Uses for all of Dante's moves

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: :b::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::m: - 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::m:,:m: - 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::m: - 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::m:,:m: (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.

Standard Special Moves (Cont. eeehh huuuuh eeeeh huuuhh)

(IMPORTANT!) JAM SESSION / F,D,DF+H

Spoiler

Jam Session: :dp::h: - He summons a shock of lightning which explodes and shoots up the screen (CapCom Corridor style). Also multi hits. Great for OTG followups.

13 frame start up, 41 active frames, 27 frame recovery. Advantage on hit 0, neg 9 on block. Knocks down. Beam durability 10 frames times 3 low durability points. Generally Dante’s main anti air against characters high up in the sky being lame like Magneto or Trish. Nice pre emptive anti air in general with the quick start up. The only anti air Dante has that specifically covers the entire vertical space. Doesn’t have as much horizontal space coverage as his other specials but the beam this move shoots goes to the very top of the screen. Meaning it effectively creates a wall for a short period of time that your opponent can’t break through until it recovers.

Combine with a horizontal movement assist to essentially shut down movement from your opponent by covering both the X and Y axis on the screen for a short period.

(VERY IMPORTANT!) REVERB SHOCK / D,DB,B+L

Spoiler

Reverb Shock: :qcb::l: - He pulls out an electrified guitar (Nevan) and shoulder barges the opponent. Knocks back, can be canceled into Fireworks.

Starts up in 8 frames (as fast as his L normals, fastest special move Dante has), Active for 10 frames one inactive frames, then reactive for 4 more frames, 27 frames of recovery, negative 9 on block, knocks down. One of Dante’s best special moves if not his best special move (outside of his DT specials). Now that hammer has been nerfed a bit this is definitely one of your go to tools for pressure now. If you do s.L, s.M, s.H, f+H stringer and noticed it gets blocked, instead of going into volcano and jump cancelling (which can get you air thrown) just BC cancel the f+H into reverb shock and then after they block that cancel into fireworks. If they advance guard you before the stinger hits then you should be too far away for them to punish normally and should be able to safely bold cancel jump. If you’re afraid of beam punish you can use the just frame BC blocking to block the beam (look at bold move special for more info).

The reason why this special move is so good is that it the hit box for it is huge and at least from what I’ve seen, covers most of his body. It’s the only special move he has that doesn’t have 13+frame start up meaning you can whip this out reliably if you know what the opponent is going to do or a desperation move to stop armor based moves or if you’re just flat out scared. You pretty much need this move to deal with armored moves from characters like Hulk and Nemesis with any reliability. Everything else of Dante being one hit and the slow rapid fire of his c.L makes him susceptible to such armored normals otherwise.

Daigo when he was playing Vanilla was an early adopter of the abuse of reverb shock into fireworks and PR Rog uses it often also combined with stinger. The reason you’ll want to cancel into fireworks if reverb shock is blocked or whiffed is because it keeps you at + 2 on block instead of negative 9 on block. It’s also probably the biggest projectile in the game because it shoots out a super spread of small projectiles that you literally have to be behind Dante to not get touched by. Unless the opponent is at the tippy top of the screen they have to get touched by this move. It also gives Dante much needed space to set up his long range mix ups with assists+hysteric or multilock into teleport. The cancel into fireworks is more strict on timing if you whiff the reverb shock and you don’t wanna whiff reverb shock in general. If you find yourself whiffing reverb shock just cancel into Devil Trigger or turn on XF.

REVOLVER / D,DF,F+M

[details=Spoiler]
Revolver: :qcb::m: - He twirls around in the air spinning his ice nunchaku (Cerberus), bouncing the opponent off the ground. Looks like it can also cross up. Can cancel into Fireworks.

18 frame start up, active for 37 frames, inactive for 3 frames then active again for 3 more frames, 20 frames recovery, negative one on block. Causes ground bounce. I didn’t like using this move much initially seeing I never saw it used much outside fancy combos to style on people. It is a cool looking special and nunchucks are my favorite weapons. The strategy guide basically trolls you about this move saying it’s just in a pool of solid special moves Dante has but mostly unnecessary.

Which is kinda true but the one thing I didn’t realize about this move was that it’s only negative one on block. Plus you can style cancel it during frames 58 or 59 of the move (I’m assuming near where he hits the ground) into fireworks to make it plus 2 on block. Negative one on block is pretty damn good though because as long as you space it properly they can’t punish with anything other than XF guard cancel. The move also does a bunch of hits which makes it harder to XF guard cancel early in. It also has a big hit box making it another one of his specials that’s solid for anti air and causes ground bounce on hit for follow up combos. Which overall makes it not a bad move to just whip out once in a while since it’s a very difficult move to punish unless they block it at point blank range. [/details]

JET STREAM / D,DB,B+H

[details=Spoiler]
Jet Stream: :qcb::h: - Dante rushes forward with his twin scimitar Agni and Rudra, violent slashing them as he moves forward, ending in a cross elemental slash. Knocks back, can be canceled into Fireworks.

20 frame start up, active 20 frames, recovery 46 frames, negative 48 on block. Knocks down. Alright so it’s obvious the frames on this move are horrible. Negative 48 on block and can’t cancel into anything on block except DT or XFC or do a safe DHC. This is just a combo extension move since it’s one of Dante’s more damaging specials. There is absolutely no reason to use this move out in the open that I’ve found unless you like dying. If you throw it out in the open it’s most likely because you did so on accident. [/details]

KILLER BEE / IN THE AIR D,DF,F+L

[details=Spoiler]
Killer Bee: J:qcf::l: - Dante preforms a dive kick with his flash grieves (Beowulf), bouncing the opponent off the ground.

18 frame start up, active for 50 frames, inactive for 19, then active for 4 more frames, 15 frames recovery, plus one on block. Causes ground bounce. This was one of the typical online abuse moves Dante had along with his j.S. It’s a typical durpy dive kick move that’s plus on block and people are forced to chicken block or burn XF to punish reliably. Now that hammer got nerfed a bit (both in invincibility and hit box size) it’s probably not bad to throw this out sometimes as an alternative. Just like any dive kick it has extremely high priority over move air and ground attacks and always sets up ground bounce whether it lands on the ground or in the air. Typically you’re going to be using this in combos otherwise. [/details]

**Updated with ideal combo after landing the hammer **

(VERY IMPORTANT!) THE HAMMER / IN THE AIR D,DF,F+L,L (PRESS L TWICE)

Spoiler

The Hammer: J:qcf::l:,:l:- The Style Change followup to Killer Bee. Dante does a double fisted overhead smash in the air, quickly and brutally knocking the opponent back to the ground. Causes a hard knockdown.

9 + 5 frames start up, active for 3 frames, recovery is until grounded and then 5 more frames recovery after you land, + 16 on block (down from +20 in vanilla), invincible from frames 11-20, HITS OVERHEAD, hard knockdown. This move definitely got nerfed a bit from Vanilla. Not enough to not be useful anymore at all though. Just nerfed a bit as far as the damage and meter build you gain, how many invincible frames it has and the hit box is a bit smaller. It’s not as easy to hit people behind you with this move as it was in Vanilla and it’s easy to just air throw or air normal anti air abuse of it.

Although it suffered all of those nerfs it’s still THE HAMMER. The infamous move that everyone hated in Vanilla. You just have to wait about 10 frames longer for the invincibility to kick in. Which means you have to use it more pre emtpively and try to get the sweet invincible part of the hammer to land on top of people. If you get that to work it’s the same BS that plows through everything and makes the priority on dive kicks seems passable. It’s basically Dante’s anti mix up move and given to him because he doesn’t really any big hit box rapid fire normals to cover himself if people start to get in. The only thing he has otherwise is reverb shock. Works great for extending combos also. When used correctly this is still an extremely strong GTFO me move that is a rare trait for characters in UMVC3.

Hammer also works as a nice move for mix ups since it hits overhead, gives you + 16 on block and allows you to air dash for free afterwards if they don’t immediately advance guard.

Ideal combo after landing hammer = Volcano, j.:h:, Air play, j.:h:, st.:h:, st.:d:+:h: (one hit), st.:s:, Clay pigeon (one hit) xx Stinger lv2 xx Bold cancel (BC teleport if necessary), j.:s:, Volcano xx Beehive, Volcano xx Beehive xx Million dollars. Does about 730k dmg after mashing.

(VERY IMPORTANT!) AIR PLAY / IN THE AIR D,DF,F+M

[details=Spoiler]
Air Play: J:qcf::m: - Dante plays a tune on his electrified demon guitar (Nevan), creating a ball of electric bats that shoot downward. Holding the commands lets Dante play longer, putting an even bigger bat rift on the field.

**Uncharged is 9 frame start up, level 1 charge is 25 frame start up, fully charged is 41 frame start up (all charges should have an extra 6 frames of lag before they actually become active). Active until they hit opponent or go off screen. 14, 19 and 23 frames of recovery respectively. Plus 3, 27 and 25 respectively on hit. Plus 2, neg 1 and neg 3 respectively on block. Uncharged projectile has 4 low priority durability points, level 1 charge: beam durability: 3 frames x 3 low durability points, fully charged: beam durability, 5 x 3 low priority durability points. **

** The other most important move in Dante’s arsenal along with reverb shock and hammer.** If you don’t have a long ranged beam assist that Dante goes extremely well with, you will need this move to help safely cover your advances and set up combos. Air dashing forward without having an assist or hysteric cover you is asking to get one frame air thrown all day. Uncharged air play puts out a quick hit box on the screen that lets you air dash forward without getting air thrown. They can block the air play and advance guard you out but that’s better than getting hit or air thrown and dying. If the uncharged air play hits as you’re air dashing in if you’re quick enough you can convert into combos. Uncharged air play is generally the move you want to use when you want to keep people out or build some space, but they aren’t close enough to use hammer.

Level 1 charged air play is nice when you’re in those firefights against Magneto and Doom. Using this with a projectile assist will easily get you in the edge over Mag beam + drones spam. Level 2 charge will blow through most anything projectile wise that isn’t a super or medium durability, but has the issue of needing 40 + frames to charge leaving Dante vulnerable in a state where he can’t call assists. [/details]

SKY DANCE / AIR D,DF,F+H

[details=Spoiler]
Sky Dance: J:qcf::h: - Dante descends to the ground spinning with Agni and Rudra, bringing his opponent to the ground with style.

Start up 18 frames, active 5, inactive 3, active again for 3, inactive for 9 until grounded, then 5 more recovery frames upon landing, 16 frames of recovery, plus 1 on block. Resets the 1 ground bounce per combos rule, hit 13 causes knockdown. This is just another move that you use to reset your ground bounces in basic bnbs. A move that you can kinda scrub out with and throw out in the open but if it whiffs Dante has a big vulnerable spot on top of his head. I would keep this move in combos. [/details]

DRIVE / D,DF,F+S

[details=Spoiler]
Drive: :qcf::s: - He cancels his launcher and sends a shock wave that travels across the screen.

Start up 32 frames, active 6 frames, recovery 13 frames, plus 5 on hit, plus 4 on block. Projectile has 5 low durability points. The fastest ground based projectile Dante has. Decent durability and you can cancel the whiff recovery into any special move or super. Meaning you can throw another drive, cancel into another special move, teleport etc. This allows you to do some tricks like call drive and then teleport before it hits the opponent to somewhat cover your port. In order to make this safer and less prone to air throw or anti air normal punishment you’ll most likely still want to call an assist or turn on DT first. Not a bad move when you want something fast to help in a firefight but eventually people will just start pushblocking this move and you’ll have to change up to something else. Not a bad move but definitely not as useful as air play, hammer or reverb. [/details]

(VERY IMPORTANT!) AIR TRICK / D,D+S

[details=Spoiler]
**Air Trick: :d::d::s: - He teleports and re-appears in the air behind the opponent. Great for closing the gap to the opponent. **

Start up 11 frames, recovery 11 frames, invincible/off screen from frames 11-15. Another move Dante has that blows up scrubs really fast and more powerful when you apply it correctly with assists or use it for whiff punishes. This move is initially very powerful even for average players because in 11 frames it basically ports him instantly behind and above the opponents head. They buffed tech throws in this game so you can now tech a throw if the opponent tries air grab punish your teleport. Leaving them with air normals or standing normals for legit punishes.

Even then you still dont want to use this move raw too often. It can get blown up by high priority special moves or supers easily especially since you can’t block for 11 frames after you come out of the teleport. The best way you’ll want to use this move is call an assist first and then teleport. This allows you to safely cover the travel of the port so you don’t get anti aired (as long as they don’t jump over the assist first). This also turns the teleport into a long ranged to full screen weapon. Placing a hit box like an assist or hysteric in front of the teleport and then teleporting behind the opponent right before the missiles creates an ambiguous cross up. If they get hit follow up with combo. If they block it you get a free mix up any way.

You can also employ mix ups off of ground throws with the teleport also. Throw the opponent on the ground then teleport as they are rising so you can smack them with a high low mix up. To make it more safe you can also call a fast beam assist first before porting. Just watch out for people mashing on assists or supers as they are getting up. [/details]

(VERY IMPORTANT!) BOLD MOVE / S + ATK

[details=Spoiler]
Bold Move: :s:+:atk:- Dante makes a quick hop forward. Although it sounds unimpressive, you can use this special move to instantly put yourself in the air for mindgames and mixups.

Airborne in a forward jump on the 4th frame, cannot use air attacks until after the 16th frame. This is the MOST IMPORTANT special move you have. It’s weird because it’s just a command jump but I’ll explain soon. This move is the move you’ll initially get used to for covering your attacks if they are blocked or whiffed**. You can cancel all of your normals into this move that aren’t ebony/ivory or sword extensions.** If an attack gets blocked or whiffed you can cancel into this move so you go jumping in the air with a small jump that after some frames you can air dash forward to continue pressure or air dash backwards to create some space. This is all good except for the fact that it makes you really susceptible to air throws[S]. Now that you can tech during throw recovery be ready to mash on f or b+H if you have to use this raw on better players. In Vanilla you were fucked but at least now you have an escape from the air throw. [/S] (Tech throw glitch is getting patched out now).

Dante doesn’t exactly have awesome frames on block or whiff for his normals so you’ll need regular use of this to stay safe. Now there’s different applications for this move in matches. Two of the bigger ones are.

1. Bold Cancelling (BC). This is essentially the act of throwing out one of his normals on block or whiff and then quickly pressing S+ATK and then quickly cancelling that into a special move of choice that is safe. The main thing you’ll see most people do if a string is blocked (like PR Rog or Daigo) is s.L or c.L, s.M, s.H, f+H/stinger BC into reverb shock then cancel that into fireworks. This basically allows you to get free chip and stay positive after getting your string blocked. Plus it keeps Dante at a distance like he wants so he can control the mid range again and set up an assist + port or air play into air dash to help him get in. There’s combo based applications of this that I will list later.

2. Bold Blocking (BC Block). What this essentially allows Dante to do is with just frame timing be the only character in the game who throw out a normal that’s negative on block or whiff, and then cancel the block or whiff into a BLOCK again. Which basically means with perfect timing you can make anything safe on block or whiff and just go back to blocking.

The method of doing this is simply throw out any standard normal on block or whiff…then just before you feel an attack will hit you press ATK+S and then immediately press back on the stick right after. You can try ATK+S+BLOCK and see if that works also. Generally if you get this to work you’ll immediately go back to blocking even if something got blocked or happened to whiff. This basically allows you to whiff a ground normal like s.H and still block Akuma’s beam super from full screen. [/details]

(IMPORTANT!) FIREWORKS / PRESS OR MASH H DURING FRAMES 20-21 OF REVERB SHOCK, FRAME 58-59 OF REVOLVER, OR FRAMES 42-43 OF JET STREAM.

[details=Spoiler]
Fireworks: Mash :h: during Jetstream/Reverb Shock/Revolver- The Style Change follow up to Reverb Shock, Revolver and Jetstream. Dante whips out a shotgun and spins it around himself like a pair of nunchaku (Awesome, I know). Multihits, and leaves the opponent in a free juggle state for supers, granted you’re quick enough.

**Start up 13 +20 frames, Active for 40 frames, 18 frames of recovery on whiff, +4 on hit, +2 on block. Each projectile has 5 low priority durability points. **Definitely up there as one of Dante’s better moves. Basically gives you a full screen hit confirm into million dollars super. It covers up so much space on the screen that the opponent basically has to be behind you to get hit by it. Unfortunately you have to style cancel into this off other moves and it’s really hard to get the timing down to whiff cancel reverb shock and get this out reliably. On block or hit it’s much easier.

Generally you’ll want to use this move after forcing people to block reverb shock to take chip off them and get back into space to use your ranged moves. It’s positive on hit and block so you shouldn’t feel too much fear in using this move on block outside of XF guard cancels. Which you can always just XF cancel yourself and keep things even. [/details]

LAST OF DANTE’S SPECIAL MOVES, DT SPECIAL MOVES AND SUPERS >>>>> Uses for all of Dante’s moves

An ideal combo after the Hammer/Jump S would be;
Volcano, j.:h:, Air play, j.:h:, st.:h:, st.:d:+:h: (one hit), st.:s:, Clay pigeon (one hit) xx Stinger lv2 xx Bold cancel (BC teleport if necessary), j.:s:, Volcano xx Beehive, Volcano xx Beehive xx Million dollars. Does about 730k dmg after mashing.

The st.:d:+:h: isn’t always necessary depending on the character but it usually helps with the positioning for the Clay pigeon.

I can help you with this later, DJ.

An interesting property you could write about Dante’s Grapple (worked in vanila, but i havent tested on Ultimate) is that it actualy ignores armor completely. It even disables Hsien-ko’s hyper armor during the combo followup.

I tested it in Ultimate and it grabs up everything armor wise no problem. Thx.

Last of Dante’s Specials

CRAZY DANCE / MASH S DURING FRAMES 22-23 OF REVERB SHOCK, FRAME 57 OF REVOLVER OR FRAMES 45-46 OF JET STREAM

[details=Spoiler]
Crazy Dance: Mash :s: During Reverb Shock/Revolver/Jetstream- Dante does a sweet sword combo, ending in a stylish slash that knocks back opponents.

**Start up 10 + 22 frames, active 7 frames, recovery 14 frames, plus 1 on block. **This was one of the moves that in Vanilla Dante could cancel into Devil Trigger and then DHC glitch into another DHC glitch follow up character like Wesker or Ammy and get TOD’s off the follow up. This obviously doesn’t work anymore because of the game changes. Outside of that I don’t see a whole lot of reason to use this move in combos outside of the fact that it’s Dante’s most damaging special move at 163,000 damage. Which is only 10k more damage than Jet Stream. Plus it requires a really tight cancel after certain special moves to activate any ways and will only activate on hit. Probably the only truly useless move Dante has for practical purposes. It’s just his super sweet looking Matrix move you can use when you just wanna style on people. [/details]

Devil Trigger Special Moves

Firstly new for Ultimate is the ability to triple jump and air dash forwards…then immediately dash backwards. Essentially allowing a double air dash of sorts (as long as you move backwards). The latter allows for fake cross ups that move you back in front of the opponent for a double mix up when in DT. You can make this ambiguous as hell since you can cancel very early during the active frames his forward air dash right into a backward air dash. This way they barely see you move forward during the first air dash and then the double air dash backward uncrosses them up and hits them in front.

Unfortunately you can’t normally dash forward more than once without turning on flight (which allows you to dash forward or back as much as you want until flight ends).

You can circumvent this issue by doing a plink dash. Basically hit one attack button the immediately flick your finger across to the next button after doing an air dash. This will allow you to air dash forward twice without being in air raid/flight. The command is 2ATK buttons pressed together then do ATK~ATK. A more button based example is like pressing H+M then right as the air dash is to end H~M (press H then immediately slide your finger over to M).

You also need to plink dash in order to infinite forward or backward dash when in flight mode.

Doing the backwards air dash after a forward dash will be key to improving your mix up and making Dante that much cheaper in DT.

(VERY IMPORTANT!) THUNDERBOLT / IN THE AIR D,DF,F+S

[details=Spoiler]
Thunderbolt: J:qcf::s:- This move is exclusive to Dante’s Devil Trigger transformation super. When in the air, Dante fires off twin beams of electric energy that multihit. Hits OTG.

10 frame start up, 25 active frames, 6 frames of recovery, +13 on hit, neg 1 on block. OTG capable, locks out opponent’s advancing guard, beam durability: 8 frames x 1 low priority durability point. This is where things start to get cheap with Dante. DT allows Dante 10 second access to throw out as many Thunderbolts as he wants. Easily the best beam in the game and easily within top 5 special moves of the game. This one of Dante’s 2 special power spam special moves that he gets access to in DT. When in normal form his special moves are more subdued and require more thought and planning but you get the durp once you get into this mode.

The main features of this move is that it’s a beam you can use up to 3 times in the air normally or 4 times if you’re in flight. You can also do tricky things like triple jump up to the top of the screen, fire 2 beams, turn on flight and then do 4 more beams before landing. Doing this allows you to reach super jump height while still being able to call assists in the middle of it all since you did not super jump first. This beam is great in general because of the fast speed it activates, the perfect angle it hits at and how its great at shutting down problem matchup characters like Zero and will blow up most any assists they like to regularly use for free. Hits OTG and has some nifty uses in combos.

The other really cool part about this move is that it basically turns off your opponent’s advance guard until they block the last hit of the beam. Meaning everytime you force them to block the beam their advance guard shuts off and can’t be used at all until they block something that isn’t the beam. This move essentially helps give you the edge you need when typical zone + assists is not cutting it. The only issue with this move is that you can’t fire it straight which means characters that like to stay on top of you and press stuff air to air like Sentinel or Trish will still give you some trouble. That’s where vortex comes in. [/details]

(VERY IMPORTANT!) VORTEX / IN THE AIR F,D,DF+S

[details=Spoiler]
Vortex: J:dp::s:- This move is exclusive to Dante’s Devil Trigger transformation super. Dante dashes forward in the air rapidly like a demonic drill. Multihits, can be canceled into Helm Splitter (j.:s:).

14 frame start up, 20 active frames, 8 recovery frames, + 10 on block. Frames 10-38 invincible (nearly 30 frames of invincibility, 3 times invincibility of hammer), locks out foe’s advancing guard, ignores hit stun decay.

This is a move that you’ve probably not been using enough in general since Hammer was so good in Vanilla. This is a great move to use against characters that are being annoying at that top right spot of the screen and instead of just standard AAing them with jam session, you wanna just get up there and convert into a combo. This basically turns you into a CVS2 style RC psycho crusher where you go flying in the air at your opponent and are invincible for literally half a second. The move only has 8 frames of recovery so it’s pretty tough to whiff punish also. You can do 3 of these in the air before landing normally and more if you activate flight/air raid.

On hit this move puts the opponent into a long juggle state where you can press j.S afterwards and slam them down on the ground into OTG combos. Even if you go behind them after it hits, j.S has such a huge hit box that it will still hit them even if they are clear behind you. j.S is I believe the only move you can cancel this into on hit until you land on the ground. The nice thing about this move also is that just like thunderbolt, it also shuts off the opponent’s ability to advance guard until they block something other than that move. Anytime they block vortex they have to just sit and take the chip and let you move in on them.

A nice trick you can use with this move to help you get in more efficiently from the ground instead of having to go high in the air is to do a TK’d (tiger knee’d) vortex. Essentially you do F,D,DF,F,UF+S. If performed correctly it basically makes Dante do a real psycho crusher extremely close to the ground that the opponent pretty much can’t press buttons at, at all. Essentially giving you a free get in even from the ground to start offense. Once you get in mix in those cross up air dashes and fake cross up double air dashes to open people up. [/details]

FLIGHT AKA AIR RAID / IN THE AIR D,DB,B+S

Spoiler

Flight AKA Air Raid: :qcb::s:- This move is exclusive to Dante’s Devil trigger. As the name suggests, doing this motion will allow Dante to fly. Doing the motion again will cancel the flight.

**11 frames start up. May be done while airborne, lasts 170 frames. Allows Dante the ability to fly along with his typical air movement. **Lasts for about 3 seconds and allows you to air dash forwards or backwards as many times as you want until it ends. You don’t really need to fly around much for offensive purposes since Vortex or TK’d Vortex basically allows you to just fly in to wherever you want and set up combos. You’ll mostly be using flight when you’re trying to win a fireball war to give you extra thunderbolts. Otherwise vortex will do the job.

Hyper Combo’s (Supers)

Million Dollar: :qcf::atk::atk: - He pulls out his guns and fires a barrage of bullets at the opponent, ending in a charged shot that sends the enemy flying.

Devil Trigger: :qcb::atk::atk: - He transforms into his devil trigger mode. In this mode Dante can fly and has access to new moves. Dante can even slowly regenerate his red health as long as he is DT’d!

(Level 3) :dp::atk::atk:- He Stingers the opponent, than rapidly charges back and forth with more stingers, before charging his sword up with Demonic Power and delivering one final Stinger into the opponent’s sternum, the power so great the opponent is blasted off the blade of Rebellion and hits a wall. Does good damage, looks damn stylish. (Thanks Diek for the motion!)

General Purpose Reverb hitconfirm:

Reverb xx DT, S xx Clay Pigeon xx Shredder, blah blah blah.

Killing someone with lvl3 allows you to fully charge up multilock if you do it immediately and then call a assist before super jumping and prolonging the charge

You can also combo off tornado in the corner provided you do the 2nd part high enough

I actually made a post like this awhile ago

Stinger:
Dante’s best poke especially if he has two bars. BC into Reverb Shock and if you cancel into Devil Trigger before the 5 hits of Reverb (basically before the combo counter says “6 hits”) you can go into any bnb of your choosing (if you start with MH after DT) for the cost of not gaining meter from Dante’s moves. Without any of my Acid Rains, I can easily get 600k+ off of this if I have two bars to end with Million Dollars. If at 6 hits, the opponent will already be in a spinning state meaning any combo afterwards will be off an air juggle.

If an opponent calls an assist as you poke with Stinger BC Reverb, even if the opponent is blocking, if they dont advancing guard the Stinger, you can easily cancel into Fireworks which will still hit the opponent even from full screen and cancel into Million Dollars. With another bar and a good hyper to DHC into, the assist is most likely dead.

I believe it’s better/easier to punish blocked supers with Stinger rather than Air Trick as well but Im not 100% sure.

Acid Rain:
I posted a good reset for this in one of my vids. Basically, Cold Shower xx Stinger BC Acid Rain then Air Trick. The orbs hit the opponent on the way up and then the opponent resets on the ground. Rolling back causes Dante to teleport behind them allowing for a cross-up that can be hard to see bc of the Acid Rain falling while he teleports. If they roll forward, Dante appears in front of them but his jH can still connect on characters of regular height and taller although it connects better if you dash first. The best part is, if you have someone with a low hitting assist like X-23, you can call her before doing Air Trick and if the opponent rolls back, they get hit by an unblockable. If they roll forward, both Dante and his assist are protected by the rain.

In my opinion, learning AR setups for more dmg/meter is also easier than learning shot loops and timing Stinger after them.

Volcano:
Not that big of a deal but he can cancel into another Volcano just like Viper’s Seismo. Not sure how well this works in Ultimate because of the new input for Beehive but in Vanilla it was possible to link two Volcanos and still go into Beehive afterwards.

Can also be canceled into a TKed snapback to get a easy snapback off any hard knockdown.

Jam Session:
Good AA move not only because of the verticaly height but because it moves Dante about 1/4th of the screen which can mess up the angles of Dive kicks/foot dives while also attacking sjing opponents.

Any combo that leads to the corner can connect to this for an easy XF2/XF3 infinite. Good if you want an easy kill since it’s just :dp:+:h: over and over.

Air Trick:
The best part about this move is that it tracks even in the air. If you having a opponent who likes to sj and spam projectiles, time a Air Trick into jS/Hammer for an easy counter. It easily works against Storm, Phoenix, and Trish. Havent really had time to test it though.

Fireworks:
In the corner, Fireworks can always be linked into a snapback which is good since after the first few hits or so, most of Dante’s combo are nothing but specials linked together which means you have to time a snapback after the first few hits, BC into it, or use it after a ground bounce. Midscreen, this only works if Fireworks was used after Reverb or Revolver.

Sets up an easy air throw reset, although highly readable. The only thing that makes this good is that most people dont expect a reset from Dante.

Twister:
NEW TO ULTIMATE! - Dante can combo off any normal jump height air throw by linking into this as soon as he touches the ground. In Vanilla, it was only after low throws. Being in XF makes the timing a lot more lenient (I’ve even been able to do it online).

This must have taken you SO long. But now no one has an excuse for putting up a stupid topic like "derp how do I bold cancel?"
Good job I found some things out that I actually didn’t know about. It’s crazy that this character can still surprise me after using him the whole time.

Man this dude has some options. I really need to brush up on some of the lesser used moves, or alternative purposes for common moves. I never thought about using Reverb Shock to keep armored characters out. Also, the Twister thing for comboing off throws is amazing, and even a little OP I must say.

It’s not that good since the most you can get off of it is Million Dollars or burning a meter for Devil Trigger -> combo. Then there’s the fact that its a pretty tight link. You MIGHT be able to call Strider to knock the opponent back down after Twister but Im not sure. It’s a good buff but it isnt something I would rely on unless he’s your anchor.

Not to derail the thread too much, but any suggestions for doing battle with the heavies? I try to make sure I keep them at sword’s length, but I inevitably go into autopilot and teleport into an armored normal.

Well as DJ said, you should make use of Reverb Shock because it hits fast enough so that super armor is ineffective. Besides that, it’s about knowing the match-up.

Against Hulk, I actually fight him like any other character, just dont do raw teleports (which you shouldnt be doing anyway) and NEVER try to get in by air dashing bc either he’ll hit you out of the air dash or your attack. The beginning of the match is also a bit scary if you dont know what to do. If you press any attack or even jump and go for an air grab, you can get hit by his sH which is also his OS throw. This is where Reverb comes in handy although I’m not sure if he can grab you out of it before it starts. There’s also the option of just jumping back and doing a backwards air dash. Just make sure you dont keep backing up into a corner.

Against Sentinel, remember that just like most Hulk players, he’s gonna be looking to hit you with a super armored move. If he starts to zone, just jump and do air plays because most (if not all) of Sent’s projectiles do not AA if you do air play at the right height, just watch out for a random Hard Drive. Remember that most of his normals leave him at an extreme disadvantage on block with the lowest being -8 frames which is the same amount of frames it takes Dante to do sL., crL, or Reverb.

Not sure about the match-up against Nemesis since I always get bodied by OWA.

@DevilJin: Also his Rain Storm (mash H in air) is great because if you’re like me who loves to get in with air dash jH, if the opponent does a super counter, you can cancel into it from jH right before the jH connects with the opponent which negates their counter.

Against Hulk you just wanna have reverb shock ready to deal with armor. The only thing you have to be careful about is that if you whiff reverb shock you will need to cancel into DT or safe DHC or you’ll be in big trouble. Level 1 charged air play (3 hit air play) is nice for getting in with a move that will shut his armor down for a short period of time also. Those are your main two multi hitting moves for calming down Hulk’s armor game. Don’t teleport against Hulk without calling an assist first to protect the teleport. Hulk will H smash any raw teleport and you shouldn’t be doing raw ports unless it’s guaranteed punish situation. Once the patch kicks in he’s going to be air throwing you out of them too. Keep your assist calls to a minimum against Hulk if you can since he has strong tools for blowing them up. With enough play against Hulk you’ll start to figure the situations where you can call your assists and when you should just not.

Kaiten did pretty good job explaining Sent match already. To add…you can turn on DT to help boost your firepower against Sentinel. Once you turn on DT his air normals are not really an issue anymore since he can’t block during flight since he’ll most likely be doing that and vortex will beat all his air normals into j.S air to ground combos after the vortex hits. You pretty much control the air to air vs. Sentinel once you’re in DT and all he’s left with is mash hard drive which is fine since you can bait him into that and burn his meter. Vortex is invincible for about half the time that Hard Drive is any way so with the correct timing you can Vortex through even hard drive (you won’t hit him but you won’t get hit and he burns a meter, something almost no one else can do). Try to keep your assist calls to a minimum against Sentinel since he’s an anti assist character (lots of half to full screen moves that blow up assists).

Nemesis…unless he has like drones assist I don’t see the big deal with him. Just push block his j.S shit that he will inevitably mash on and chuck air plays at him covered with assists if possible. Nemesis’ armor game isn’t as scary as Sent’s or Hulk’s since his armor kicks in slower so just use the air plays and assists to help you get in and then once you get in tear him up with mix ups.

Yeah I’ve been trying to come up with some uses for rain storm cuz it does do solid chip and damage on hit. I’ll try it out.

It’s not the super armor that gets me, it’s just trying to attack a Nemesis+assists. I actually play against OnlyWingedAngel and what he does is jump and do :df:+:h: which is the angled tentacle while calling either Hawkeye to cover me from doing any AAs, Vergil to push me back using Rapid Slash, or Strider’s Vajra to keep me from jumping and doing something. I basically get pushed into a corner which sets me up for command throws and if I block his normals, he usually ends with Clothesline Rocket L which is -2 on block making it completely safe except for throws, which Dante cant combo off a ground throw.

Yeah just mash H during the freeze of the hyper and Dante will cancel into Rain Storm as soon as the game goes back to normal.

If that’s the case then I would start a faster character first and just have them build meters for Dante. Dante coming in with DT can shut all that down pretty quick and get in with an assist pretty easy. If you’re starting Dante first you’re going to have problems with that shit. Dante needs meter for DT to get through that kind of lame out with Vajra assist. If you have a fast pixie character like Wolvie or X-23 with a good assist you can dash past Vajra since Vajra stops tracking once it reappears in the air. You’ve just gotta bulldog your way in with whoever your first pixie character is and once that happens he can’t call any of his assists without getting killed anymore and then you either get happy bday or just start killing off Nemesis.

use jetstream to… get out of corner when they jump

lollll that move

And hope you’re not fighting Magneto or Rocket Raccoon with 3 bars. Then it’s all good.