Marvel vs Capcom 3/Dante
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!


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Dante
In a nutshell
Dante has the most moves of any character ever in the VS series. This might make him intimidating to both play as and fight against, but a simple Dante using only a handful of his moves can be very powerful. Perhaps over time, players will master his entire move set and show the world what this already powerful character can really do.
Dante has one of the best normals in the game in his Standing Light attack. This bad boy helps him control the screen and start powerful combos. His Air Trick teleport also makes keeping him away nearly impossible. If you like having every possible option available to you and have a good memory, Dante might be for you.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Weasel Shot
68,600
(20,000 x 4)
Back version:
93,500
(20,000 x 6)
(20,000 x 4)
Back version:
93,500
(20,000 x 6)
Crouching Heavy
102,500-108,400
(50,000 +
10,000 x 2-16 +
60,000)
(50,000 +
10,000 x 2-16 +
60,000)
Mash for more hits
Scales by 0.85
Scales to 0.1 minimum
Scales by 0.85
Scales to 0.1 minimum
Stinger
80,000
Scales by 0.85
Scales to 0.1 minimum
Destroys non-Hyper projectiles
Cancelable only into Million Stab and Bold Move
Scales to 0.1 minimum
Destroys non-Hyper projectiles
Cancelable only into Million Stab and Bold Move
Million Stab
5,000 x 5-20 +
40,000
40,000
Charge Shot
25,000 x 2-10
Rain Storm
162,400
(25,000 x 2-10)
(25,000 x 2-10)
Special Moves
Fireworks
10,000 per shot
(26 shots (24 hit) after Reverb Shock
23 (21 can hit) after Revolver
16 hit after Jet Stream)
(26 shots (24 hit) after Reverb Shock
23 (21 can hit) after Revolver
16 hit after Jet Stream)
Scales to a minimum of 0.1
Scales by 0.9 per hit
Scales by 0.9 per hit
Crazy Dance
163,400 (20,000 x 3 + 30,000 x 2 + 20,000 x 3 + 70,000)
Just frame (you have to time it!)
The first hit must connect or the move will end
The first hit must connect or the move will end
Sky Dance
139,300 (30,000 x 2
+ 15,000 x 7 [or until grounded]
+ 50,000)
+ 15,000 x 7 [or until grounded]
+ 50,000)
Hyper Moves
Devil Trigger
Transformation lasts 10 seconds
15% power boost
Red life heals while active
Dante cannot generate meter while active
15% power boost
Red life heals while active
Dante cannot generate meter while active
Apprentice Combos
Strategy
Tips and Tricks
- Experiment with the moves you rarely use in some matches instead of trying to win. You may find something unique that helps you surprise the competition in the next tournament or ranked match.
- While Dante can play solid keepaway against characters that lack projectiles, he needs to be ready to switch to a more aggressive mode of play against other keepaway focused characters. Most of them can shut his attempts at keepaway down very easily.
- Dante's teleport, Air Trick, tracks the opponent's position. No matter where they go, you will always appear behind their head. You cannot run from Dante!
- Essentially, every normal Dante performs can be jump cancelled if you use his Command Jump. Cancelling normals into teleport works too.
- Dante cannot generate hyper meter while in Devil Trigger mode. His assists can, but as an assist, he cannot. This includes the meter you would have gained for being hit.
- Dante's Thunderbolt in Devil Trigger does excellent chip and can combo into itself 3 times for super-like damage.


