
A minor version of it also acts as Dante's crouching H/C.
Million Stab: Followup to Stinger (as well as Stinger Lv.2), Dante stabs multiple times in succession, then finishes with a knockdown stab. A "Lv.2" version of it can be followed up from Scat Shot, Clay Pigeon or Cold Shower which wallbounces airborne opponents. Only cancels into Bold Move and Million Stab (as an additional input). Stinger: One of Dante's signature moves. Despite his good range and numerous projectiles, his projectiles are often very slow, so despite being able to play a zoning game, he also focuses much more on damage from a hit-confirm as opposed to dwindling down health from a distance, and his gun-based moves are notably punishable despite being fast and fullscreen, due to their recovery. However, despite his power, Dante is notably weak in one area: which happens to be zoning. The biggest one of all is that his followup specials that are done from repeated commands now only require a single button input, making his special-based combos much more easier to pull off. However, a few big buffs were earned in trade, his Million Dollars can now be mashed, as well as his Devil Trigger giving him the ability to double air dash and triple jump. Bold Move now packs decreased startup time, making Bold Cancelling more strict. His hitboxes for some of his normals have been shrunk, and his minimum damage scaling was also retweaked as well. In UMVC3, Dante's executions have been tweaked and given different timing, in that all of his moves do increased knockback (making it less probable to pin opponents for juggles outside the corner at times). As said before, Dante is all about creativity, but such creativity must be insured to be practical as well. Plenty of good practice beforehand is the key to using Dante well. One should learn to stick with their own personal bread & butter combo before getting too carried away in trying out other combos. Also, execution on some of his combos are rather strict. However, some of his moves also require strict inputting to use instantly, such as his Tempest, Beehive, The Hammer, and the like.ĭespite sounding practically invincible at first, his moves do little damage and he is difficult to fully master, as his moveset is vast to the point of being hard to memorize. His Bold Move is also a good move for command jump mixups akin to flying variable attack mixups, and a trick known as Bold Cancelling can even be applied to most of his non cancelable moves (by cancelling his non-cancelable attack with it, then cancelling his Bold Move into the desired attack just before he leaves the ground). With this in mind, unlike most of the cast who rely on tricks and strict cancelling, Dante is all about creativity with his whole moveset (as it is composed of legit additional inputs). Out of all the characters who possess the most powerful loops in the game, Dante is by far the simplest character to use for making big combos compared to others, as most of them tend to hit multiple times for lax execution.
His moves only deal average damage, and Dante only using a few of his tools, can be just as lethal Dante in the hands of an expert or novice alike can at times see no need to rely on his full moveset.
His normals also have great range, and his crouching L/A is a superb low hitting poke. He makes an extremely effective battery character (or on-point altogether) since his specials allow him to extend his combos greatly without using his hyper combos. Dante's moveset gives him a powerful rushdown game with lots of combos, crossups, mixups and pressure, making him a character that excels well in literally any field as a souped-up Jack-of-All-Trades character, with average health and damage output to date. His super moves consist of him entering Devil Trigger state, open-firing with Ebony and Ivory, and executing several Stingers (forward dash stabs) using Rebellion.ĭante has a massive amount of command normals and special attacks, more so than any other character in the entire series. In his DLC Dark Knight Sparda costume, Dante uses the Force Edge instead of the Rebellion. Along with these Devil Arms (all of which are featured in Devil May Cry 3) are firearms from the same game, namely Artemis, a Demon World multi-beam laser gun, Kalina Ann, a rocket launcher belonging to Lady and Coyote-A, a sawed-off shotgun. 45 caliber handguns, Ebony and Ivory, Dante makes use of the three-headed ice nunchaku Cerberus, the fire and wind scimitars Agni and Rudra, the electric guitar Nevan, and the gauntlet/greaves set Beowulf.
Aside from his signature broadsword Rebellion and his two.