Ultimate Marvel vs Capcom 3/Dante

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Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/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.png Front.png
should be :
Shot.png Upward.png
14,000 X 10
(90,800)
Proj.png Strk.png
Million Dollars
Beta2.png Weasel Shot
Shot.png Tiltdown.png
25,000 X 4
(85,900)
Proj.png
Million Dollars
Gamma2.png Crystal
Shot.png Front.png
35,000 X 4
(120,300)
Proj.png Otg.png
Freeze state
Million Dollars

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
43,000
Crouching Light
D.png + L.png
40,000
Rpdfire.png Low.png
Standing Medium
M.png
55,000
Crouching Medium
D.png + M.png
50,000
Low.png
Standing Heavy
H.png
70,000
Crouching Heavy
D.png + H.png
50,000 + 10,000 X 2 + 60,000
(102,500)
Strk.png on final hit
Special
S.png
80,000
Launch.png
Nocancel.png except Clay Pigeon
Jumping Light
air L.png
40,000
High.png Djcancel.png
Jumping Medium
air M.png
68,000
High.png Djcancel.png
Jumping Heavy
air H.png
70,000
High.png
Jumping Special
air S.png
90,000
High.png Aircombofinisher.png
Hardknockdown.png

Unique Command Normals

Name
Command
Damage
Notes (glossary)
  • Melee starters:
Stinger
F.png + H.png
80,000
Nocancel.png except for Bold Move
Softknockdown.png vs airborne opponent
  • All Bullets are treated as specials, scaling by 90% , to a minimum of 5%.
  • Bullet starters:
Scat Shot
H.png , H.png
20,000 X 2 ~ 4
(38,000 ~ 68,600)
Proj.png
mashable
Weasel Shot
H.png , B.png + H.png
20,000 X 2 ~ 6
(38,000 ~ 93,500)
Proj.png
mashable
Rain Storm
air H.png Rpdfire.png
25,000 X 2 ~ 10
(47,500 ~ 162,400)
Proj.png Otg.png
mashable
Cold Shower
Df.png + H.png Rpdfire.png
25,000 X 2 ~ 4
(47,500 ~ 85,900)
Proj.png Otg.png
mashable
Clay Pigeon
S.png (on hit) , H.png
25,000 X 2 ~ 10
(47,500 ~ 162,400)
Proj.png Otg.png
mashable
  • Follow-up moves:
Prop Shredder
S.png during:
Scat Shot.png
Cold Shower
Clay Pigeon
25,000 X 5
(92,500)
Launch.png Nocancel.png
Stinger lv.2
F.png + H.png during:
Scat Shot.png
Cold Shower
Clay Pigeon
80,000
Nocancel.png except for Bold Move
Wallbounce.png vs airborne opponent
Million Stab
H.png Rpdfire.png during:
Stinger
Stinger lv.2
5,000 X 5 ~ 17 + 40,000
(43,900 ~ 47,500)
mashable
Strk.png on final hit
Killer Bee
Qcf.png + L.png during:
Rain Storm
80,000
Groundbounce.png Softknockdown.png
The Hammer
L.png during Killer Bee startup
90,000
High.png Hardknockdown.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Multi-Lock
Qcf.png + L.png
can be charged
50,000 X 1 ~ 5
(50,000 ~ 204,600)
Proj.png
homing
Dante can move freely while charging.
Acid Rain
L.png during Multi-Lock startup
30,000 X 3 for rising orbs
(81,200)
25,000 X 5 for rain
(102,300)
Proj.png
Softknockdown.png
Otg.png for rain
Crystal
Qcf.png + M.png
35,000 X 4
(120,300)
Proj.png Otg.png
freezes opponent
Million Carats
M.png during Crystal startup
130,000
Proj.png Otg.png
Softknockdown.png
Hysteric
(Missiles)
Qcf.png + H.png
20,000 X 8
Proj.png
homing
Grapple
H.png during Hysteric startup
60,000
Proj.png Cptr.png
Softknockdown.png
Drive
Qcf.png + S.png
70,000 for Proj.png
80,000 for sword swing
(143,000)
Proj.png
Killer Bee
air Qcf.png + L.png
80,000
Groundbounce.png Softknockdown.png
The Hammer
L.png during Killer Bee startup
90,000
High.png Hardknockdown.png
Air Play
air Qcf.png + M.png
can be charged
rank 1: 50,000
rank 2: 35,000 X 3 (94,800)
rank 3: 30,000 X 5 (122,600)
Proj.png
Stagger.png on ranks 2 and 3
Sky Dance
air Qcf.png + H.png
30,000 X 2 + 15,000 per falling hit (varies by height)
+ 60,000
(125,100 ~ 143,200)
forced Groundbounce.png Softknockdown.png
Twister
Dp.png + L.png
15,000 X 10
(97,300)
Proj.png Otg.png
Strk.png
Tempest
L.png during Twister
20,000 X 10
(129,900)
(142,300 total with Twister)
Proj.png
Softknockdown.png on final hit
Volcano
Dp.png + M.png
100,000
Otg.png Strk.png
Beehive
M.png during Volcano
15,000 X 8 + 50,000
(106,600)
(195,800 total with Volcano)
Groundbounce.png on final hit
Softknockdown.png
Jam Session
Dp.png + H.png
14,000 X 10
(90,800)
Proj.png Strk.png
Reverb Shock
Qcb.png + L.png
20,000 X 5
(81,700)
Softknockdown.png
Revolver
Qcb.png + M.png
30,000 per hit (spacing and size of enemy)
up to 5 hits
(122,600 max)
Groundbounce.png on final hit
Softknockdown.png
Freezes opponent
Jet Stream
Qcb.png + H.png
20,000 + 30,000 X 4 + 70,000
(153,900)
Softknockdown.png on final hit
only first hit counts on block
Fireworks
H.png during:
Reverb Shock
Revolver
Jet Stream on hit
10,000 per bullet, 26 max?
(92,200 for bullets)
Proj.png
Crazy Dance
S.png 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.png Cptr.png
Softknockdown.png
Air Trick
Teleport
D.png , D.png + S.png
0
teleports above and behind opponent
Bold Move
Atk.png + S.png
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.png + S.png
20,000 X 8
+ Devil Trigger's 15% damage boost: 23,000 X 8
(130,700)
Proj.png Otg.png
Vortex
"Psycho Crusher"
air Dp.png + S.png
30,000 X 5
+ Devil Trigger's 15% damage boost: 34,500 X 5
(141,100)
Strk.png on final hit
Air Raid
Flight
Qcb.png + S.png
0
Airok.png
initiates flight mode.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Million Dollars
Qcf.png + Atk.png + Atk.png
15,000 X 27 + 50,000
(254,200 ~ 301,100)
Proj.png
floating Softknockdown.png on second-to-last hit
Mashable
Devil Trigger
Qcb.png + Atk.png + Atk.png
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.png + Atk.png + Atk.png
440,000
Hardknockdown.png
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: L.png , M.png , H.png , F.png + H.png (Stinger), Atk.png + S.png (Bold Move) or F.png + tap H.png (Million Stabs; 5 per-hit), Dp.png + M.png (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