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Dante
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NG Dante
NG+ Dante

Dante (DMC2)

Dante runs feature the most risky playstyle as well as the most heavy use of various combats. Extremely punishable due to tightness of the orb route.

(1) This page provides information on the character mechanics.

Character Information

  • Dante's Amulet start is Electro Heart.
  • Has the best front roll in the game.
  • The only character that utilizes orb manipulation mechanic.
  • Has second DT form (Desperation Devil Trigger / Shin Majin). Requires HP to be at red state.
  • Dante's equipped weapon scales with Majin's melee attacks.
  • Holding Direction before performing first combo hit starter alternates diagonal slash into horizontal. This also makes dante move forward by 3-4 steps.
  • Majin Transformation restores 90% of dante's DT gauge.
  • Majin form is invulnerable: Dante does not take damage, his attacks cannot be interrupted, and he does not flinch when hit.

Move List

Regular Moves



Devil Trigger Moves


Shin Majin


Fire Arms


Rotating End Cut
  • 4-hit combo.
  • Performed by pressing 4 times without holding any
  • DT state - Generates Elemental effect at the ender.
Damage Normal Damage DT Armor break points DT gain Style point
Regular Hits 160 192 50 40 100
Ender Slash 200 240 50 40 100
Rotating Slash
  • 3-hit combo.
  • Performed by holding after the first
  • Doesn't work in DT because DT variant has different combo.
Damage Normal Damage DT Armor break points DT gain Style point
Regular Hits 160 50 40 100
Ender hits 200 50 40 100
Lotus Slash
  • 6-hit combo
  • Performed by holding after the second
  • Doesn't work in DT and stops when transformed in the middle of horizontal slashes.
Damage Normal Damage DT Armor break points DT gain Style point
Regular Hits 160 50 40 100
Ender hits 200 50 40 100
Belvedere
  • 5-hit combo
  • Performed by holding after the second
  • Doesn't work in DT because DT variant has different combo.
Damage Normal Damage DT Armor break points DT gain Style point
Downward Slash 160 50 40 100
Upward Slash 200 50 40 300
Stinger
  • Input - + +
  • Increases Hit count/box depending on the equipment Elemental Amulet in DT.
Damage Normal Damage DT Armor break points DT gain Style point
Stinger 200 240 50 40 500
High Time
  • Input - + +
  • Increases Hit count/box depending on the equipment Elemental Amulet in DT.
  • Can be in the mid air if held
Damage Normal Damage DT Armor break points DT gain Style point
High Time 200 240 50 40 400
Helm Breaker
  • Can perform additional kicks before HB. This is done by holding while pressing
  • DT variant performs different animation including elemental effects that gives Area of Effects property.
  • Helm Breaker can be cancelled for multiple hits on a certain platform or enemy hitbox.
Damage Normal Damage DT Armor break points DT gain Style point
Helm Breaker 260 312 50 40 400
Double Kick version 180 216 50 40 100
Death Pierce
  • 3-hit combo.
  • Performed by holding after the first
  • DT only move.
Damage Normal Damage DT Armor break points DT gain Style point
Regular Hits 192 50 40 100
Ender hits 240 50 40 100
Million Stabs
  • Performed by holding after the second
  • Increases the number of attacks when you mash during charge state.
  • Can avoid draining DT gauge if you transform back to human after charge.
Damage Normal Damage DT Armor break points DT gain Style point
Million Stabs 108 50 0 100
Shadow Spear
  • Performed by holding after the third
  • Exteremly powerful move to cancel on the first hit into Stinger due to elemental properties.
  • Thrust Kick doesn't generate any Elemental effect.
Damage Normal Damage DT Armor break points DT gain Style point
Shadow Spear 192 50 0 100
Thrust Kick 216 50 0 200
Round Trip
  • Requires Aerial Heart to get into Air Raid state
  • Throwing once is more than enough for DPS consistency
  • The drain for DT gauge can be heavy depending on the enivroment and equipped element.
Damage Normal Damage DT Armor break points DT gain Style point
Round Trip 240 50 0 120
Smash / Gravedigger
  • Input + at the moment of landing.
  • Grave Digger is the DT sweep which generates elemental properties.
  • Smash is the shoulder attack on human only which knocks enemies away.
Damage Normal Damage DT Armor break points DT gain Style point
Smash 200 50 50 300
Grave Digger 240 50 0 300
Cross Cut
  • 5-hit combo.
  • Performed by pressing 5 times. High recovery if stopped in the middle of the combo.
  • Possibly the most DT gague demanding move.
Damage Normal Damage DT Armor break points DT gain Style point
Regular Hits 500 500 0 100
Ender Combo 1,000 500 0 100
Air Raid
  • 2-hit combo.
  • Performed by pressing 2 times during Air Raid state that does not require Aerial Heart to be equipped
  • Can be very slow and easy to miss against enemies like misras.
Damage Normal Damage DT Armor break points DT gain Style point
Air Raid Combo 500 500 0 100
Archivolt
  • Multiple hits depending on the height and enemy. Hit stops every sucessful hit.
  • Performed by pressing in a raw jump.
Damage Normal Damage DT Armor break points DT gain Style point
Archivolt 500 500 0 100
Whirlwind
  • Multiple hits depending on the height and enemy. Hit stops every sucessful hit.
  • Performed by pressing while jumping forward.
Damage Normal Damage DT Armor break points DT gain Style point
Whirlwind 500 500 0 100
Doomsday
  • Input - +
  • Can kill most enemies with one blow no matter the range. Commonly used in Mission 15 or Bloody Palace.
  • Attack damage depends on the current DT gauge.
  • Goes back to human form after the usage.
Damage Normal Damage DT Armor break points DT gain Style point
DT gauge at 3,000 or below 2,500 1,000 0 200
DT gauge at 3,001 or higher 5,000 1,000 0 200
Laevateinn
  • Input - Hold then +
  • Duration is about 5 seconds. It's a single target attack usually focused on bosses.
  • Attack damage depends on the current DT gauge.
  • Goes back to human form after the usage.
Damage Normal Damage DT Armor break points DT gain Style point
DT gauge at 3,000 or below 50 30 0 100
DT gauge at 3,001 or higher 100 30 0 100
Ebony and Ivory
  • Has different varation of shooting speed and animation. Fastest one is mashing while standing still.
Damage Normal Damage DT Armor break points DT gain Style point
Handgun 20 12 5 10
Shotgun
  • Damage depends on the amount of bullets hitbox that are connected.
  • Has strange bug in the recent HD Collection port which hits every single enemies around the map.
Damage Normal Damage DT Armor break points DT gain Style point
Shotgun 25 10 3 10
Machine Gun
  • Hard to justify it's usage when mashing with Ebony and Ivory gives better performance or Caligula.
Damage Normal Damage DT Armor break points DT gain Style point
SMG 7 1 1 10
Missile launcher
  • Builds considerable amount of DT but the missle speed is extremely slow.
Damage Normal Damage DT Armor break points DT gain Style point
Hit 50 50 20 0
Explosion 300 50 20 20
Caligula
  • DT only, barrels appear under dante's wrist, fires elemental bullet.
  • Has special properties depending on the equipped amulets.
  • One of the main reasons why Submachine gun isn't used.
Damage Normal Damage DT Armor break points DT gain Style point
Caligula 24 3 0 10
Crimson Bolide
  • Majin only fire arms that generates dark Energy. This is the least expensive DT gauge cost in Majin form.
Damage Normal Damage DT Armor break points DT gain Style point
Crimson Bolide 500 50 0 50
Barret Weir
  • Part of Shotgun Song Shooting moves
  • Performed by pressing after the first while holding
Damage Normal Damage DT Armor break points DT gain Style point
Barret Weir 25 10 3 100
Fireworks
  • Part of Shotgun Song Shooting moves
  • Performed by pressing after the second while holding
  • Least expensive DT gauge cost in Majin form.
Damage Normal Damage DT Armor break points DT gain Style point
Fireworks 25 10 3 100
Brandish
  • Part of Shotgun Song Shooting moves
  • Performed by pressing after the third while holding
  • Least expensive DT gauge cost in Majin form.
Damage Normal Damage DT Armor break points DT gain Style point
Brandish 25 10 3 100
Twosome Time
  • Only avaliable to EbonyIvory and Shotgun. 3 different variation (Twin Beats, Crossfire and Backdraft)
  • Input - + nearby multiple enemies on the side or back of the opponent.
  • Armor break value is higher than normal shots, so it's a useful move to utilise sometimes.
  • Can use it One-on-one by Holding Lock-off button then Direction → Lock-on → Shoot
Damage Normal Damage DT Armor break points DT gain Style point
Twosome Time 20 50 5 100
Rain Storm
  • Performed by pressing immediately after air hike. This is only useful for style points.
Damage Normal Damage DT Armor break points DT gain Style point
Rain Storm 20 12 5 50

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References


1) DMC2 Official Complete Guide (2003): Tankobon Hardcover. Chapter 2, System; p. 66.