Marvel vs Capcom 3/Dante

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Dante

Danteface.jpg

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
Alpha.png Jam Session
Direct.png Front.png
90,800
Million Dollars
Beta.png Crystal
Shot.png Front.png
120,300
Otg.png
Million Dollars
Gamma.png Weasel Shot
Shot.png Downward.png
25,000 per hit
Million Dollars

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
U.png in the air
If you used Air Dash,
you cannot Double Jump
Air Dash
In the air
F.png F.png or
B.png B.png or
F.png + Atk.png + Atk.png or
B.png + Atk.png + Atk.png
If you used Double Jump,
you cannot Air Dash
Bold Move
S.png + Atk.png
Makes Dante jump forward
Counts as a special move
Standing Light
L.png
43,000
Crouching Light
D.png + L.png
40,000
Low.png
Standing Medium
M.png
55,000
Crouching Medium
D.png + M.png
50,000
Low.png
Standing Heavy
H.png
70,000
    Weasel Shot
Mash H.png or
B.png Mash H.png
68,600
(20,000 x 4)
Back version:
93,500
(20,000 x 6)
Chipdamage.png
Scales by 0.9
Ground version is cancelable into THC and Stinger
Crouching Heavy
D.png + H.png
102,500-108,400
(50,000 +
10,000 x 2-16 +
60,000)
Mash for more hits
Scales by 0.85
Scales to 0.1 minimum
    Wild Stomp
Df.png + H.png
85,900
(25,000 x 4)
Otg.png
Chipdamage.png
Scales by 0.9
Scales to 0.1 minimum
Cancelable into THC or Stinger
       Prop Shredder
Wild Stomp,
then mash S.png
92,500
(25,000 x 5)
Launch.png
Chipdamage.png
Nocancel.png on block
Scales by 0.85
Stinger
F.png + H.png
80,000
Scales by 0.85
Scales to 0.1 minimum
Destroys non-Hyper projectiles
Cancelable only into Million Stab and Bold Move
    Million Stab
Stinger, then
mash H.png
5,000 x 5-20 +
40,000
Chipdamage.png
Scales by 0.9
Scales to 0.1 minimum
Initial hits are cancelable only into Bold Move, the last is special, super, THC, and Launch.png cancelable
Standing Special
S.png
80,000
Launch.png
Can be canceled into Charge Shot even when blocked
    Charge Shot
S.png , then mash H.png
25,000 x 2-10
Chipdamage.png
Scales by 0.9
Cancelable into THC
Recovery is cancelable into Stinger or Prop Shredder
       Prop Shredder
Charge Shot,
then mash S.png
92,500
(25,000 x 5)
Launch.png
Chipdamage.png
Nocancel.png on block
Scales by 0.85
Jumping Light
air L.png
40,000
High.png Djcancel.png
Jumping Medium
air M.png
58,000
High.png Djcancel.png
Jumping Heavy
air H.png
70,000
High.png
    Rain Storm
Jumping Heavy,
then mash H.png
162,400
(25,000 x 2-10)
Otg.png
Chipdamage.png
Scales by 0.9
Cancelable into Killer Bee
Jumping Special
air S.png
90,000
High.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Multi Lock
Qcf.png + L.png
50,000 per Shot 
Hold L.png to charge
Can Cancel.png charge with any move
   Acid Rain
Multi Lock, then Qcf.png + L.png
Balls: 30,000 per hit
Beams: 25,000 per hit
OTG.png
Crystal
Qcf.png + M.png
120,300
(35,000 x 4)
Otg.png projectile
    Million Carats
Crystal, then Qcf.png + M.png
130,000
Otg.png projectile
Hysteric
Qcf.png + H.png
113,600
(20,000 x 8)
    Grapple
Hysteric, then Qcf.png + H.png
60,000
Cannot be canceled with X-Factor or
after the grapple connects
Reverb Shock
Qcb.png + L.png
81,700 (20,000 x 5)
Revolver
Qcb.png + M.png
122,600
(30,000 x 5)
Jet Stream
Qcb.png + H.png
153,900 (20,000 +
30,000 x 4 + 70,000)
The first hit must connect or the move will end
    Fireworks
Reverb Shock, Revolver, or Jet Stream, then H.png
10,000 per shot 
(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
    Crazy Dance
Reverb Shock, Revolver, or Jet Stream, then S.png
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
Twister
Dp.png + L.png
97,300
(15,000 x 10)
Otg.png
    Tempest
Twister, then Dp.png + L.png
20,000 x 10
Cannot be canceled while airborne
Volcano
Dp.png + M.png
110,000
Otg.png Jcancel.png
Destroys non-Hyper projectiles
    Bee Hive
Volcano, then Dp.png + M.png
135,100
(20000 x 8 + 50000)
Groundbounce.png
Last hit is High.png
Jam Session
Dp.png + H.png
90,800
(14,000 x 10)
Killer Bee
Air Qcf.png + L.png
80,000
Groundbounce.png
   The Hammer
Killer Bee, then Qcf.png + L.png
90,000
High.png Hardknockdown.png
Air Play
Air Qcf.png + M.png
50,000
Charged: 122,600
(30,000 x 5)
Hold M.png to charge
Sky Dance
Air Qcf.png + H.png
139,300 (30,000 x 2
+ 15,000 x 7 [or until grounded]
+ 50,000)
High.png
The first two hits are regular air hits, the middle hits cause a hard Knockdown.png with a unique ground bounce that ignores the normal limit, but counts towards it, and the last hit causes a soft Knockdown.png
Air Trick
D.png D.png + S.png
Teleport
Drive
Qcf.png + S.png
80,000 melee attack
70,000 projectile

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Jackpot
Qcf.png + Atk.png + Atk.png
254,200 (15,000 x 27 + 50,000)
Damage scales by 0.95
Devil Trigger
Qcb.png + Atk.png + Atk.png
Transformation lasts 10 seconds
15% power boost
Red life heals while active
Dante cannot generate meter while active
    Flight
Devil Trigger, then Qcb.png + S.png
Lasts 3 seconds
    Thunder Bolt
Devil Trigger, Air Qcf.png + S.png
130,700 (20,000 x 8)
Otg.png
Does not activate advancing guard
    Vortex
Devil Trigger, Air Dp.png + S.png
141,100 (30,000 x 5)
Startupinv.png
Does not activate advancing guard
Devil Must Die
Dp.png + Atk.png + Atk.png
440,000 (50,000 + 390,000 if the first hit connects)
Startupinv.png

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.

Basic Strategy

Advanced Strategy