I’ve been seeing a lot of threads asking the same questions lately. This sub-forum isn’t exactly up to date so I can’t blame them. I’ll be answering a lot of the frequently asked questions in this thread and maybe share some stuff you all didn’t know.
Q: How do I cancel Stinger? Specifically into Air Trick (Teleport)?
A: You want to do Stinger > Bold Cancel > Teleport. An easier way to do this and my preferred method is to do Stinger then Down+Attack+S then Down+S. The way I do it is this:
:f::h:, :d::l:+:s:, :d::s:
The timing isn’t that strict and you can essentially mash :d::atk::s: and the Teleport will probably come out if you’re new to learning it. This is one of the most important things to learn with Dante, so practice up.
Q: How do I “get in” with Dante?
A: One way to use Air Play (j.:qcf:) then airdash forward and j.:h:/j..
Another way is to tag someone with a Stinger on block or hit, bold cancel a teleport after Stinger connects while calling an assist, then teleport. You can add more to this mixup by airdashing (or airdashing twice if you’re in Devil Trigger) then doing your air normal, or not doing one at all and going low.
Another tool for getting in is Hysteric ( :qcf::h:). You can usually dash behind the missile cover to get in the ideal range. It’s generally safe since there’s quite a few missiles and they home in. If you think your opponent is gonna rush you before Dante finishes shooting all of the missiles, cancel into Devil Trigger. Now you’re in a neutral position while the missiles are still homing in which allows you to teleport behind them for mixups.
An easier way to get in is simply calling an assist then teleporting just as the assist reaches them to hit the opponent. Common assists for this are Doctor Doom’s Plasma Beam, Strider’s Vajra H, Sentinel’s Sentinel Force (Drones), Magneto EMD, and Akuma’s Tatsu. Assists that put them in a lot of hitstun are better because you can mix them up a few times before the assist ends.
If you’re in Devil Trigger you can use Vortex (j.:qcf::s:)as a way to get in on zoning teams. It’s got invincibility from frames 10-38 and goes across pretty much the entire screen. It also ignores advancing guard and has a huge hitbox and ignores hitstun decay. That’s not all, because it is also +10 on block. The rest of the cast should be glad Dante doesn’t have this move all the time. You can also TK it similar to Sentinel’s Hard Drive.
Stinger cancelled into Reverb Shock ( :qcb::l:) cancelled into Fireworks is also a great way to get in and pushes the opponent into the corner. Fireworks makes this blockstring +2 on block, but faster opponents can retaliate from the right range. If they pushblock this it’s practically unpunishable.
Q: What’s the best combo to do after Hammer or j.:s:?
A: j.:s:/j.:qcf:l::l:, :dp:, JC, j., j.:h:, j.:qcf::l:, 44 :s:, :h: (Clay Pidgeon), :f::h:, :atk:+:s:, [:d::d::s:], j.:qcf::l::l: :dp:~:m:
Only do the bracketed part if the corner isn’t near enough to do Hammer. If too far away you need to teleport and do a Hammer to knock them down. Doing j.:s: instead of Hammer causes a flying screen since it is technically an air combo (st.:s: was used in the combo and no hard knockdown has been used yet) leaving them very far away from Dante.
Q: How do I get Sky Dance to do a ground bounce instead of a hard knockdown in the corner? How can I be sure which one is going to happen?
A: To get a ground bounce you have to be at a reasonable height compared to the person getting hit by Sky Dance. Being too high above them makes the person hit the ground before you and you won’t have time to do Beehive. You’ll still be in recovery. You want to be as far below them as possible. If you Beehive them after the hard knockdown the ground bounce will not reset.
An easy way to get the ground bounce is to do Volcano~Beehive, wait until they’re falling back down from the ground bounce, then do 44 :s:. The more you wait the better. The sooner you do it, the more it’s likely that it won’t work and you’ll be behind them, making the Sky Dance do a hard knockdown instead.
If you want the hard knockdown, basically just do the 44 :s: as soon as you possibly can.
If you do mess up and got the hard knockdown instead, don’t worry. You can IAD (instant air dash), j., and put them back in the corner. You can then do your normal finisher on them with time to spare.
Q: How do I do Cold Shower after a level 3?
A: You want to press your dash buttons as soon as you can after Dante puts his sword away. If you did it right it will look like Dante never even dashed and was right next to the person after the level 3 ended. It has to be done extremely fast.
Q: What is the Dante Grapple reset?
A: Comboing into Grapple then using the untechable knockdown to do a mixup on someone that’s very highly in Dante’s favor. If you have a low assist like Wesker or Felicia this is unblockable. More here:
14 seconds in demonstrates it.
Q: Can I use Dante on anchor? What are some strategies?
That should be everything for now. If you have any more questions, feel free to ask here. I’ll probably add it to the OP if it’s a very common question that I missed.
Q: What’s the easiest way to perform the Stinger > Bold Cancel > Grapple?
A: The easiest way I’ve found is to do :dp:~:m: midscreen, backdash, st.:s:~:h:, :f::h: [release :f: as soon as possible], then :atk::s:, :qcf::h:[delay]:h:. Doing it from the Beehive removes the risk of Stinger crossing up and getting a Jet Stream to come out because you are farther back. Release :f: as soon as possible to eliminate any chance of a :dp::h: coming out. More or less, you want to release whatever you used to input the move as soon as the Stinger hits, then do a :qcf::h:. It’s still possible from :df::h::h::h: :f::h: but it’s very spacing dependent. Besides the spacing it is the same concept.