UMVC3/Dante

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< UMVC3
Revision as of 00:07, 16 January 2012 by Mike spragg (talk | contribs) (Created page with '{{UMvC3Header}} {{UMvC3CharacterHeader|Dante|dante| TBW | TBW}} {{ UMvC3CharacterDataBox | 900,000 | Stronger | Yes | Yes | 1 / 2 | 30 | 50 | 70 | ? | ? | ? | ? | ? | ? | 5 | ...')
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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
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 %
50 %
70 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
? s
 ? s
 ? 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 %


Video Walkthrough

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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
Freezes
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 unless specified
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 Bullet Moves scale by 90%, but reach
    the 5% min scaling as
    normals / specials.
  • 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
The Hammer
l during Killer Bee
90,000
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)
Special Move
qcf + atk
0
N/A

Hyper Moves

Name
Command
Damage
Notes (glossary)
Hyper Combo
qcf + atk + atk
0
N/A
Hyper Combo
qcb + atk + atk
0
N/A
Level 3 Hyper Combo
dp + atk + atk
0
Level 3 Hyper.


Strategy

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy