So in the interest of keeping things different, plus I've a short attention span at times, this second edition of fighting game theory will actually be a multipart ongoing series. The topic? Find a use for all of Dante's Special Moves in Marvel vs Capcom 3.
Basically I took one look at Dante and realized that there was a guy you could play as for a long time and still not properly get the hang of, so I put him to the side thinking that MvC3 had years of shelf life ahead of it in which to learn the character.
But Capcom's tunrover on the next iteration of the franchise this time around was lightning quick, with Ultimate Marvel vs Capcom 3 out this fall, so it seems like a good excuse to take this original version of the guy out of the box at least once before Ultimate Dante shows up.
Dante's unique because of the sheer size and versitility of his moveset. I don't know the exact number, but I've heard he has over forty special attacks in the game. I'll know for sure when I run out of attacks I suppose. This of course is in contrast to the rest of the cast who tend to range around six to ten moves a piece. I'm not actually sure of what an average move list size would be to be honest as it's not something you typically have to consider; Dante by far having the most disproportionately huge attack list I've ever seen in a fighting game.
So I will be going over each attack, one by one, where I will attempt to discern a viable use for each one. Hopefully beyond flashy combo filler.
Starting at the top of the in game command list - Multi-Lock
The basic of all special commands, a quarter forward circle and the Light attack button.
It's actually quiite a doozy for Dante too. So Dante slowly pulls out a weapon and fires a pink energy orb that appears at a random spot somewhere to the front of, or in the air above, our hero. The orb will hover for a brief momment before making a speedy beeline for where ever the enemy was when it "fires" itself.
The static orb itself can hit, making it a decent enough move toss out defensively in and of itself, as even if you can't predict where it will appear you do know it will create a defensive block when it does. Being able to say "Ok, he can't get me from.... there, for a couple seconds" is a great tool. Offensively by combing this attack with assists and teleports, general tricky movement, etc, you can force your foes to have to deal with attacks coming from multiple directions at once, which can be tricky to block in middle of a fight.The auto tracking is great against people trying to paly run away or teleporters.
Now due to the slow start up and unpredictable nature of the move it doesn't really fit in the middle of normal combos, it's more of a combo starter, or something to be used on its own merrits. Although I can see lots of uses for as a way to extend combos via DHC and x-Factor canceling. Just stands to reason that if you can toss one of these things out while the opponent is helpless from another move that keeps then in some form of hit state for quite a while, you'd be able to use these as a way to link into what would essentially be a fresh Dante combo of your choosing.
But come on, everything combos into everything in this game.
That's not even the tip of the ice berg however. If you hold down the Light attack button Dante will charge his weapon, identifiable by it's flashing, to hold up to five orbs. You can hold out on firing as long as you like, but when he does the charged amount of orbs will ranomly appear along the same general trajectories and all follow the same rules as a single orb. Any time your enemy is hanging back and giving you the opportunity to charge up and fire off a wall of both shielding and auto tracking energy orbs I think it's a pretty good idea for you to do so.
What's even better is that at any time you can just press any of the other attack buttons and Dante will immediately just go into his attack and forget about this attack. Additionally you can fully move around the screen, complete with double jumps and air dashing, while charging allowing you to fire off your orbs from a myriad of unpredictable trajectories. So there's really no reason not to use this thing as you please.
Well ok, you can't block while charging the move, so be smart about it.
I've yet to see any notable differences in the Devil Trigger version of this attack, so I won't get into that right now.
Great move. Not at all a typical projectile but defintely looks like something that could be a core part of Dante's game. If you're going to dash in anyways might as well have a wall of pink death in front of you when you can. Doesn't hurt right? As versitile a move as you could ask for.
Next time - Acid Rain

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