Grecco said:
I cant really either. I started with the missions and got to the 7th one. Pretty sure i can do that its just the timeing thats off for me. Ill continue tomorow.
I just need someone to put on point to build meter and dhc glitch into zero. Ive tried Deadpool and X23 so far. Now im messing with Dante.
I know ill end up using Magneto before next months local tournament. Its inevitable.
My team as currently stands is Someone-Zero-Akuma. Its like im holding auditions or something ugh.
Well first of all Dante's Mission modes barely scratch his surface. In addition most of them are impractical or just plain bad.
Starting off with Dante you will need to learn the Day 1 BnB combo (or as most of us know, it's the day -3 months). It's like ground series, launcher, 2 hits Killer Bee, relaunch, air combo ending with Sky Dance. If in a corner you can keep the Sky Dance going and follow it up on the ground with Reverb Shock into Fireworks Hyper. If you are away from corner you can just go straight to Hyper instead. This combo is up on Shoryuken's Hyper guide for Dante along with a few additional combos.
This combo is good because you can use it off of most normal hit confirms and even aerial hits (because you can just do killer bee and then relaunch). Plus you can usually adjust the timing, height, add in a double jump if needed and some more moves in between like Air Guitar to spice it up so it's very important you get this combo down first.
After that comes the overall game. You want Dante in your team for basically his 2 best assists: Jam Session and Weasel Shot. Teams not needing an anti-air and needing more horizontal cover will do better with Weasel Shot. You should experiment with which assist suits your team more but as a rule of thumb I have seen that more zoning teams need the Jam Session and those that have more teleports/dashes (like Wesker) are better off with the Weasel Shot. If you can't decide, go with Jam Session. His 3rd assist, while not bad because it OTGs and gives your space control is fairly limited in it's applications and is usually outshined by the other two.
I say that you want Dante in your teams for your assist because starting out he will of course be your weaker character. Put him down the order a bit, especially 2nd. You want to Devil Trigger in with him. Remember that in DT you can't gain meter so remember that before you want to do really fancy DT combos with Dante.
Next you want to learn how to open up your opponent with Dante. Dante has numerous ways. He has the Teleport of course and an air dash. You always want opponents to be within mid range of you at least, you never want to be TOO close with Dante because his normals are slower than others. Dante outranges most characters in the game so use this to your advantage. Learn to Dash in at low heights and attempt to cross them up as Dante has mad potential to cross up using his air sword attacks.
You will soon realize that fishing for openings with Dante is a bit dangerous so you need to up your game and come up with ways to make them safe. Instead of fishing for a hit with j.S, cancel it into Hammer. Gives it more range and snuffs out any button in the game. Then learn stuff you can do after the Hammer, which is usually Cold Shots (d/f+H, mash H). Learn the Pop Shredder combos (which is just H S H) and the Bee Hive because this will up your OTG game by a lot. You want to rely on Hammer a lot as it is your go to air move. Always try to cover your approaches with an assist or Air Guitar if possible. Try to go for teleport mixups or dash cross ups with an assist.
Then it's very important for you to learn how to do damage off of his air throws. You can do a Rainstorm after an air throw and that's it... without assists. With assists, you can cancel Rainstorm into either Killer Bee or Hammer. Remember that Rainstorm counts as a NORMAL move and you can call in assists during that time. Make sure your partners have an assist or two that can allow Dante to combo after his throws, this will up his game tremendously.
You will now begin to realize that Dante deserves a spot even up the order because of his boost from assists and his great on point game (although his assist selection is very much above average in the game). You then need to figure out ways to incorporate Devil Trigger into your game because it's a huge component of Dante's play. You will realize that Air Raid does massive chip damage from far away and can be comboed multiple times for sick damage. You will also realize that Vortex is invulnerable just like Hammer and can help your get out of sticky situations especially if you are running away with Dante. You will also start to realize that Teleporting -> j.S -> Hammer is not only extremely safe and snuffs out a lot but can lead to very solid damage as well.
Then the next step is zoning with Dante (unothodox play), ambiguous cross ups/mix ups, bold cancelling. Hysterics is a decent zoning tool and you can teleport after it for cross ups but it's better to use it along with an assist. The Grapple catches a lot of players unaware from very far, always throw it out in a game at least once or twice (from far away of course). Use Acid Rain to set up mix ups against incoming characters (after death or after snap backs). With Bold cancelling you can make a lot of Dante's normal which are very punishable into guessing games as well. With Bold cancelling, Stinger becomes a force to be reckoned with as it allows for Dante to hit confirm into a combo from half screen (Stinger Bold cancel Volcano jump combo of choice). Bold cancelling is not that difficult once you get the hang of it because it buffers your commands. You will then LOVE to do hit confirm, Stinger -> Volcano -> Jump cancel air combo Air Guitar -> high damage combo.
The final step is combining Bold cancelling with Teleports or teleport with pop shredder (here you will need to do down, down + Up + S at the last few frames of Pop Shredder to teleport since it's a launcher). You will then develop extremely long and complex combos, capable of killing most characters in the game. Then you will make a customized combo to your liking as Dante has great flexibility in his combos and that will be your NEW bread and butter.
One thing I will stress with Dante is that figuring out a touch of death combo is not as important as fine tuning his overall game. Learning a fancy/stylish/powerful combo with Dante is your last priority, you can beast with Dante even using the Day 1 combo if you know how to open up your opponent and keep him fearing Dante's moves.
Finally, while Dante has A LOT of very useful moves he also has a lot of generally useless moves. Here I will give you a general idea of how to use some of his lesser used moves if they should be used at all:
*Jet Stream: Reverb Shock comes out a lot faster and has pretty much the same utility. Jet Stream does do a bit more damage though and in some cases you can end combos with it rather than Reverb shock.
*Drive: Generally a very useless move but you can use it to set up some teleport mix ups as it comes out slow enough.
*Million Stab: Don't use this move in combos at will cause a lot of hit stun deterioration because of multi-hits. It does however do very nice chip damage and you can bold cancel, Reverb Shock into Fireworks for obscene amount of chip.
*Multilock: This move has potential as its a tracking projectile, does a lot of damage (chip too) and can set up teleport/dash mix ups. You just can't do much while charging it so you will probably have to only do it while a character is incoming after death or under the cover of an assist like Doom's Missiles. Still this move shouldn't be slept on especially if you like to zone a bit with Dante.
*Grapple:This move set ups the DHC glitch, remember it.
*Dance Macabre: This move also sets up the DHC glitch and very few people know about it. But it's a Just Frame move and very hard to get out. This move by itself sucks ass and doesn't do much damage at all if you don't follow it up with a Hyper after it. I am almost certain that Capcom put the DHC glitch on purpose so this move could have an actual use...
*Gun Cancels/Pop Shredder: So you can do some gun cancels/pop shredder stuff to do some length combos. You can also do some gun cancels in between normals to keep your opponent pinned down, add on chip damage and other shenanigans. I especially like Weasel Shot as a way to make moves safe. Cold Shower (where he points his gun downwards) is the move of choice for OTG purposes as it's very easy to connect and leads to some nice combos.
*Rainstorm: You can use this move to prolong air time considerably. It's only real use is after an air throw. It also does chip damage.
*Million Carats: Outside of being an alternate way of bouncing your opponent off the ground (which Dante already has plenty of and Beehive/Volcano covering that) there is an extra trick with it that few people know. If you use Million Carats, Devil Trigger and Teleport, you can teleport behind someone WHILE STILL CARRYING MILLION CARATS around you. I haven't been able to replicate this but this is something to consider. Check a video on it.
*Revolver: I think this move crosses up if used very close to the opponent (not 100% on this). It is also decently useful for extending a combo or two but again... Dante has plenty of moves to do that with.
*Tempest/Twister: It's the only move that really qualifies as a pure anti-air move for Dante aside from Acid Rain (Tempest comes out really fast). It covers Dante right above him so it might have some uses. It has potential anti-Phoenix strat along with Acid Rain. I have seen people combo after an air throw with Rainstorm -> Tempest without an assist but I have not personally been able to do this. Don't use Jam Session on point, it's way better as an assist.
I would say it's very imperative for a Dante player to know the properties of his more used moves. You should know which moves cause a Hard Knockdown (Hammer) and which cause a Ground Bounce (Killer Bee, Heehive) because it's very easy to get them confused. You should know which moves cancel into what (Pop Shredder -> Up shots, Reverb Shock -> Fireworks), you should know which moves get major benefits from Bold cancelling (Stinger -> Bold cancel), which moves you can jump cancel with (Volcano), which moves OTG (quite some with Dante). Definitely should be consulting the guide for these properties and frame data.