Dante: The Demon Hunter Thread

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  • 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.
  • JocelotJocelot Don't give up! Joined: Posts: 5,294
    @Phillpro1 I gotta say that empty cancel/ FBC tutorial is very helpful. Just wanted to put that out there.

    Now if only my fingers would move faster lol.
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  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Man, probably obvious to everyone but 111 is godliek in 2v2 mode if you and your partner are aware. Such an easy crumple that horizontal supers can pick up multiple kills with.
  • hypp0crithypp0crit Joined: Posts: 23
    What is your guy's strategy for getting in on the mid range projectile characters (Ratchet, Jak, Nathan Drake)? I'm having some trouble approaching them as I usually get shot in the face. So far my plan is airdash above them and helmbreaker (j.D1)....which isn't the best plan in the world. Anyone have any advice?
  • TSwizzleTSwizzle Fearless Joined: Posts: 322
    I tried out Dante on pad and I was getting blisters doing his empty cancels in combos, so I just started using the arcade stick since it's a lot easier on my thumb.The speed in which I can do it on arcade stick is noticeably quicker as I can often just eyeball when to do it to get the full gun shots and max AP on the 1,1,1,2, EC. Bad part is, I only have a 6 button stick and I have to use select for throw.
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  • TheMrGraceTheMrGrace Joined: Posts: 29
    What is your guy's strategy for getting in on the mid range projectile characters (Ratchet, Jak, Nathan Drake)? I'm having some trouble approaching them as I usually get shot in the face. So far my plan is airdash above them and helmbreaker (j.D1)....which isn't the best plan in the world. Anyone have any advice?

    I think I can help you out here. In order to get in on these characters, it's important to understand exactly what spaces they can control and when. For example, Good Cole can control the space above him fairly well, but has trouble controlling the space directly in front of him. Drake relies heavily on his barrels and AK, giving you ample room to maneuver around those two tools. Of course this varies from match-up to match-up, but I've so far found empty jump -> air dodge a great way to progress and get through projectiles. If you time it right, you can land right in front of your opponent and hit them while they're still lagging from their projectile.

    I forget the technical name this thread assigned to it, but u.2 -> f.3 is a great way to advance; if you do it close enough to the ground, you can immediately land and cancel with your momentum with a j.d.3 and go into blocking, rolling, counter, etc. Sometimes all it takes is doing this and blocking anything on the way in.

    Don't be afraid to lame it out either. If they're not hitting you, then they're not getting AP. Patience is really important for these kind of match ups for Dante, and so is execution; if your execution is up to par, you can finish off a stock in 2 good combos (1 to generate 140+ AP, 1 to combo into level 1). You have to make your opportunities count. If you build up to level 2, you can stinger through most projectiles on reaction and catch your target before they can recover.

    Also, remember to take advantage of platforms. This stage-dependent, of course, but moving in and out of platforms, coupled with dodging, can make your foes whiff projectiles, particularly people who aren't thinking about moving around the stage you are. Mobility is the key here, be creative and incorporate your u.2, d.2 and f.3. make those helm breakers count; they're a great way to start a tech chase opportunity, and thanks to the large range on Dante's 1 series, it's pretty easy to catch someone, particularly if you force a knockdown on a small platform/against a wall. Helm breakers also drop through platforms, and you'd be surprised how often you can catch someone who forgets this.

    Good luck!
  • DarksimDarksim Joined: Posts: 896
    I don't have this game, but I did get my hands on it for the second time a few days ago, I figured out how to combo into Dante's level 1 without doing the empty cancel, but I don't know how match practical is and I didn't think to test what might make it practical. I don't really know how this notation is going but basically: 1,1,1, u.2, u.3, Level 1. For whatever reason air Prop Shredder causes them to float much lower than the grounded version. This only works in the corner because the Prop Shredder only partially connects otherwise, but I didn't try air dashing into them before doing the Prop Shredder. Instead of the level 1 you can also jump forward and start doing whatever you want in the air. You could probably even connect a grounded Prop Shredder, there is a lot of stuff I didn't try.
  • gman521gman521 Joined: Posts: 142
    Hey dante thread. I posted this video a while back to explain some combo potential I found. Enjoy and expand!
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  • SiebenSieben Joined: Posts: 8
    First of all im glad to found this thread and i really appreciate it, cause i learned many new things out of theses combo videos and explanations. But i still have a question about dante. Sometimes its difficult for me to approach other players in combat. Because i often start with 1,1,1 in front of him. But is there a possibility to approach others when you stay a bit away from them?

    My English is a bit rusty so be friendly :)
    PSN: Siel3en
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    snip

    Getting in is a big problem with Dante. As TheMrGrace pointed out, u.2->j.s.3 is a good way to get in/out quickly. You can even use the empty cancel to make pseudo wave dashes.

    Dante's 1,1,1 combo really leaves Dante open for punishment if he whiffs (can't cancel into Ebony and Ivory on whiff). I really need to update the thread for his Movement. That will be something i'll work on soon.
  • SiebenSieben Joined: Posts: 8
    That's a good point with u.2->j.s.3. But isn't it a little bit diffucult to start a combo out of this position? Cause, if im not wrong you should be in the air. The only thing you could do is some 3 attacks, right ?

    And just a question: What's the meaning of whiff?
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  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    snip
    from u.2>j.s.3 a good option is s.1 as it triggers the 3rd hit of a j.s.1, 1, 1 combo. This triggers a butt drop stagger which gives you time to follow up.

    Whiff is when you don't make contact.
  • SiebenSieben Joined: Posts: 8
    Ah, i see.. okay thanks. I think this will help me a lot :) !
    PSN: Siel3en
  • scuzzyscuzzy Joined: Posts: 10
    I'm starting to believe the notion that dante is meant to excel in 1v1 and duos. Dante is largely unsafe on approach against strong zoners, often leading to a lack of meter gain. He can't control the same space as sackboy and drake. If had a teammate that can allow dante to build meter and kill, he'll be extremely viable. Plus, the length of his combos can set up some interesting kills for his zoner buddy. Take for instance, if he can land any hit confirm into stagger, his partner can clean up. Or even an air combo, sackboy can lvl 1/2, drake lvl1/2, Jack lvl 1, big daddy, so on and so on.

    As far as FFA, I'm so tired of getting a hit confirm and getting killed by drake lvl 1 :(
  • QWERTY3290QWERTY3290 Joined: Posts: 6
    I know how you feel Scuzzy. Whenever im playing FFA with friends, they all save one another from my combo, as they think its "the most broken thing in the game" (though no matter who i play or how i play i get complaints, so i guess its on them)

    Really the only problem i have with dante is his FFA performance, as he just doesnt have some of the tools others have. 2v2 hes great and 1v1 even better, except when they just run away in stock.
  • SiebenSieben Joined: Posts: 8
    Today during some FFA's I used Angel Boost on a platform and changed inadvertently the direction. The result was that Dantes Angel Boost brought him again to the platform. Something like an Angel Boost Direction Change. Here is a short video. Maybe it could be useful.

    PSN: Siel3en
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Ooh interesting find. Very nice!
  • no_passwordno_password ... Joined: Posts: 13


    So after seeing that new tech, I just had to try to incorporate it into a combo.
    It seems that if you're on a platform, you can get an extremely fast aerial neutral square (think empty cancel height). This lets you recover really fast and combo into square, square, square with ease. Also, it can only be performed off of a raw angel step. So you can't cancel into it after a triangle move. This does mean however that you can incorporate it after an empty cancel.

    It seems like this is the only viable thing to use in a combo after the direction change as side square (scythe swing) keeps you floating for a bit, ruining your chance to combo. It also takes away your circle move so if you do the directional change into scythe, gunshots, that's all you're going to get. You could also cancel into down circle but that whiffs if you try it in a combo.

    The square move that comes out isn't 3rd hit of a square combo (like it would be after a regular angel step), but it's the first square in a square, square, square chain.

    The second clip in my video shows a simple loop using the direction cancel into neutral square. It only generates 5 AP per hit so its more efficient to do 10 gunshots instead. You'll also notice that when I do the direction change, I'm using the edge facing Dante's back.

    The third clip shows off what I think is the real potential of this tech which is grab resets. If you're like me, you've probably developed a rhythm when you're doing empty cancel loops. So throwing the empty cancel in after the second hit isn't impossible but it may lead to drops if you aren't use to performing it. This is very situational as you won't always have a platform with the right length.

    Which brings me to the last clip in the video. You don't need to be on a small platform to pull this off. You can do the direction change with the edge your opponent is on. This means that you can theoretically do this off any platform that has an edge. I say theoretically because this is ridiculously difficulty to do. The timing on this is much harder than an empty cancel with 10 full gunshots. I like to think that I have good execution but it took me a half hour to record that 3 second clip. You need to do your dash, cancel it backwards after you pass the ledge, wait till you're on the original side then press forward and release it before pressing square. Timing all of that in a very small time frame is incredibly difficult. Most of the time you'll get scythe slashes, be facing the wrong way, cancel too quickly or just miss completely because the timing is so tight. I'd say that you should never try this one online and only offline if you've practiced it like crazy.

    I also noticed that if you perform down square or up circle at the exact moment you hit the edge when doing the direction change, Dante will perform the grounded version of the move but will fall through the platform as he attacks. Couldn't find much use for this since it is also very difficult to time so I didn't bother recording it.

    So all in all, its very situational tech but anything that lets Dante be more stylish is nice.
  • dualmatrixdualmatrix Bluth's Bananas Joined: Posts: 178
    What are your guy's strategies in a tech chase situation? I've been using Dante on the side to go with my Sly and I seem to have trouble with tech chase. Are you using f.1 to punish siderolls or f.3+1? I can't seem to punish backrolls very well after Helmbreaker outside of Super 2.

    Also, during up close 1v1, situations should I be staying in the air more since I'm getting whooped when my grounded attacks whiff?
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  • QWERTY3290QWERTY3290 Joined: Posts: 6
    What are your guy's strategies in a tech chase situation? I've been using Dante on the side to go with my Sly and I seem to have trouble with tech chase. Are you using f.1 to punish siderolls or f.3+1? I can't seem to punish backrolls very well after Helmbreaker outside of Super 2.

    Also, during up close 1v1, situations should I be staying in the air more since I'm getting whooped when my grounded attacks whiff?


    About the the tech chase. You can hit people with a s.1 and empty cancel it, or possible cancel into u.2 cancel into s.3 and then f.1 for hit stun, but ive never tried the latter, just popped into my head. I usually just wait to see what the roll is, and if you can react well you can dash to them into something. If they catch onto that, do an air dash into counter.

    As far as 1v1 i really think dante is pretty dominant, but since his grounded normals do leave him at such a disadvantage, you kind of have to play the lame game. Going for that f.1 poke after air dash is crucial, and will probably net you the kill, but being able to convert off of something like air d.3 is important as well. If your not confident on your ground game just try and wait it out and block a string then punish (though watch out cause some characters have safe on block strings)
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Great post QWERTY, I think you covered most things! Very important to convert off of air d.3 indeed (j.f.1>j.1>j.f.2> or whatever) I haven't been going for tech chases as much as I should really.

    You can also just 1,1,1 from s.1 if you pause a bit. I've been using u.2>j.s.3>j.f.1 a lot lately and its really effective especially when going up above platforms. You can use the j.f.1 (3rd hit of series when using ebony and ivory) for butt drop stagger then combo however you'd like.
  • DyneSilDyneSil Adios, kid. Joined: Posts: 1
    Literally the most simple BnB combo that I could think of to hold off time in 2v2 if needed. I believe it gives around 150AP. Basically only been doing this if the opponent has a super and there's like 10 seconds left or the ground is really safe. Sometimes you just have to keep it simple.

    j.f.1 whiff, j.f.1, 1, 1, 1, empty cancel, 1, 1, 1, empty cancel, 1, 1, 1, u.1 (hold), j.1, j.1, j.1
  • dualmatrixdualmatrix Bluth's Bananas Joined: Posts: 178
    Off of up+throw, you can follow with: u.3, j.1, j.1, j.u.1, j.s.2, j.s.3, j.u.1, j.u.2, j.u3. It gives you about 107 AP. It's a bit tough to land the 1st j.1 because you have to jump forward and make sure you're not doing j.s.1 instead.

    Most of the time though, I just do u.1, j.1, j.1, j.u1, j.d.1 to give me 82 AP and hard knockdown to set up tech chase. It's a hell of a lot easier to land and there is the potential to land more AP with the tech chase. It may be good to use the 107 combo if the j.d.1 will cause your opponent to land on a platform and there is water underneath and ruin your tech chase, like the LocoRoco stage. Your opponent will fall and land underneath the platform (which you can also land underneath too if you hold down+square after doing the helmbreaker).
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  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Finally finished my Dante Empty Cancel Tutorial!



    Edit: I added a 200AP combo I found while messing around recording.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Empty Cancel Tutorial Combo Addendum:


    This video includes an optimized version of combo in the last video which brings it to 203AP. It pushes the Infinite Avoidance System to the limit (99AP). Gunshots fortunately do not count towards the IAS threshold. In total the gunshots add up to 44 AP. All other attacks prior to the final attack add up to 99AP. The final hit scores you 30AP and you are awarded a 30AP bonus thanks to AP Burst.
  • DopplesDopples TheFinestBrew Joined: Posts: 99
    What are your guy's strategies in a tech chase situation? I've been using Dante on the side to go with my Sly and I seem to have trouble with tech chase. Are you using f.1 to punish siderolls or f.3+1? I can't seem to punish backrolls very well after Helmbreaker outside of Super 2.

    Also, during up close 1v1, situations should I be staying in the air more since I'm getting whooped when my grounded attacks whiff?

    Something I've been kinda toying with is cancelling u.2 into s.3 (Direction depends on whether they rolled behind me or not.). From there, I'll cancel into s.1. If it connects, I get a free combo, and I'm low enough to the ground so that it's safe if I whiff. Other than that, throw mix ups are always an option.

    Keep in mind that I'm still new to Dante, so this might not even be too optimal, but it seems decent from what I've seen.

    P.S: Good stuff ProjectSeoul. I haven't really been exploring Dante's fancier combo options, so this'll prove to be a nice reference point for me when I start to delve into that stuff.
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  • no_passwordno_password ... Joined: Posts: 13
    I don't think this has been mentioned here and I haven't run into any Dantes online who do this so i'll just bring this up.

    Dante's neutral square chain cannot change direction or be bold cancelled on whiff/block. Most opponents will block your square chain and dodge roll behind you to punish. However, if you don't mash (i.e., reach the 4th attack in the neutral square chain), you can cancel it into tremor (grounded down square). Cancelling in to tremor during a whiffed/blocked chain is much better than continuing with square because it recovers faster than his square moves (specifically the 3rd and 4th hits in the neutral chain) and it can be used to change direction. This means that you can punish people who try to roll behind you during a combo or catch people off guard if you whiff and they approach from behind. It keeps you a bit safer but it won't save your from patient opponents who just block your entire chain and punish after.

    There aren't many options for combos that start with a raw tremor but it a nice bonus considering that you probably would have been hit with a super otherwise. Here are some simple combos to punish people who try to roll behind.

  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Ah yes, this was mentioned in the prima guide it seems to help with being safe for sure. I haven't really looked too much into it but looks like you have! Great video video examples nopassword! I can throw it up on the video section if you'd like.

    Edit I'll throw it up and if you dont want it up for whatever reason you can let me know :D
    Looks like ill have to re-haul the thread later as there has been a lot more info being thrown around since I last updated.
  • QWERTY3290QWERTY3290 Joined: Posts: 6
    Very nice stuff Nopassword, I plan on playing with this for sure.

    I finally picked up the game after only playing my friends copy whenever he was around, so i can finally put some real work into dante(even though im well over 100 hours into him haha) I hope to make an all encompassing guide for him ASAP.
  • SiebenSieben Joined: Posts: 8
    I would like to know something about Empty Cancel and Bold Cancel. What is the difference?
    PSN: Siel3en
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Sieben, Bold Cancel is his basic cancel mechanic that goes from Square to Triangle to Circle. Empty Cancel is just a name that was coined.

    Also posted a new Dante Combo Exhibition Video:
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