). You must commit to simply moving or jumping and calling assists. Anything else stops the charge. Charging it up to 3 or more charges creates a pretty durable projectile against most other low durability projectiles and can do 200+k damage if fully charged.
ACID RAIN / D,DF,F+L,L (PRESS L TWICE)
Spoiler
**Acid Rain: :qcf::l:,:l: (rekka/style cancel) - He cancels 236A and thrusts his laser gun in the air, firing a pink beam which shoots up and rains down on top of him. **
30+5 frame start up, active for 11 frames, 25 frames of recovery. Fires 3 projectiles with 5 low durability that fires straight up for 35 frames, then splits into 5 smaller projectiles with 5 low durability points that fall in a spread. This move is best used outside of combos for anti airs or for welcome mix ups. If you anti air with this move you can go with a ground bnb chain into launcher if they were high enough in the air when you AA’d.
CRYSTAL / D,DF,F+M
Spoiler
Crystal: :qcf: - Dante uses his Ice Nunchaku (Cerberus) to create pillars of ice that shoot forward, about 3 Dante’s forward. Hits OTG.
25 frame start up, active 42 frames, 30 frames of recovery, +9 on hit, +8 on block. Each projectile/ice shard has 3 low durability points OTGs. Probably a move I don’t use enough in general. Longer start up but not bad as an alternative to reverb shock that leaves you plus on block or hit when you don’t have an assist immediately available to call to help Dante get in safely. It’s just the gap with the start up may not allow a true block string and make it vulnerable to certain reversals. Best used with an assist as a mid ranged control move and if you just wanna get fancy during hard knockdown combos.
MILLION CARATS / D,DF,F+M, M (press M twice)
Spoiler
Million Carats (rekka/style cancel): :qcf:,
- He cancels Crystal and summons ice surrounding him self in an iceberg. Can be used as an anti-air. Also hits OTG.
**18+5 frame start up, 23 active frames, 25 frames recovery, negative 26 on block. Knocks down (causes spinning knockback on aerial or ground hit), ignores hit stun decay, projectile has 5 medium durability points. OTG capable. ** Style follow up to crystal. Has some interesting uses in combos and is just a pretty looking move in general. The most practical use of this move is a move that allows you to safely set up devil trigger. It basically encloses you in a wall of hit box that will pretty much protect you durability wise from any projectile that isn’t a super. Once you protect yourself you can cancel into Devil Trigger and get your offense going.
If the move hits it causes a spinning flyback animation and allows you to cancel into DT and start a combo. Not bad to use as an anti air that you should be able to keep safe on block by DT cancelling also.
(IMPORTANT!) HYSTERIC / D,DF,F+H
Spoiler
Hysteric: :qcf::h: - Dante cockily plants his borrowed Rocket Launcher (Kalina Ann) on the ground, shooting out a flurry of homing rockets.
**30 frame start up, active 15 frames, 36 frame recovery, negative 14 block, neg 15 hit. Each projectile has 5 low durability projectile points. **One of Dante’s most important moves. This is generally the move you want to use when you can find time to safely allow Dante to move in. Calling a horizontal assist first, using hysteric and then wave dashing or teleporting in provides a pretty safe approach from against everything but beam supers. If timed correctly the hysteric missiles can cross the opponent up after you teleport and then set up a combo. If they don’t cross up you still stay in and the missiles are somewhat immune to advance guards allowing Dante to stay in even if they advance guard.
The missiles also have 5 durability points each and it shoots about 10 to 15 missiles which gives you a nice way to blow through zone once you get it out. The main issue is that you’ll generally need an assist to get hysteric out with any sort of efficiency. Calling a projectile assist first (especially one with solid durability) like Doom’s beam, Arthur’s arrows or Hawkeye’s greyhound arrows allows you to safely account for the fact that you must wait half a second before the missiles even become active on screen. They home in on the opponent once they are active but they home at a slower speed compared to other projectiles where it’s imperative to get some type of zone/anti zone assist on the screen first to cover the start up and then hysteric should do the rest. Akuma assist also works nicely for this purpose since he absorbs all low and medium durability projectiles and moves forward quickly.
If you do not have a solid assist for this purpose the only other thing you can really do that is safe is just throw out the missiles and and then activate DT. Activating DT during the active frames of some of Dante’s specials like hysteric keeps the missiles on screen but cancels Dante’s recovery so he gets free 50/50 mix ups and essentially a free get in unless they beam super.** Projectile assist or Akuma assist, hysteric missiles, DT activate into teleport is about as free of a get in as it gets unless they’re at super jump height. **
GRAPPLE / D,DF,F+H, H (PRESS H TWICE during frames 15-27 of hysteric)
Spoiler
Grapple: :qcf::h:,:h: (style/rekka cancel) - He cancels Hysteric and fires Kalina Ann’s bayonet, which attachés to the opponent and reels em’ in (Tekkaman style).
**15+15 frame start up, active for 19 (14) frames, 26 frames recovery, negative 37 on block. Captures competitor, projectile has 5 low durability points. **Hits full screen after the 48th frame. Generally you could use this as a way to stop some projectile attempts or attempts to move in or punish hysteric preemptively. It’s just pretty damn unsafe to beam supers from far range and unsafe to everything at close range. Outside of that it’s just a nice move to use in the middle of combos and the fact that it puts the opponent in a soft knockdown state afterwards to set up mix ups after they roll or don’t roll up.
Another funny property of this move is that it apparently ignores armor (at least said to absorb Hulk’s). Allowing you to grab up Hulk out of his armored normals. Will test later against other armor characters.
TWISTER / F,D,DF+L
Spoiler
Twister: :dp::l: - He surrounds him self in a swirling blaze of fire.
13 frame start up, 30 frames active, 23 frames recovery, +5 on hit, negative 4 on block. OTG capable, counts as a beam: 10 frames x 5 low durability. Generally a move you use to extend combos and set up style cancels. Combining Twister into Tempest style cancel turns Dante into a beam that takes up most of the space on the screen. Allowing him to stop most standard low durability projectiles when timed correctly. This move has no real vertical hit box against attacks on its own and must be cancelled into Tempest to become a real anti air.
Apparently this move supposedly allows Dante to combo after his air throw without an assist. Will test this out.
TEMPEST / F,D,DF+L, L (PRESS L TWICE) DURING FRAMES 15-54 OF TWISTER
[details=Spoiler]
Tempest: :dp::l:,:l:- The Style Change followup to Twister. The swirling blaze around Dante becomes an even bigger cross elemental hurricane. Allows combo followups if done in a corner.
18 + 15 frame start up, 20 active frames, 30 recovery frames, negative 10 on block. This move is a follow up to Twister that basically makes the hit box of Twister even bigger and adds some extra beam durability to the special. Cancelling Twister into Tempest also turns the special move into a legit anti air with a big hit box since the move now gains a hit box at the top. A little unsafe on block at close range but you’ll mostly be using this for anti air or to help shut down aerial projectiles any way.[/details]
(IMPORTANT!) VOLCANO / F,D,DF+M
[details=Spoiler]
Volcano: :dp: - Dante pulls his fist back and puches the ground, creating a fatal impact infront of himself powered by his gauntlets of light (Beowulf). Sends opponent into the air, can be jump canceled and followed up for air combos. Also useful for anti air. Hits OTG.
15 frame start up, 10 active frames, 41 frames recovery, -22 on hit (can jump cancel and puts the opponent in juggle state), neg 29 on block. OTG capable, jump cancellable, nullfies medium durability projectiles. Dante’s main move that he bold cancels too after stinger that basically gives him a safe low launcher that he can jump cancel to stay safe to everything but air throws if the launcher/volcano is blocked. Long as the opponent doesn’t fist for an air throw you can bold cancel this after a blocked stinger to stay in. Otherwise bold cancel into reverb shock to stay on the ground and keep frame advantage with cancel into fireworks on block.
Move is strangely a decent anti air and has a nice disjointed hit box for stuffing other moves. Also strangely has medium projectile durability on it. The issue that makes either of these tough to do though is that since the move is a standard special move, it can only be cancelled into a super move of XF on whiff. Make sure you’re in range for this to make contact or you have to turn on devil trigger or XF to not die. [/details]
BEEHIVE / F,D,DF+M, M (PRESS M A SECOND TIME DURING FRAMES 5 - 16 OF VOLCANO
Spoiler
Beehive: :dp:,
(style/rekka cancel) - The Style Change followup to Volcano. Dante rapidly kicks forward, much like Chun Li’s Hyakuretsukyaku (Lightning Legs), then finishes off the opponent with a swift Axe kick that causes ground bounce.
3 + 5 frame start up. 50 active frames on first set of kicks, 19 inactive frames after, then 4 more active frames on last kick. 15 frames recovery on whiff, + 3 advantage on block. Causes ground bounce. Your standard special that gives you a ground bounce for extending combos. Safe on block and IIRC actually counts as an overhead. Still…outside of combo extension you won’t be using this move much.