Dante: The Demon Hunter Thread

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  • JocelotJocelot Don't give up! Joined: Posts: 5,121
    @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?
    PSN: Siel3en
  • 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:
  • no_passwordno_password ... Joined: Posts: 13
    Here's some more practical stuff.

    Basically Dante's aerial arbiter hurl (air down circle) is his only projectile that causes hit stun and people don't (ab)use it as much as they should online. If you zip around close to the ground with forward triangle and angel steps, you can toss these out mid-range and still get a followup that nets anywhere from 60-160 AP.

    Also, for long range followups the scythe twirl is probably the best to use since it has a larger hitbox. Even if you dash up too late and the opponent recovers, the scythe has a good chance of catching the opponent if they don't air dodge immediately out of the flip.

  • ConspiracyConspiracy Joined: Posts: 21
    New to the game and even though he normally wouldn't fit my play style I gravitated to Dante. After reading some threads/looking at some videos I have a few questions.

    Do you all use the analog stick or the dpad to play?
    Dante's grounded D3 seems to work exactly like his j.d3, yet in all the combo videos you all use j.d3. What is the difference?

    I am hoping to get involved in the online community. I've been playing my bros copy of the game and used the online pass on his system. Does anyone know if you can have two online passes active on the same disc so you can go back and forth between systems?
    Trying to get my brother in the fraggednation tourny...if anyone wants some 1v1 practice against Nathan Drake add him: Bdub_88
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    I'll be back on after this weekend.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Nice practical stuff nopassword. I'll add to the videos section. Its great cause Arbiter is his only projectile so I'm sure people will find this useful! I know I will!
  • ConspiracyConspiracy Joined: Posts: 21
    Was watching another video of Protronic playing Dante. It looked like he was able to string combos without doing EBC but instead using u2, n3 then 111. He was even able to combo into it. Has anyone else tried this?
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Hey, I have seen that before I think its known as the "Parry Cancel". I think in a laggy match that would be more consistent perhaps but in a ideal situation I think it would be best to stick with the Empty Cancel to maximize AP gain. Although maybe the Air Parry could be useful in FFA situations where other opponents have an opportunity to try and interrupt your combo. Why not give it a try and let us know how it goes? I'll give it a go if I have some time.
  • ConspiracyConspiracy Joined: Posts: 21
    I am so frustrated with learning EBC. I know I am overthinking it but it seems I am only getting it right about 10% of the time. I am somehow finishing with helm splitter about a third of the time. I am trying to do b.u2, f3, 1. The input looks ok but I am either missing the u2 or finishing with dash 1. Like I said the input looks good but doesnt match what it should be doing. Is it possible I am entering the input too fast?

    I found it easier with the analog stick, do you all use the dpad?
  • DuaieDuaie Joined: Posts: 346
    Hi guys, new to the thread, awesome stuff so far.
    I just wanted to contribute by answering to the people who say that Dante is unsafe, since he definitely has ways to stay safe and still deal big damage, but I didn't find anyone mentioning it so...

    What I usually do is hit-confirming with f.1 (only first hit), which is completely safe on block AND on roll, has great range and gives some sort of crumple which means you can combo afterwards on hit. It's also great for punishing rolls. I think it's his best move by far.
    I never really use neutral 1 since it's unsafe, except for punishing opponent's unsafe moves.

    And yeah, j.d3 is also a great move. Its angle of attack makes it annoying as hell since it completely destroys projectiles spammers, builds a good amount of meter, it's completely safe and most importantly you can combo afterwards.

    Dante's problems are opponents who are constantly in the air, since that alone makes it virtually impossible to combo into super. That's why his helm breaker is so vital in his gameplan: you bring them down, and then you mix them up trying to predict a roll and punish accordingly. I also use j. u3 to build meter against these opponents.
    Circle jerking at its finest
  • ConspiracyConspiracy Joined: Posts: 21
    I'm not sure I understand your post. What is neutral? Doing this will make Dante face forward even after your last directional input was back?

    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.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Welcome to the discussion, Duaie! You have a pretty good point w/ F+1 and its a great combo starter for sure. Also no_password has a pretty slick video of using Tremor to try and keep safe when using Neutral 1 combos for the rare times you go for it. It's been quite useful, props again to no_password for that.

    Conspiracy: Oh excuse the neutral part was for arcade stick inputs. Neutral is letting your stick go back to the center.
  • ShottanuhmisShottanuhmis Joined: Posts: 337
    Lets talk about execution and practice advice. Of empty cancel into level 1 super of dante. I play on stick and I've been doing the ubT dfCC method often what happens is I do a fireball very low to the ground. I've done u/bT, bC d/f+C I can't get the timing sometimes it feels super fast to the point I feel like I'm mashing other times quick. Sometimes I'm doing it so fast the up does not even register -__- the only issue I have with upT bC,C is I feel like I'm not turning around fast enough can anyone explain the square method again ? Is there a N while doing it on a stick ? Also while doing bCC is or the dfOO method are you guys holding d/f? Taping it ?
  • ConspiracyConspiracy Joined: Posts: 21
    Lets talk about execution and practice advice. Of empty cancel into level 1 super of dante. I play on stick and I've been doing the ubT dfCC method often what happens is I do a fireball very low to the ground. I've done u/bT, bC d/f+C I can't get the timing sometimes it feels super fast to the point I feel like I'm mashing other times quick. Sometimes I'm doing it so fast the up does not even register -__- the only issue I have with upT bC,C is I feel like I'm not turning around fast enough can anyone explain the square method again ? Is there a N while doing it on a stick ? Also while doing bCC is or the dfOO method are you guys holding d/f? Taping it ?

    Can't say because Im not on a stick but if you hold d/f you will end up doing a arbiter hurl or a s3, neither is your intended ending.

    I practiced again for about 30 minutes last night and still can't get this down. I am much better when facing right and can do it about half the time but I still end up facing the wrong direction. After too long I get frustrated and end up wanting to break the controller. I am thinking of switching to a less combo reliant character which a easy combo into level 1 but want to give it a few more days.
    If its not too much to ask can someone please make a video of their thumb when doing the EBC. Thats how I learned to DACUS in smash bros...this is giving me a harder time than that.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Honestly for me on stick the U+2, j.B.3, 3 is best. The movement itself is efficient you just need to be a bit precise.

    I was thinking of another option you could do for Aerial Arbiter problems is. U+B+2, j.F+Circle, Circle. This would give you less chance of hitting Aerial Arbiter. It may feel a littler weirder though. Using Square is useful if you are too high and trigger animations like Aerial Arbiter or a Parry. Sorry i'm busy and can't type a lot lets revisit this if you have more issues.
  • DuaieDuaie Joined: Posts: 346
    Lets talk about execution and practice advice. Of empty cancel into level 1 super of dante. I play on stick and I've been doing the ubT dfCC method often what happens is I do a fireball very low to the ground. I've done u/bT, bC d/f+C I can't get the timing sometimes it feels super fast to the point I feel like I'm mashing other times quick. Sometimes I'm doing it so fast the up does not even register -__- the only issue I have with upT bC,C is I feel like I'm not turning around fast enough can anyone explain the square method again ? Is there a N while doing it on a stick ? Also while doing bCC is or the dfOO method are you guys holding d/f? Taping it ?

    From my experience, whenever I get the fireball close to the ground it's always because I do it too early (NOT too fast, just too early). I don't think it's a matter of inputs, since I also use ubT dfCC. My consistency with empty cancels is around 90%, it's just a matter of understanding the timing.

    Try to delay the EC inputs a bit, it worked for me.
    Circle jerking at its finest
  • ConspiracyConspiracy Joined: Posts: 21
    Trying to slow down on the inputs but then find myself thinking about it too much. I'll give it some more time tonight. If not...I'll just go back to my no tech very basic game and try to perfect that. I am still missing easy combos.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Yeah it definitely comes with practice, good luck!
  • ConspiracyConspiracy Joined: Posts: 21
    Yeah it definitely comes with practice, good luck!
    Wow! I can't even start to explain how much I was overthinking it. For anyone that might be having issues a good tip is to input your up direction when the third swing animation is still going, then input 2, b3, 3. Using 1,1,1(u during animation), 2, b3, 3. I am about 90% good. I still having some issues with facing the wrong direction, ub2 is giving me issues.

    Thanks for the help.
  • ShottanuhmisShottanuhmis Joined: Posts: 337
    Okay here is the thing about ubT dfCC I think I'm pressing CC so fast the df input is registering twice. I'll try it slower

    Update here is the crazy thing I can definetky do the empty cancel by itself. I can't do it when I throw 3 boxes in front of it. 0_0
  • no_passwordno_password ... Joined: Posts: 13
    Warning: wall of text incoming.
    Was watching another video of Protronic playing Dante. It looked like he was able to string combos without doing EBC but instead using u2, n3 then 111. He was even able to combo into it. Has anyone else tried this?

    As ProjectSeoul said, it's called a parry cancel. I demonstrate it here in my first combo after the initial square chain.



    I've mentioned it before on other fourms but i'll say it here too. Don't bother with parry cancels. If you can perform empty cancels, don't use parry cancels. If you can't do empty cancels, skip over parry cancels and practice until you can do empty cancels.

    Here are some things that empty cancels allow you to do:
    1) Create longer combos by cancelling attacks with long recovery.
    2) Add gunshots to chains to increase AP gain.
    3) Cancel moves on hit to stay safe (if other opponents are approaching).
    4) Combo into super.

    Parry cancels can do 1) and 3) but most people would say that 2) and 4) are the most important factors of empty cancels. Even though its capable of the first and third, its to a lesser degree compared to empty cancels.

    Regarding Point 1)
    While parry cancels can extend your combos, it can only do so off the third hit of the square chain. All of his other moves do not provide enough hit stun to allow the parry cancel to recover to continue the combo. Empty cancels can combo from neutral square and forward square chains where parry cancels cannot. Using this to extend your combos is impractical too. Most square chains end after the third rep since it gives you better choices to end your combo. In this case, you would probably do [square, square, square, parry cancel] x2, square, square, square, up square (follow), square, square, square. This is essentially the basic square chain to launch to mash square aerial ender with two extra reps in between which would net 150 AP. Technically you could do [square, square, square, triangle (full hits), forward circle, up square (follow), square, square, up square, triangle (full hits), forward circle, square] for 150 AP. While they both net the same, the second one is much shorter and it launches you into the air much earlier keeping you safer than the long grounded chain.

    Regarding Point 3)
    Being a cancel that utilizes his parry move, it does keep Dante relatively safe from other opponents who rush up to attack you mid-combo. The problem here is that once you perform the parry cancel, you're locked into the parry animation. If an approaching opponent decides to punish you with super, there's nothing you can do about it. Even if the approaching opponent does attack you and you parry it, best case scenario is that you knock them away, land and drop your combo on the first opponent resetting the situation.

    If you do use gunshots after a square chain, it gives you more options compared to parry cancels. It also gives you time to look around to see if you should continue your combo or back off. Take the same scenario as above but you empty cancel instead. You now have the ability to dodge roll if you choose and possibly get the chance to punish the second opponent who tried to super you. Even if you didn't empty cancel yet and were still doing gunshots instead, you could do a regular bold cancel to angel step to dash away (e.g., getting away from Jak's lv 2). If you choose to you could even try dashing up to the opponent and catching them off guard.


    In the end, empty cancels can do everything plus more when compared to parry cancels. Don't use them. If you really want to learn Dante, learn his empty cancel.


    Lets talk about execution and practice advice. Of empty cancel into level 1 super of dante. I play on stick and I've been doing the ubT dfCC method often what happens is I do a fireball very low to the ground. I've done u/bT, bC d/f+C I can't get the timing sometimes it feels super fast to the point I feel like I'm mashing other times quick. Sometimes I'm doing it so fast the up does not even register -__- the only issue I have with upT bC,C is I feel like I'm not turning around fast enough can anyone explain the square method again ? Is there a N while doing it on a stick ? Also while doing bCC is or the dfOO method are you guys holding d/f? Taping it ?


    While I haven't tested it on stick, I recently learned that the empty cancel can also be performed with [up back triangle, up forward circle, circle]. This may be a bit easier since you aren't sliding across diagonally and can just slide it across to the side.

    Hopefully that helps.


    Also, something that I completely forgot about but it helps greatly for some of the larger maps. You don't need to run up directly beside the opponent before you start your melee attacks. You have a dash that works wonders for covering distances. If you use a raw grounded angel step, you can cancel it into any of his square attacks (more important is that it retains the full chain). If you cancel into angel step from any triangle attack, your neutral/side square attack out of the dash will be the fourth/third hit from the neutral/forward square chain. If you and an opponent are running towards each other online, chances are that once you're within range you can dash into neutral square for a free combo since they're probably expecting you to run up real slow to reach them/lag and online reaction times.
  • ProjectSeoulProjectSeoul お前はもう死んでいる Joined: Posts: 94
    Great post no_password! I'll have to try the U+F+circle. I can test it out on stick later tonight and get back to you guys. I completely forgot about Angel Dashing into Square/Triangle/Circle attacks until someone commented on one of my videos about it. It is definitely a great way to get in and I think it definitely helps against characters with projectile/range advantage.

    no_password, i've been putting your Aerial Arbiter hit confirms into my game and I gotta say it's been very very useful. Especially when using Prop Shredder, like you said even if you don't hit you have a good chance of catching them out of the air tech. I've been meaning to play with you but i've been a bit busy. I'd like to do some 2v2's with you. I could probably learn some stuff as I really need to work on my multiplayer game.

    I think one thing we haven't really discussed is match ups with certain opponents. I think that would be great to get input or ideas from you guys. So far my hardest match up seems to be Drake or any projectile heavy character.

    Dante vs Drake:
    Barrels - Do not even try to Parry these things. It will usually end up with a barrel exploding in your face. You can use Prop Shredder to destroy barrels but the recovery time on Prop Shredder may allow your opponent to punish. Aerial Arbiter does NOT destroy the barrel. Durability points on Arbiter is lower and it won't even trigger the barrel to explode in most cases. If you attempt to short hop over a barrel Drake can short hop and counter with a Magnum shot sending you across the screen bringing the fight back to a neutral situation where you need to navigate through bullet hell of grenades, magnums, tranqs, and barrels.

    Also considering Dante only has a few hit confirms are that more execution heavy than most characters we can be at a disadvantage in tense or laggy situations. I know I've dropped EC's when a kill was depending on it due to nerves or lag.
  • ConspiracyConspiracy Joined: Posts: 21
    I feel you man.I can do it when no one is around but having troubles comboing into it. If I try it real time in a battle I usually end up either completing the back dash or facing forward again but either parrying or u3.

    With practice, everything comes with practice.
    Okay here is the thing about ubT dfCC I think I'm pressing CC so fast the df input is registering twice. I'll try it slower

    Update here is the crazy thing I can definetky do the empty cancel by itself. I can't do it when I throw 3 boxes in front of it. 0_0
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