Dante: The Demon Hunter Thread


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.


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.


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



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 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.


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.



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.


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?


Try going airborne sooner to throw your chaser off. Do your most mobile combos. At least you gain meter, even if its not optimal.


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.


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.




Good stuff 10 Stars, adding to the Videos section.


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.


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 =/


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.


@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.


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.


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 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.