UMVC3/Dante: Difference between revisions

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=== Tips and Tricks ===
=== Tips and Tricks ===
* Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts, effectively canceling Stinger into a move.
* Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts or Million Stab 5 per-hits, effectively canceling Stinger into a move.
** Example: {{#motion: l , m , h , f + h (Stinger), atk + s (Bold Move) , dp + m (Volcano) }} is the most common usage. You must do the Stinger > Bold Move > Volcano very quickly.
** Example: {{#motion: l , m , h , f + h (Stinger), atk + s (Bold Move) or f + tap H (Million Stabs; 5 per-hit), dp + m (Volcano) }} is the most common usage. You must do the Stinger > Bold Move or Million Stab > Volcano very quickly.
** Once you understand how Bold Canceling works, many new combo opportunities open up for Dante.
** Bold Move only: Once you understand how Bold Canceling works, many new combo opportunities open up for Dante.


=== Combos ===
=== Combos ===

Revision as of 17:48, 11 May 2012

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Dante

Umvc3 dante face.jpg

TBW


In a nutshell

TBW


Character Vitals

CHARACTER DATA
Health:
900,000
Specialized Zig-Zag
Double Jump:
Yes
Air Dash:
Yes
Air Dash/Jump count:
1 / 2
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
10.0 %
20.0 %
30.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
5 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Jam Session
direct front
should be :
shot upward
14,000 X 10
(90,800)
proj strk
Million Dollars
Beta2.png Weasel Shot
shot tiltdown
25,000 X 4
(85,900)
proj
Million Dollars
Gamma2.png Crystal
shot front
35,000 X 4
(120,300)
proj otg
Freeze state
Million Dollars

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
43,000
Crouching Light
d + l
40,000
rpdfire low
Standing Medium
m
55,000
Crouching Medium
d + m
50,000
low
Standing Heavy
h
70,000
Crouching Heavy
d + h
50,000 + 10,000 X 2 + 60,000
(102,500)
strk on final hit
Special
s
80,000
launch
nocancel except Clay Pigeon
Jumping Light
air l
40,000
high djcancel
Jumping Medium
air m
68,000
high djcancel
Jumping Heavy
air h
70,000
high
Jumping Special
air s
90,000
high aircombofinisher
hardknockdown

Unique Command Normals

Name
Command
Damage
Notes (glossary)
  • Melee starters:
Stinger
f + h
80,000
nocancel except for Bold Move
softknockdown vs airborne opponent
  • All Bullets are treated as specials, scaling by 90% , to a minimum of 5%.
  • Bullet starters:
Scat Shot
h , h
20,000 X 2 ~ 4
(38,000 ~ 68,600)
proj
mashable
Weasel Shot
h , b + h
20,000 X 2 ~ 6
(38,000 ~ 93,500)
proj
mashable
Rain Storm
air h rpdfire
25,000 X 2 ~ 10
(47,500 ~ 162,400)
proj otg
mashable
Cold Shower
df + h rpdfire
25,000 X 2 ~ 4
(47,500 ~ 85,900)
proj otg
mashable
Clay Pigeon
s (on hit) , h
25,000 X 2 ~ 10
(47,500 ~ 162,400)
proj otg
mashable
  • Follow-up moves:
Prop Shredder
s during:
Scat Shot
Cold Shower
Clay Pigeon
25,000 X 5
(92,500)
launch nocancel
Stinger lv.2
f + H during:
Scat Shot
Cold Shower
Clay Pigeon
80,000
nocancel except for Bold Move
wallbounce vs airborne opponent
Million Stab
H rpdfire during:
Stinger
Stinger lv.2
5,000 X 5 ~ 17 + 40,000
(43,900 ~ 47,500)
mashable
strk on final hit
Killer Bee
qcf + l during:
Rain Storm
80,000
groundbounce softknockdown
The Hammer
l during Killer Bee startup
90,000
high hardknockdown

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Multi-Lock
qcf + l
can be charged
50,000 X 1 ~ 5
(50,000 ~ 204,600)
proj
homing
Dante can move freely while charging.
Acid Rain
l during Multi-Lock startup
30,000 X 3 for rising orbs
(81,200)
25,000 X 5 for rain
(102,300)
proj
softknockdown
otg for rain
Crystal
qcf + m
35,000 X 4
(120,300)
proj otg
freezes opponent
Million Carats
m during Crystal startup
130,000
proj otg
softknockdown
Hysteric
(Missiles)
qcf + h
20,000 X 8
proj
homing
Grapple
h during Hysteric startup
60,000
proj cptr
softknockdown
Drive
qcf + s
70,000 for proj
80,000 for sword swing
(143,000)
proj
Killer Bee
air qcf + l
80,000
groundbounce softknockdown
The Hammer
l during Killer Bee startup
90,000
high hardknockdown
Air Play
air qcf + m
can be charged
rank 1: 50,000
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)
proj
stagger on ranks 2 and 3
Sky Dance
air qcf + h
30,000 X 2 + 15,000 per falling hit (varies by height)
+ 60,000
(125,100 ~ 143,200)
forced groundbounce softknockdown
Twister
dp + l
15,000 X 10
(97,300)
proj otg
strk
Tempest
l during Twister
20,000 X 10
(129,900)
(142,300 total with Twister)
proj
softknockdown on final hit
Volcano
dp + m
100,000
otg strk
Beehive
m during Volcano
15,000 X 8 + 50,000
(106,600)
(195,800 total with Volcano)
groundbounce on final hit
softknockdown
Jam Session
dp + h
14,000 X 10
(90,800)
proj strk
Reverb Shock
qcb + l
20,000 X 5
(81,700)
softknockdown
Revolver
qcb + m
30,000 per hit (spacing and size of enemy)
up to 5 hits
(122,600 max)
groundbounce on final hit
softknockdown
Freezes opponent
Jet Stream
qcb + h
20,000 + 30,000 X 4 + 70,000
(153,900)
softknockdown on final hit
only first hit counts on block
Fireworks
h during:
Reverb Shock
Revolver
Jet Stream on hit
10,000 per bullet, 26 max?
(92,200 for bullets)
proj
Crazy Dance
s during:
Reverb Shock
Revolver
Jet Stream on hit
20,000 X 3 + 30,000 X 2
+ 20,000 X 4 + 70,000 (163,400)
nocancel cptr
softknockdown
Air Trick
Teleport
d , d + s
0
teleports above and behind opponent
Bold Move
atk + s
0
performs a forward jump.
Used for "Bold Canceling" to
make certain combos possible.

Devil Trigger only

Name
Command
Damage
Notes (glossary)
Thunder Bolt
air qcf + s
20,000 X 8
+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)
proj otg
Vortex
"Psycho Crusher"
air dp + s
30,000 X 5
+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)
strk on final hit
Air Raid
Flight
qcb + s
0
airok
initiates flight mode.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Million Dollars
qcf + atk + atk
15,000 X 27 + 50,000
(254,200 ~ 301,100)
proj
floating softknockdown on second-to-last hit
Mashable
Devil Trigger
qcb + atk + atk
0
Activates Devil Trigger mode.
adds 15% damage to all hits.
Regenerate red health.
Prevents meter gain.
can perform Triple Jump and Double Air Dash
Devil Must Die
dp + atk + atk
440,000
hardknockdown
Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

  • Bold Canceling: Using Bold Move to cancel Stinger, and then performing another move before Bold Move starts or Million Stab 5 per-hits, effectively canceling Stinger into a move.
    • Example: {{#motion: l , m , h , f + h (Stinger), atk + s (Bold Move) or f + tap H (Million Stabs; 5 per-hit), dp + m (Volcano) }} is the most common usage. You must do the Stinger > Bold Move or Million Stab > Volcano very quickly.
    • Bold Move only: Once you understand how Bold Canceling works, many new combo opportunities open up for Dante.

Combos

Basic Strategy

Advanced Strategy