Dante: The Demon Hunter Thread

ProjectSeoulProjectSeoul お前はもう死んでいるJoined: Posts: 94
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Hey Everyone, I thought I'd work on a Dante thread as he's been my favorite character so far. Please if you have any suggestions, tips, and/or submissions post up!
*Notation Updated*

I'm fairly new to Shoryuken but have been playing fighting games since SF I-II in the arcades. I look forward to see where Dante goes in PSASBR. Lets all level up our Dante game!

Meter Levels: (Thanks UltraDavid!)
Lv1: 150
Lv2: 250 (400)
Lv3: 350 (750)

1 (Square) Moveset:
Hacker: 1, 1, 1, 1
Meter Gain: 5 | 5 | 10 | 20
Notes: Third hit triggers crumple on grounded opponents. Fourth hit triggers Eject Roll on grounded opponents and Eject Tornado on aerial opponents.

Karma: f.1, 1, 1
Meter Gain: 10 | 4+2+2+2 | 30
Notes: First hit triggers butt-drop and hits opponents behind Dante. Second hit triggers Lift. Third hit triggers Eject Tornado.

High Time: u.1 (Hold for Auto Jump)
Meter Gain: 20
Notes: Full Launch

Tremor: d.1
Meter Gain: 20
Notes: Lift

Aerial Rave: j.1, j.1, j.1
Meter Gain: 5 | 5 | 30
Notes: Third hit triggers Eject Tornado.

Hunger: j.f.1, j.1, j.1
Meter Gain: 5 | 5 + 5 | 20
Notes: Second hits opponents behind Dante on the backswing. Third hit triggers lift on aerial opponents and Butt-Drop on grounded opponents.

Roulette Spin: j.u.1
Meter Gain: 10 | 10
Notes: Second hit triggers Lift

Helm Breaker: j.d.1
Meter Gain: 10
Notes: Triggers Knockdown

2 (Triangle) Moveset:
Ebony and Ivory Quick Shot: 2, 2
Meter Gain: 1 + 1 + 1 + 1 | 1 + 1 + 1 + 1

Ebony and Ivory Rush Down: f.2, 2
Meter Gain: 1 + 1 + 1 + 1 | 1 + 1 + 2

Rainstorm: u.2
Meter Gain: 1-5 per shot
Notes: Forces Dante into aerial state

Gun Flurry: d.2
Meter Gain: 1 + 1 + 1 per side

Aerial Ebony and Ivory Quick Shot: j.2
Meter Gain: 1 + 1 + 1 + 1

Aerial Ebony and Ivory Rush Down: j.f.2
Meter Gain: 1 + 1 + 1 + 1

Inverse Rainstorm: j.u.2
Meter Gain: 1-6 per shot

Aerial Descending Rainstorm: j.d.2
Meter Gain: 1-5 per shot

3 (Circle) Moveset:
Parry: 3
Meter Gain: 20
Notes: Counter; triggers butt drop on grounded opponents and lift on aerial opponents

Angel Boost: f.3
Meter Gain: None (Command Dash)
Notes: Neutral 1 becomes Rebellion Fury 4 if canceling into f.3

Shredder: u.3
Meter Gain: 3 | 5 | 5 | 5 | 2
Notes: Full Launch

Flush: d.3
Meter Gain: 20
Notes: Lift

Aerial Parry: j.3
Meter Gain: 20
Notes: Counter; Full Launch. Invincible during counterattack

Aerial Angel Boost: j.f.3
Meter Gain: None (Command Dash)
Notes: Neutral 1 cancel becomes Aerial Rave 3 if canceling into f.3

Aerial Shredder: j.u.3
Meter Gain: 3 | 5 | 5 | 5 | 2
Notes: Full Launch

Aerial Arbiter Hurl: j.d.3
Meter Gain: 20
Notes: Lift

Throws:
Kicker: f.r.Analog
AP Penalty: 15%
30AP of Super Armor
Notes: Eject Tornado

Pay Off: u.r.Analog
AP Penalty: 15%
30AP of Super Armor
Notes: Lift; combo starter

Hammer Punch: d.r.Analog
AP Penalty: 15%
30AP of Super Armor
Notes: Knock Down

Supers:
Rebellion Triple: Level 1
Dante slashes three times with the final blowing producing a short-range projectile.
Duration: 3 seconds

Stinger: Level 2
One of Dante's signature moves. He thrusts his sword forward across half the screen or until he collides with a wall or ledge.

Notes:
Be careful as certain Stages will cut off the Stinger unexpectedly. Example: Columbia stairs will cut off the Stinger.

Devil Trigger Unleashed: Level 3
Dante's Devil Trigger makes all of his attacks instant kills.
The Super triggers float effect on opponents for 6 seconds upon activation. Opponents respawn at normal speed.
Duration: 13 seconds
«13

Comments

  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    edited April 2013
    Combos:
    Dante can cancel his 1 attacks into 2 attacks, into 3 attacks. This creates a lot of different variations/opportunities/combo potential for Dante. His "Empty" Cancel (See Advanced) creates even more combo variations!

    The third hit of Dante's Rebellion Fury (neutral 1 combo) causes a crumple effect. Normally you are unable to follow up after the three hits but you can cancel into Ebony and Ivory Quick Shot(s) which then allows you to cancel into Angel Boost. From there you have a couple options. So far the most effective combo would be to go into Tremor. (See Maj's combo)

    The first hit of Karma (f.1) causes a butt drop stagger which you can take advantage of. For example; you can empty cancel into 1,1,1.

    Anywhere you see 2, you can generally replace it with d.2 or s.2 to suit your style. You can even cancel multiple Ebony and Ivory attacks in the same amount of time. My favorite is 2, d.2, f.2.

    Regarding combos where you cancel Angel Dash into a relaunch (Tremor/High Time): The Angel Dash can be a cross up, back dash, or forward dash without the cross up. Use whatever works best for your situation.

    203 AP Combo Seoul Special aka gettin jigae with it (ProjectSeoul)
    F+1 (back hit), (face backward), 2, Empty Cancel, 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, 2, U+3, jump forward, j.F+1, j.1, j.2, j.F+3, j.1

    Meter Gain: 203AP
    Notes:
    This combo maximizes AP gain by building AP up to 99 prior to final attack. All Ebony and Ivory gunshots are considered twitch reactions and thus do not count towards Infinite Avoidance System.
    ---
    199 AP Karma BnB Combo (ProjectSeoul)
    F+1, 2, Empty Cancel (U+2->j.B+3->3), 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, Empty Cancel, 1, 1, 1, 2, 2, 3, jump forward, j.F+1, j.2, j.F+3, j.1

    Meter Gain: 199AP
    ---
    191 AP Combo (no_password):
    f.1, 2, empty cancel, 1,1,1,2, empty cancel, 1,1,1,2 (full), empty cancel, 1,1,1,2(full), u.2, d.3, short hop, f.1, 2(partial), f.3, 1

    Meter Gain: 191AP
    ---
    The Nephilim Special: (ProjectSeoul)
    j.f.1 whiff, j.f.1, 1, 1, 1, 2, empty cancel , 1, 1, 1, 2, 2, s.3, d.1, 2, f.3, u.1 (hold), j.1, j.1, j.1

    Meter Gain: 181AP

    Notes: This combo requires the "Empty" Bold Cancel in order to maximize AP gain. Anymore reps and the IAS will kick in. I was only able to put a little time here so this could probably be optimized further. (Sure enough, added 191AP combo by no_password)

    ---
    The Maj Combo: (Maj)
    j.f.1 whiff, j.f.1, 1, 1, 1, 2, s.3, d.1, 2, f.3, u.1 (hold), j.1, j.1, j.u1, j.2, j.f.3, j.1

    Meter Gain: 161-169AP depending on Ebony and Ivory Shots

    Notes:
    Both cross ups do not have to be cross ups. Adjust based on your environment and situation. You can hit this combo after a Parry, however you can only hit 1 x3 after the 1 High Time Launch. (159-169 AP)
    ---
    Corner BnB (scuzzy):
    1, 1, 1, 2, 2, u.3, j.1, j.1, j.u.1, j.2 xx f.3, j.u.1, j.u.2 xx, j.u.3

    Meter Gain: 160-180AP (Depending on how many gunshots you land)

    Notes:
    The key here is to land as many gun shots in the air as possible. The meat of the meter is created at the last u.2. Dante needs his guns shooting up your opponents ass to land all of the shots. I've gotten up to... 186ap?
    ---

    Wallbounce Combo with Angel Dash (opposite direction) (ProjectSeoul)
    1, 1, 1, 2, 2, F+3, D+1, 2, F+3, U+1 (hold), j.F+1, j.1, j.1, j.2, j.B+3, j.1

    Meter Gain: 172AP

    Notes:
    This combo does not require a wallbounce just Air Angel Dash the same direction your opponent is being hit. You will need to delay j.1 in order for Dante to get close enough for it to connect.

    ---
    Up Platform Relaunch Combo (ProjectSeoul)

    1, 1, 1, 2, 2, F+3, U+B+1 (hold), j.F+1, j.1, (land), 1, U+1 (hold), j.F+1, j.1, 2, j.F+3, j.1

    Meter Gain: 169AP
    Notes: You will need to immediately press j.F+1 after High Time or Dante will be unable to link j.1 after j.F+1.
    ---
    1:06 Up Platform Relaunch Combo #2 (ProjectSeoul)
    1, 1, 1, 2, 2, F+3, U+B+1 (hold), j.F+1 (immediately), j.1, (land), 1, 1, U+1 (hold), j.1, j.1, j.1

    Meter Gain: 168AP

    ---
    Double Tremor Style Combo (ProjectSeoul)
    1, 1, 1, 2, B+3, D+F+1, 2, F+3, D+1, U+2, j.B+3, j.U+3, jump forward, j.U+1, j.2, j.F+3, j.1

    Meter Gain: 177AP
    ---

    Cross Up and Launch: (ProjectSeoul)
    1, 1, 1, 2, f.3, cross up u.1 (hold), j.1, j.1, j.u.1, j.2, f.3, j.u.1, j.2, j.3

    Meter Gain: 137-150AP

    Notes:
    The last j.2 can be a regular j.2 in certain situations. It's the more stylish way to go and for some reason can net max damage
    ---
    Up, Up, and Away: (ProjectSeoul)
    1, 1, 1, u.1 (hold), j.1, j.1, j.u.1, j.2, f.3, j.u.1, j.2, j.u.3

    Meter Gain: 132-134AP

    Notes:
    This combo gets you in the air quicker than most of these other combos. This means its much more realistic in a FFA situation.

    You can replace the last three moves (j.u1, j.2, j.u.3) with j.1 for the guarantee finish. It gives you lower AP if you do this.
    ---
    Prop Shredder Ender (Shred It and Forget It): (ProjectSeoul)
    1, d.1, 2, f.3, u.1 (hold), j.1, j.1, j.u.1, j.2, j.f.3, j.u.1, j.u.3

    Meter Gain: 132-134AP

    Notes:
    Pretty much the same as Maj's combo without the crumple cancel. It's all about situational combos and I figured I'd throw this one in here.
    ---
    Payoff (Up Throw) Combo: (ProjectSeoul)
    u.r.Analog, u.1 (hold), j.1, j.1, j.u.1, j.f.3, j.1

    Meter Gain: 80~AP

    Notes: Simple Combo off a throw. This is not optimized, someone please throw out an optimized throw combo! I haven't had time.
    ---

    Super Setups:
    You can combo into ALL of Dante's Supers using the "Empty" Bold Cancel (See Advanced Tactics). It is the most consistent way to combo into all supers.

    Empty Cancel Setup:
    empty cancel, Any Super

    Rebellion Triple Setup:
    1, 1, 1, u.2, j.b.3, Rebellion Triple

    Stinger Setups:
    Stinger can be setup simply by doing Aerial Arbiter into Stinger (TheMrGrace)

    Variations:
    j.d.3, Stinger
    1, 1, 1, u.2, j.d.3, crossup 3, Stinger (chirp)
    j.d.3, Stinger
    f.1, u.2, j.3, Stinger

    Notes:
    Regarding Rebellion Triple:
    You can actually connect however the timing and spacing is VERY strict. I have done it a couple times and can provide a video example later.
    You may also try to set up Level 1 with this but it is really unreliable. I'm leaving this in here though as there may be a very rare opportunity for you to get a double kill if for whatever reason an opponent wants to creep up mid combo.

    Second swing of jumping side 1 chain on a standing opponent can be combo'd into Level 2. Any height of j.d.3 can combo into Level 2.

    *(scuzzy): Hit someone with the back of the scythe and immediately activate Stinger
    f.1, Stinger (facing other way)
    Post edited by ProjectSeoul on
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Advanced Tactics:
    Empty Cancel: (scuzzy)
    This "Empty" Bold Cancel allows you to reset back to neutral mid combo bypassing some recovery frames. This opens up a lot of options for Dante since his 1,1,1 and f.1 causes your opponent to stagger. From there "Empty" Cancel and continue your combo however you want. This "Empty" Cancel is amazing for setting up Level 1 or Level 2 Supers from a simple 1 x3 combo.

    Inputs:
    u.2, j.b.3, j.3 or 1
    u.2, j.b.3, j.d.f.3 or 1
    u.b.2, j.d.f.3, j.3 or 1
    u.b.2, j.b.3, j.u.f.3 or 1

    Execution tips:
    You want to Angel Dash IMMEDIATELY after Rainstorm so that you are barely off the ground. If you are too far up you will trigger Aerial Arbiter or j.1 (depending if you use 3 or 1). Using 1 gives you a little more cushion if you do not Angel Dash quick enough. It allows you to drop back to the ground where hitting 3 would trigger Aerial Arbiter.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Videos:
    Persona - Swag Combos and Super Setup Combos:




    ProjectSeoul
    Dante Combo Exhibition:


    Empty Cancel Tutorial + 200AP Combo:


    Empty Cancel Tutorial Combo Addendum: Optimized 203AP Combo


    Dante Combo Compilation (181AP BnB + Combos into Supers):


    Showing scuzzy's "Empty" Bold Cancel Example including Super Setup. Info in Description.


    no_password
    no_password's 191 AP Combo


    nopassword showing off some combos using the tech:


    nopassword Dante Roll Punish video (Using Tremor to stay safe)


    nopassword Aerial Arbiter practical hit confirms:


    10 Stars Combo Video:


    Diplomat1080p - "False"/"Empty" Cancel Video:


    Sieben - Angel Dash Platform Tech by:
  • TheMrGraceTheMrGrace Joined: Posts: 29
    Some initial thoughts, I've been maining Dante since launch and playing against friends who mostly play Sly, Friendly Cole, and Nariko.

    I wish his level 1 was easier to set up, the resets outlined in the first post are easy to see coming/react to after they've been used once with a level 1 super. Anyone found any technology to help land it? At the moment I usually bypass it straight for level 2 unless I can dodge roll someone else's super and get a guaranteed punish with level 1 or for gimmicky 2v2 team combos.

    Speaking of level 2, I've found some guaranteed combos for it.
    1) Counter (Circle) immediately into level 2 combos, as long as it's done on the ground and the opponent is near Dante.
    2) His forward square scythe actually has a small hitbox that hits directly behind Dante right as the move ends. For whatever reason it actually puts the opponent in a crumple state like his counter does, so hitting someone with the back of the scythe and immediately activating stinger (making sure to hold the analog stick to the opponent) connects and is a guaranteed level 2. This is not only pretty hilarious and demoralizing, but I've managed to incorporate it into my tech chase game pretty well during some situations. If the opponent is backed into a corner, I'll position Dante so that pressing forward square will hit with either its front or rear hitbox. If it hits with the front, I follow into a combo, if it hits with the back, free level 2, and if it blocks, I cancel into triangle and air dash to safety. Fun stuff.
    3) This is a little difficult to describe, but I assure you it's possible. if you land Dante's forward circle in the air while Dante is low to the ground, hitting with the very end of the projectile's length, there will be a split second where Dante is on land and the opponent is tossed slightly upwards by the arbiter axehead. The timing is a little odd (it's not immediate, you need to wait just half a second), but if you activate level 2, you can catch the opponent at the very bottom of the bounce before they have a chance to tech and are still vulnerable to being hit. Perhaps not very practical, and I've only successfully pulled it off once, but man, does it make people respect that level 2.

    Speaking of Dante's arbiter, I often incorporate it into my approach. Usually the same situation described in 3) can be followed up by airdash pressure. Dante's approach so far has proven difficult for me. What does everyone else use? I typically have to bait out some attacks/ a counter and begin a tech chase situation, as Dante's attacks are all pretty unsafe and for whatever reason Ebony and Ivory don't cause any hit stun. A lot of my Dante game revolves around successful tech chase/grab/level 2 pressure. Again, it's a bit risky, as Dante is unsafe without a chance to cancel (and you can't cancel whiffed moves, which sucks), but so far I've had the most success with that game plan. Because of this, I typically choose to end my combos with a helm splitter (down square in the air), in order for the guaranteed tech chase opportunity. Otherwise Dante's combos knock opponents too far back (because of Superbot's weird Infinite Avoidance System quirks), and I'm faced with the problem of getting in again.

    Also, I always take my shirt off.
  • KamuiKamui Joined: Posts: 304
    I have the sneaking suspicion that Dante is one of the worst characters. TheMrGrace has already outlined some of this stuff, but he has zero safe attack openings, his gunshots don't cause stun, and his level 1 and 2 supers are not good enough to warrant their cost. Even worse, he cannot turn around mid-string (his main Square x 4 string) like others can to deal with secondary attacks approaching your back. He certainly has the highest combo damage output of any character in the game, but this may not be enough to warrant his other issues. It's too bad he can't cancel attacks on block...
    Ven - "This is scary...egotistical ol' Kamui and goofy ol' BonusKun VS. the wall of SNK otaku."
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    snip

    Aside from it being too early to declare such things, can you give a number as to how many people you consider "one of the worst characters?" Because I believe that there are many characters that deserve to be called underpowered before the list gets to Dante's name.
    High combo damage, great mobility, decent projectile to spam outside clusters (that combos into level 2), combos easily from throw, the parry which I think will be a great tool, and I think a very solid collection of supers makes him a cut above a good deal of the cast, though he lacks a few things that would put him among the topmost tier.
    Only issue I have at the moment is that the extensive combos are very hard to pull off in FFA, but I predict in time people will discover combos that throw the opponent wherever we want them to be to keep ourselves safe.
  • scuzzyscuzzy Joined: Posts: 10
    Corner BnB: ~160-180ap (Depending on how many gun shots you land)

    Square Square Square > Triangle Triangle > Up.Circle > j.Square j.Square > Up.Square > Triangle xx Side Circle > Up. Square > Up.Triangle xx Up.Circle

    The key here is to land as many gun shots in the air as possible. The meat of the meter is created at the last Up.Triangle. Dante needs his guns shooting up your opponents ass to land all of the shots. I've gotten up to... 186ap?

    Lvl 2 Combo

    Up.Triangle > Side. Circle > Side. Square > Lvl 2

    Second swing of jumping side square chain on a standing opponent can be comboed into level 2. Any height of jumping down circle can combo into level 2.
  • KamuiKamui Joined: Posts: 304
    Well, no one is making a hard declaration yet, I said "I have a sneaking suspicion". That said, being able to combo into a level 2 isn't a huge asset when the goal of most level 2's is to hit as many characters as possible; characters of a similar sort like Heihachi and Raiden have level 2's that offer way more flexibility and more opportunities for landing multiple kills. It's not a terrible level 2 by any means (if people are lined up horizontally it's fine), but when you consider that his level 1 is so unbelievably bad (slow start up, takes too long to finish so he's vulnerable) it's hard to argue that his level 2 brings enough assets to the table to warrant the cost (which is on the high end, 400).

    His best assets are his high combo damage and mobility, certainly. In a 4-player game where it can be hard to isolate a player long enough to do long combos, I'm not entirely sure it'll happen without taking a hit, and on top of that, his openings to land those combos are all completely unsafe. You have to be entirely reliant on his mobility to help him bait and punish big openings where there's no possibility of anything getting blocked, and the most common angles of attack where that happens won't always allow him to land a full combo. I think my current worry is that he isn't going to be able to build meter fast enough to get to the supers that can get him high kill numbers. I think this is a reasonable thought to have.
    Ven - "This is scary...egotistical ol' Kamui and goofy ol' BonusKun VS. the wall of SNK otaku."
  • scuzzyscuzzy Joined: Posts: 10
    Gents, I just figured out how to combo into level 1.

    I was fucking around with up triangle cancels close to the floor and discovered I can cut Dante's recovery to combo level 1.

    Facing right:

    Up.Triangle xx back.circle xx down.circle.

    Dante will flash air dash in place then land on the floor ready for any action.

    So the combo goes like this:
    (facing right)
    Square Square Square > Up. Triangle xx back.circle xx down. circle > Right Lvl1.

    For the bold cancel to work, you need to be really precise and quick with the input. You need to be air dashing the opposite direction Dante is facing. I haven't been able to recreate the cancel facing the same direction. After the cancel, you need to get the lvl 1 out as soon as possible and it should combo.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Awesome, I was just recording some combos and editing my text file for this guide and noticed we got some discussion going.

    First off, scuzzy, great stuff/posts! I added your combos to the combo section. (will add your level 1 super combo but I'm super tired.) Do you mind if I post video examples of the things you've added? Or perhaps can you provide any? I don't mind either way.

    I really am enjoying Dante and my biggest problem is getting in on certain characters. In a FFA situation and a character is playing keep away and I'm the only one trying to get in his face to prevent Level 3, it gets frustrating. So far like you mentioned scuzzy I've been trying to use Aerial Arbiters. I've also been trying to use parry more often, whiff j.f.Square in order to throw off enemies, or just trying to block and evade my way in.

    As far as general movement and i'm kind of really liking his Ebony and Ivory/Angel Dash cancels. It has really saved my butt quite a few times. An example would be Kratos Level 3 coming at me in a FFA. I double jump j.u.Triangle, f./b.Circle, Helm Breaker to platform and rinse/repeat. Not always using Helm Breaker of course. I don't know what language the Kratos player was speaking but I heard him shouting Dante quite a few times during that haha. I am trying to practice more with his movement in order to use this for getting in. I kind of like his j.Triangle, j.f.Triangle to kind of try to get in and use fake outs in the air.

    A lot of Dante's moves are not safe and for me playing in Hawaii it gets a bit laggy at times and leaves me completely open. :( In FFA games it is really hard to pull off flashy combos without getting interrupted. I usually resort to u.Square combos for less damage for the guaranteed AP in FFA. 2v2 allows more room for Dante to pull of his flashy combos. I played a bit with my buddy and he was using Big Daddy. I am convinced Big Daddy was made for 2v2! His ground and pound move is amazing with Dante's Level 1 or Level 2. It keeps the opponents in place making it easy to get kills with Level 1's.

    I'm tired so I'll stop before I stop making sense (hopefully that hasn't already happened).

    Let's level up our Dante game!
  • scuzzyscuzzy Joined: Posts: 10
    Thanks!

    More on Dante's Angel Cancel -

    You don't need to input down circle, although its a nice option select should you drop the cancel.

    You can cancel with square to reset dante. This could lead to interesting options for dante that's worth exploring.

    Also, you have my permission to make a video for the combos and this tech. This will give people a glimpse of what dante is capable of.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I do not want to look into tech too much too early, I always have the problem of doing too much labwork/discovering instead of actually playing/getting better in a new game.

    Still, I plan to do some research into parry when I get off work, because I think it has the potential to be very strong. Specifically I want to test the validity of parrying during a combo in ffa when another player tries to sneak up behind you, therefore dropping it on one but picking up on the other person. If this can work, and additionally canceling into u/side.triangle, side.circle and to an extent j.down.square, then Dante might have validity as a kind of combo control character, who is incredibly hard for opponents to build meter from, and can start combos safely knowing he has several eject buttons.
    His short, braindead combos still build strong AP and you can always do his super ones when the opportunity finally opens. Ideally, if parry is strong enough it can act as a deterrent, with others thinking "nanana fuk dat" and let you do big combos. Of course, projectiles still ruin the day but hey this is all slacking from work theory.

    Thoughts on Level 3? It seems really strong and capable of getting lots of kills; I think it gets a bum rap because of the absurdly stupid level 3s like Sack and Sly.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • trahhtrahh Joined: Posts: 91
    seems like dante will be a non-lvl 1 character..build meter decently fast, save for lvl 2 then get 1 kill..this is 1v1 of course. or save for 3 bar and get 2-3 kills

    This game doesn't seem like it's meant for 1v1 given you can't combo into lvl 1s...
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    seems like dante will be a non-lvl 1 character..build meter decently fast, save for lvl 2 then get 1 kill..this is 1v1 of course. or save for 3 bar and get 2-3 kills

    This game doesn't seem like it's meant for 1v1 given you can't combo into lvl 1s...

    Actually, you can combo into Level 1 via Scuzzy's method. After seeing his post, I ran to Practice mode real quick and pulled it off on the first try luckily! I caught it on video. I was too tired to run through scuzzy's corner combo but I will practice it for sure. I totally ignored corner combos after Day 1 either cause I forgot or thought it may not be practical however it's always good to have. Nice AP numbers there and I like the use of u.Triangle.

    I noticed on u.Triangle and d.Triangle if you are directly above or below the enemy you can get quite a nice amount of AP.

    Samuel, the Parry seems to be really effective. What you mentioned I actually have been doing! If I notice an enemy creeping behind me mid combo i cancel into a parry to switch targets. It's really useful although not the easiest to pull off effectively (i'm sure it will come with practice). It's also good to use his Angel Dash to run out to safety mid combo.
  • Cosmic_CastawayCosmic_Castaway Legendary Dark Knight Joined: Posts: 2,449
    @Samuel: Devil Trigger's full potential is really only seen in 3v1, but it is definitely one of the best level 3s imo. In 2v2 it basically means 4 free kills for your team.

    @Trahh: You can combo into level 1s. Dante can combo into his, as can Raiden, Drake, and Sweet Tooth, just to name some off the top of my head.

    Also, I found this airdash tech pretty interesting.

    http://m.youtube.com/watch?feature=plcp&v=wTTMXeyMqOU#

    Basically, you can approach with air Ebony and Ivory, cancel into airdash, and then do f+square. However, forward square out of this cancel series gives you the last hit of j.f+ square x3. This hit puts the enemy in long stagger state. You are able to follow up with level 2 easily (forgot to test level 1), or get a free combo. The range on this move is massive, do it'll be pretty dumb with some good spacing behind your approach.

    Sent from the Batcave
    The Excusatory Wizard of Execution
  • scuzzyscuzzy Joined: Posts: 10
    I've done a least 8 reps of the empty cancel. This might be potentially an infinite off the square stagger. I got... 214 ap off of it? GG infinite into level 3!
  • scuzzyscuzzy Joined: Posts: 10
    Tested it out again. The infinite protection kicks in at 15 hits. Although, it didn't when I was hitting two opponents. Was probably a reset off the CPU, allowing the ridiculous meter gain. Never the less, there is potential with the empty cancel.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    @Samuel: Devil Trigger's full potential is really only seen in 3v1, but it is definitely one of the best level 3s imo. In 2v2 it basically means 4 free kills for your team.

    @Trahh: You can combo into level 1s. Dante can combo into his, as can Raiden, Drake, and Sweet Tooth, just to name some off the top of my head.

    Also, I found this airdash tech pretty interesting.

    http://m.youtube.com/watch?feature=plcp&v=wTTMXeyMqOU#

    Basically, you can approach with air Ebony and Ivory, cancel into airdash, and then do f+square. However, forward square out of this cancel series gives you the last hit of j.f+ square x3. This hit puts the enemy in long stagger state. You are able to follow up with level 2 easily (forgot to test level 1), or get a free combo. The range on this move is massive, do it'll be pretty dumb with some good spacing behind your approach.

    Sent from the Batcave

    Nice! I'm going to have to try this when I get home. 8 reps scuzzy? Nice! Was it because you dropped it or did it eventually cap off? I'll see if I can get it recorded. I'll definitely add this info to the post later. I want to see how many reps we can do. :D I eventually want to get most of the stuff in the thread compiled into one video.

    Edit: scuzzy posted his reply of 15 reps before i clicked post.
  • TheMrGraceTheMrGrace Joined: Posts: 29
    Probably old news by now, but I realized after messing around for gimmicky set-ups into rear f.square -> level 2, the front hitbox of the scythe also puts the target in the same stagger. So the front hitbox of f.square -> level 2 works and if you know your f. square will land it's a free level 2.

    I feel like scuzzy's level 1 combo is pretty essential to Dante's game. I haven't quite gottten it down consistently, but I think it's definitely feasible with practice to become consistent. It'll put Dante up there with Evil Cole and Raiden who all have guaranteed level 1. Completely changes his 1v1 game - good stuff scuzzy!

    Also, what grab do you usually opt for? I haven't really found reason to use any of his side grabs. His downgrab sets up a nice tech chase situation, and if I'm in a corner his up grab combos nicely into up circle -> j.square -> guateber
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Also, what grab do you usually opt for? I haven't really found reason to use any of his side grabs. His downgrab sets up a nice tech chase situation, and if I'm in a corner his up grab combos nicely into up circle -> j.square -> guateber

    I usually go for Payoff (Up Grab) into u.Square. I added a combo for it up there however I think the AP gain might be slightly off I have to double check later. How much AP does yours do? If you wanna throw out the notation/meter gain i can throw it up in the combo section.
  • TheMrGraceTheMrGrace Joined: Posts: 29
    It's the upthrow combo from Persona Z's combo video in the Combo Video post, I don't want to take credit for it. I can post the annotation for it once I get a chance to watch it again, though credit should go to him.
  • ShordsShords Joined: Posts: 7
    Thanks!

    More on Dante's Angel Cancel -

    You don't need to input down circle, although its a nice option select should you drop the cancel.

    You can cancel with square to reset dante. This could lead to interesting options for dante that's worth exploring.

    Also, you have my permission to make a video for the combos and this tech. This will give people a glimpse of what dante is capable of.
    This is definitely a great find! It's a lot easier to do than I originally thought and is a very viable and consistent way to land his lvl 1 super.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    So Seoul since you already have done the mid-combo parries, do you know if you parry in the air if you can combo after or does it only knock them away?

    Unfortunately lots more characters can combo into level 1 so while it is nice to do so it isn't groundbreaking (Spike and Sweet Tooth can also). I could not get it to work myself, I'd dash away and my down-circle would be fired in the opposite direction. Help a brother out?

    Lastly about throws, the amount of knockback and wallbounce on his sidethrow should make it usable only as a 2v2 tool for co-ordinated players, because it looks like many players can get a free super from it.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • ShordsShords Joined: Posts: 7
    Unfortunately lots more characters can combo into level 1 so while it is nice to do so it isn't groundbreaking (Spike and Sweet Tooth can also). I could not get it to work myself, I'd dash away and my down-circle would be fired in the opposite direction. Help a brother out?
    Cancelling back circle with square is a lot easier and keeps your char facing the right direction.
  • scuzzyscuzzy Joined: Posts: 10
    You can also cancel with neutral circle. Dante has a pseudo wave dash if you choose to empty cancel later in his command dash. This leads into normals, grabs, parry, blocking, rolling, and of course, supers.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Just had my lunch break and tested out the empty cancel. Oh man I'm loving it. I was tired last night and misinterpreted this. I actually combo'd into Level 1 from an Aerial Arbiter on accident.

    Looks like PersonaZ already made a video showing if off. I asked him permission to post but no response yet. I will post an example later tonight when I get a chance that will be more simple. I was hoping/kinda thinking Dante would have to shorten his recovery like this and I'm glad you found it scuzzy.

    Edit: Shords and scuzzy i'll have to try both using square and neutral circle. Currently i don't have a problem hitting the empty cancel but if I can make it even more consistent why not.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Cancelling back circle with square is a lot easier and keeps your char facing the right direction.

    Ah I see. Still tricky to me but with practice comes success.


    Probably known to everyone but not posted so here goes:
    Level 2 is AMAZING for punishing rolls, on reaction, from pretty considerable distances. Why work it into a combo when they can offer themselves up on a silver platter?
    Using Dojo as a measurement, any forward dash towards Dante that does not go past him can be punished from a max distance of it starting around the far edge of the mat with Dante in the corner, factoring in reactions. As for backward dash, it hits very safely if the roll starts from around the center of the first square of mat if Dante is in corner, and can go further with greater reaction/reading.

    Edit: Just found out rolls are not universal. The above measurements were done with Sackboy, but if the roller is say, Fat Princess, it looks like you can punish a backdash very comfortably from about the beginning of the last square on the mat.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    snip

    Sorry didn't see this! Well I'm not sure what happens when you Parry an aerial opponent but if you Parry a grounded opponent attacking you (you are close to ground), you launch them into the air. This allows you to follow up with jumping square attacks. I'll have to try out Parry vs aerial opponents and the side throws with my buddies whenever they decide to start playing more...

    I just tried scuzzy's method of hitting circle twice and its definitely easier. Are you still having problems Samuel?
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I also think you can invite players into practice mode for testing things like that, so if you have time tonight I can be your training dummy for anything you want to test.

    PSN:QuackendriverV

    I might see if any popular supers can combo off sidethrow wallbounce in a bit.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Man, I cannot win anything with Dante, even against relatively lame players, in ffa. I have my BnB down and decent blocks and such, but I am definitely seeing what Kamui is saying: I am having a really hard time building meter in wacky multiplayer matches. What do you all do? I bet you dash and cancel around like superstars never getting touched and doing all kindsa stuff.
    Got slightly better when I added gunning from a distance then canceling into parry/dash when things get hairy, but is too slow.

    Also for all these empty cancels and such, they are really fun but how do you go about using them in a match? Do you try for them raw on a pre-occupied opponent, have an oki setup with them (seem too slow to), what? I fear learning too much tech but having it all lost on what I do with it.

    Can we talk Devil Trigger? Any tips for moving around fastest in it and picking up the kills? With my current gain I can get it at the end of a timed battle if I used no other super, so I really need to maximize my kills with it.
  • Phillpro1Phillpro1 Joined: Posts: 3,040
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  • Cosmic_CastawayCosmic_Castaway Legendary Dark Knight Joined: Posts: 2,449
    Can we talk Devil Trigger? Any tips for moving around fastest in it and picking up the kills? With my current gain I can get it at the end of a timed battle if I used no other super, so I really need to maximize my kills with it.
    In 1v1? Forget DT unless you get an early lead and are trying to solidify it.

    In FFA or 2v2, you should be using Ebony and Ivory rushdown and airdash attacks to close gaps quickly between you and enemies. Also be mindful of the stage you are in when using it. Too large, and it may not be worth the cost.

    Sent from the Batcave
    The Excusatory Wizard of Execution
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Man, I cannot win anything with Dante, even against relatively lame players, in ffa. I have my BnB down and decent blocks and such, but I am definitely seeing what Kamui is saying: I am having a really hard time building meter in wacky multiplayer matches. What do you all do? I bet you dash and cancel around like superstars never getting touched and doing all kindsa stuff.
    Got slightly better when I added gunning from a distance then canceling into parry/dash when things get hairy, but is too slow.

    Also for all these empty cancels and such, they are really fun but how do you go about using them in a match? Do you try for them raw on a pre-occupied opponent, have an oki setup with them (seem too slow to), what? I fear learning too much tech but having it all lost on what I do with it.

    Can we talk Devil Trigger? Any tips for moving around fastest in it and picking up the kills? With my current gain I can get it at the end of a timed battle if I used no other super, so I really need to maximize my kills with it.

    FFA Matches: I'm totally feeling you on that. I am having a hard time winning consistently here. Like you, I have my BnBs down and average blocking/dodging. Your comment about dash cancelling like superstars really made me laugh. I wish it were that easy but I think once we all get used to his movement things might get only a little better. I tried to adjust my gameplay in FFA by adding Parrying after we talked more however it didn't go so well. There are attacks that you can Parry but you will whiff the opponent leaving you open to attacks. That happened to me quite a lot last night. I'm still trying to figure out my strategy for FFA really... I always end up being the guy trying to prevent someone's Level 3 while the other opponents are oblivious. I end up getting whacked by them during a combo and the guy with Level 3 destroys us. Things get so whacky in FFA matches and when you have to chase opponents down it becomes an uphill battle for Dante.

    Empty Cancels in match: Well the tech is still new so I'm personally working ways to add it to my game. I've only used it so far to setup Level 1 Supers in a few matches. Each time I've done it it, I was away from the other two opponents (FFA). I have not yet caught multiple opponents with the stagger and empty cancelled (I cant wait!) At times I found myself trying too hard to get that Square x3 stagger when I had a Level 1 Super. I think I have to be more patient, not force the situation, and wait for the opportunity to present itself.

    Devil Trigger: I personally don't even go for Devil Trigger too much as I try to get my kills with Level 1. When I do i try to wait for opponents to be above me or below me (if I am on a platform). As soon as I activate Devil Trigger I will hit u.Triangle or d.jump and plink d.Triangle for the quick kill and cancel into Angel Boost towards the direction of any living characters. After that it can get a bit hard with multiple people running in different directions. At that point I just hope for them to spawn near you. Ebony and Ivory seem to be the most efficient in Devil Trigger considering you can cancel whiffed hits unlike Square.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Thanks everyone, definitely helped.

    In terms of FFA it is true we are fighting a battle where everything is stacked against us: we have to work harder for meter, our l1 and 2s are junk compared to the best, and our best stages for building meter (the bigger it is the easier to isolate and punish) are the ones Devil Trigger is least effective. I also think, and I elaborate below, that Dante is a very "not strong in killing, but strong in not being killed" character, which is great in theory evading all those lv1 and 2s, but he can only do so much against 3s like Sackboy and Cooper.

    In terms of super management you are right, Lv1 is crappy but doing it often is our best bet for winning. The issue is in finding the perfect time in which you get 2-3 kills without getting stuffed (FFA in a nutshell >> ). I still think Dante's canceling and mobility has great potential here, however, in that where characters normally see "lol a combo sneak and super them" you can cancel/dash behind them and punish their hubris. In fact I think mobility >super punish might be more effective than canceling>super combo in ffas (we get interrupted in our normal combos why should we feel safe in the harder ones?). As an optimist tactics like these may be why his level 1 is so poor in the first place. Need to be better before I can see if theory becomes practice though.

    As for Parry I am the opposite: been using it more in FFA but to great success. I am very stingy with it though, busting it out midcombo only when I know there is an incoming square behind me or a super telegraphed move like Nariko/Princess dive bomb. In other instances even though I think Parry might be possible I find it better to air dash the F out of there and stay safe, and if it was a projectile that would hit the retreating dash, I ^triangle above it then dash at them in an attempt to punish with >square and into level 2 or strong combo, ideally (it happened once...).

    I am gonna try Dante for another day or two and if still no success I think I will relegate him to a 1v1 main and learn someone more abusable in ffa.
  • scuzzyscuzzy Joined: Posts: 10
    I agree with all the points Samuel brought up. Dante gets stuffed easily in FFA. His cancels are only effective you land a clean hit on opponents which can be fairly difficult. Sackboy and just about any projectile character except Radec come to mind. If you don't hit anything = no meter = no kills.

    Empty cancels have proven to be useful if you're mid combo. Instead of commiting to a full back dash, you can back dash cancel into options suited to your needs. Maybe even a preemptive super to catch the incoming opponent off guard.

    You need to make a lot of good reads against a randomly spamming crowd. It can get frustrating when you get beat down by a square spamming Kratos.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Kratos, Sackboy, and Radec... These three might be the most frustrating characters to play against w/ Dante in FFA. Kratos's reach, Sackboys fan and electrified Wii fit board, and Radec spamming f.Triangle across the screen can build frustration... I tried to Parry against Kratos's long reaching chain (not sure which input) and got stuck whiffing quite often.

    I guess we should work on developing tech for certain match ups if we really want to level Dante up and make him a serious contender in FFA. Thing is its so hard with the mayhem in FFA. Wish I had more time to play and work on this stuff, but alas responsibilities.

    Good luck Samuel! Let us know how it goes. One question, has anyone been using Dante in 2v2 games? Its hard to find a partner that you can consistently play with and have good synergy with but I'm really loving 2v2.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I think Dante works well in 2v2 with a solid partner. It increases the chances of 1v1 where he shines, lv1 and 2 are much easier to connect with someone else helping, and his ability not to die is more useful than in ffa.

    I want 2v2 to be my main mode, so add me if people want to experiment.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • SpoinkSpoink "Oh yeah beat my ass." Joined: Posts: 46


    A few things to explain here.

    First, notation: square =1, triangle = 2, circle = 3, X = x. xx = cancel, all u2's SHOULD BE the full thing, granting 10 AP. It's possible but I just didn't do it in the video. I basically missed out on 16 AP. Also, it's possible to end the combo with f1+1+1, granting an additional 5 AP at the end. totaling IIRC 175ap. the combo is difficult but when I found it I was pulling it off pretty consistently, missing just a few shots of the pistol here or there. I ran home to record this video. the trick to doing the empty cancels (xx ub2 xx df3, 3) is to do them as fast as possible, and make sure your inputs are crisp or it won't come out. The trick to getting the full 10 AP off the pistol shots is to cancel the first 2 as soon as the 3rd hit of the 1 connects, maximizing the time you have to let the pistol shots hit.

    1+1+1 xx 2 xx ub2 xx df3, 3, 1+1+1 xx 2 xx ub2 xx df3, 3, 1+1+1 xx 2 xx ub2 xx df3, 3, 1+1+1 xx 2 xx ub2 xx df3, 3, f1+1+1.

    Once I get more time I'll post the whole thing perfectly. This is extemely deadly as you can basically tack on whatever you want after the 1st four loops, a level 1, 2, or 3 super. It also makes dante a threat after he has only 30 (thirty!) ap because he can do 4 loops and cancel into super, the combo is started off his most basic attack, and it works anywhere on the screen, unhindered by walls or the edge of platforms.
    I'm like a laser man and you just beasted me!
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    I haven't had time to maximize the combo potential of the empty cancel with the IAS. I'm wondering if the Tremor re-launch can be used after a few loops to maximize damage. Nice use of Triangle to add that extra AP, I had just figured that out last night before I went to sleep. I'm thinking maybe after 3 reps you can hit Tremor/Angel Dash cancel/High Time? I'll have to try it out when I get home as I left my Vita at home.

    Edit: Maybe you'll be restricted to hitting n1/Square twice before Tremor.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    I had a little bit of time last night so I tried to optimize Dante's BnB and got up to 181 AP (no corner needed). It seems I could only do one loop or else the IAS would kick in early. I added some other combos from a recording I did earlier and compiled it into a slightly less ghetto video compilation. I added it to the Videos section replacing my original video.

    You can see an Aerial Arbiter into Level 1 in here but as I mentioned in an earlier post, the timing/spacing seems to be very strict. None of the upthrow combos in there are optimized as that is something I haven't worked on yet. I gotta work on some corner combos. Right now i'm just doing the j.s.1,1,1, xx j.2 xx f.3 xx j.1


    I also changed the notation in the thread to match 1,2,3.
  • TheMrGraceTheMrGrace Joined: Posts: 29
    On FFA:

    Dante definitely suffers in FFA. Unless you manage to get someone all to yourself, uninterrupted, his longer combos, (relatively) high execution and subpar level 1 all work against him. He doesn't have any easy long range attacks for easy AP, and though you can catch people unawares, his counter is an unreliable form of preventing a backstab, which happens far too often (and, it seems, always right as I'm attempting a level 1 combo). I've ragequit FFA, as it feels too random for me, and it feels like an uphill battle for Dante at the moment. His j.3 is a great tool for setting up ane asy level 2 though, if you can get enough meter.

    Dante shines in 1v1 and 2v2 settings; as we have shown in this topic, he can get enough AP for a level 1 off of one hit confirm, and then the next hit confirm is just using scuzzy's level 1 combo for the kill. In 2v2, it's much easier to set up his level 1 and 2 - I usually play 2v2 with a Good Cole on my team, and his freeze rocket projectile easily sets up kills for Dante, particularly with level 2. Also, Dante's 1+1+1 stagger ->angel cancel rinse/repeat allows you to hold people in place really easily for your partner to get a super, even if they have bad level 1 or 2's. Usually my 2v2 strategy with the Good Cole I play with revolves around Cole covering Dante's approach with his projectiles, Dante building meter for early level 1 kills, and Cole saving up for a level 2/3 for double kills/clean up towards the end of the match. usually the opposing team is a Sly/Raiden team, and they have a similar synergy to Dante/Good Cole. The games tend to go completely in either team's favor, usually depending on if Dante kills Raiden or if Raiden kills Dante first.

    Also Raiden's Counter -> level 1 is dumb.

    I like 2v2 just as much as 1v1 in this game, so I play both fairly regularly.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Yep. A good friend of mine has this game and plays a mean Ratchet, so I plan to level up Dante with him in 2v2 while learning Boyscout Cole and Big Daddy for other situations.
    I really should sit down to learning his Lv1 combo it is pretty essential.
    Shame counter as an anti-interrupt didn't work but it was a pipe dream anyway. Is abandoning the combo with angel dash just as silly?
  • scuzzyscuzzy Joined: Posts: 10
    Try going airborne sooner to throw your chaser off. Do your most mobile combos. At least you gain meter, even if its not optimal.
  • scuzzyscuzzy Joined: Posts: 10
    Theoretically, Dante should have the quickest ground mobility with empty dash cancels. If you utilize (I believe it's diplomats inputs) upback.triangle>forward circle, you will get an empty ground dash. You will still be considered airborne like a normal empty cancel, but with the ability to cancel into neutral. Meaning, you can empty dash into grab/block+roll/normals/parry/super/jump+dodge/another empty dash. For a larger window to successfully dash, you can press square. If you use circle, you can option select landing neutral for an airborne parry. Should you successfully input the dash, hitting circle will opt for a neutral landing. This makes dante a lot more mobile while being safe AND having great offensive options.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Great points scuzzy and MrGrace! Hopefully I can through some FFA tonight if I have time. I've been trying to mix in u.2, f.3, s.1 to kind of throw opponents off as well.

    Also notations for 181 AP Combo: (added to combos section)
    j.f.1 whiff, j.f.1, 1, 1, 1, 3 xx empty cancel (u.2, j.b.3, d.f.3 or 1) , 1, 1, 1, 2, 3, cross up 1, 2, 3, u.1 (hold), j.1, j.1, j.1

    Can someone post an optimal Up Throw Combo? I haven't had time to optimize those yet.
  • 10 Stars10 Stars Repent, for death is upon you. Joined: Posts: 256
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Good stuff 10 Stars, adding to the Videos section.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    I updated my the moveset post to include hit effects. I also fixed the notations in the combo thread (it must have gotten messed up when I switched notations). I also added more notes to some sections. If anyone has any improvement suggestions please let me know. I'm thinking the combos I posted originally are all a bit similar I may just remove some of them. There are so many different combos the list could get big. Perhaps I should only display combos above a certain AP?

    Apparently Dante's Air Parry has invincible frames. I'm going to have to play around with that if I can get a match going. Matchmaking has been horrible for me today.
  • spade96spade96 Joined: Posts: 44
    This thread has been so awesome to read through and see other people struggling with the same things as me (Sackboy in FFA >:0)!

    Anyways, I went on to try some "empty cancel". I was able to get it pretty well at first, but after awhile, I had myself question the best way to execute it?

    First off, are any of you Dante players using arcade sticks? In other words, should I get my stick out if I'm having trouble empty cancelling?

    Second, Ive been using the empty cancel u.2 b.3, to some success, and I was wondering how others like to get the b.3 to come out more quickly? I like to imagine it like an upward quarter circle, but I was wondering if others are pushing the stick up>updiag>back OR up>neutral>back . I like the second option better because it seems like a cleaner way to do it, however, I just can't execute it fast enough. Any suggestions?

    EDIT: I noticed I the u.2 b.3 is easier by itself, but getting dante to turn back around while pressing 1 makes it a lot tougher =/
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  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    snip

    Hey dude and welcome to the Dante discussion! Glad you enjoyed the thread. I use my arcade stick in practice mode sometimes but I have issues w/ my L2/R2 buttons like many others.

    When I first started empty cancelling I was doing this on my pad: u.b.2, j.d.f.3, 1 or 3. I did this because it would face me forward again so I don't have to hit forward upon ending the Angel Dash. Now I'm doing u.2,neutral, b.3, 1 or 3. If you do the second 1/3 fast enough you will face the same side you were initially facing which makes it easier to follow up.
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