Hello, and welcome to my guide! I hope I can be of some service to you. I am not the best Dante but I do know a lot about the character. I was not planning on doing this but since both Pheracus and Project_Seoul dropped the game it looks like I'm the only one willing. I'm a weird person so this won't be a normal guide. Anyway, let's get to it!
Rekka- 3 or more hit combo from the same button or button combination
Canceling- reducing the recovery on a move by starting another one
Oki- Short for Okizeme, covering opponents wakeup options
Flatten- Opponent is ling on the ground
Eject Roll- State where an enemy is hit and rolls away from the opponent and is flattened
Eject tornado- State where an enemy is hit and launched towards the wall in the air
Hard Knockdown- Puts an enemy in a flattened state
Buttdrop- Knocks enemy down onto their back and they immediately get back up
Crumple- Enemy slowly falls to the ground during which they can be hit
Launch- Hits an opponent away but can be followed up with a combo
Mini Launch- Pops an opponent into the air
Shorthop- Small jump that stays low to the ground
6/21/2013: Added a KC section and another combo
Also added some more images
Finished and Added Tech Section
7/2/2013: Added parts 1 and 2 of strategy section
7/14/2013: Added a setups secion in the confirms section
Added and edited some combos
7/16/2013: Added videos for 2 sections
Pros and Cons
Dante has the womboiest, comboiest combos in the entire game, thanks to his two guns, Ebony and Ivory. He is Capable of building a level 2 in two combos, and has the only non-reset touch of death in the game. He is very rewarding to play as and has an answer for almost every situation thanks to his abundant tech and mobility.
However, Dante is somewhat linear to play as, and breaking out of this linearity requires extremely heavy execution. He has several matchups that are very frustrating to play, and by nature he is EXTREMELY unsafe on whiff. Learning Dante requires patience and skill that you may not have starting out. If I'm still playing the game by the time you read this, feel free to add me if you have any questions. My PSN is Ayskidd. Beyond that, he isn't too useful in 2v2 and is mediocre in FFA as well. His air-air combo ability is also subpar.
: (Rebellion Fury) Dante swings Rebellion.
Notes: This move has a 4-hit rekka. The second input has the least recovery on whiff, the 3rd results in a crumple, and the 4th results in an eject roll. The AP gain for the rekka is 5,5,10,10, respectively. Can be canceled into from angel dash. 3rd hit is eject tornado on aerial opponents.
: (High Time) Dante swings rebellion upward.
Notes: Can be canceled into from any of the first 3 hits of the rebellion fury or angel dash. Results in an upward launch and is jump cancelable. Hold for autojump. 20 AP.
: (Tremor) Dante brings out the arbiter and smashes it on the ground.
Notes: Can be canceled into from any of the first 3 hits of the rebellion fury or angel dash. Results in a mini-launch. 20 AP.
: (Karma) Dante brings out Osiris to slash the enemy.
Notes: Like rebellion, it can be canceled into from angel dash and has a rekka. Rekka is 3 hits, with the first causing a buttdrop and the second causing a mini launch, with the third being an eject tornado. If you pause after the first hit you can continue with rebellion fury. The rekka is 10,10,30 respectively. You can also hit opponents behind you with the first input for 4 AP.
: (Aerial rave) Dante hits with rebellion.
Notes: 3 hit rekka, 5,5,30 respectively. Last hit is one of 2 30 AP moves and the only aerial 30 AP move. Results in eject tornado.
: (Roulette spin) Dante swings upwards with rebellion.
Notes: This move has a 2 hits from a single input. 10,10, AP respectively. Mini launches and can be canceled into from either of the first two Aerial rave hits.
: (Hunger) : Dante swings osiris at the opponent.
Notes: This move has a 4-hit Rekka from 3 inputs. The second input results in 2 hits. The AP gain is 5,5,5,20, respectively. If the 4th hit hits an aerial opponent, launch is triggered, on a grounded opponent buttdrop is triggered.
: (Helm Crasher) : Dante drops down with the rebellion.
Notes: Results in hard knockdown, 20 AP. Can be canceled into from roulette spin. It should be noted that it hits twice, once while Dante is in the air and once when he hits the ground. Normally it flattens opponents so the second hit doesn't connect.
Special Notice: None of these moves result in hitstun. All of them are “twitch” reaction, and as such do not contribute to AP bursting. All have multiple hits from a single input and usually result in 10 AP. All except air and can be canceled into each other. can be canceled but cannot cancel others.
: (Ebony and Ivory Quick Shot)Dante fires ebony and Ivory.
: (Rainstorm) Dante jumps upward while spinning and firing ebony and Ivory
: (Ebony and Ivory Rushdown) Dante moves forward while firing Ebony and ivory
: (Gun flurry) Dante fires ebony and Ivory on both sides
: Same as ground
: Same as ground but with less upwards movement
: (Descending Rainstorm) Dante does the rainstorm but upside down
Notes: Slight lift at the beginning
: Dante rolls forward in the air and fires Ebony and Ivory
: (Parry) Dante blocks with rebellion
Notes: Normal counter. Causes a buttdrop and starts : : combos. 20 AP. Can be canceled into from attacks or angel dash.
: (Shredder) Dante spins Osiris vertically
Notes: Causes full launch. Can be canceled into from any attack or angel dash. Single-input for multiple hits, 4 AP each hit for a maximum 20.
: (Flush)Dante throws the Arbiter
Notes: Causes mini launch, 20 AP. Can be canceled into from attacks or angel dash.
: (Angel Dash) Dante dashes forward
Notes: Cancels into rebellion fury, Hunger, and all other attacks. Cancels out of all attacks. Command dash, Dante is considered grounded during use.
circle: : Same
Up Throw: (Payoff) Dante punches opponent into the air
Notes: Mini launches, can do a rebellion fury or shredder after to combo.
Down Throw: (Hammer Punch) Dante jumps and punches his opponent into the ground
Notes: Hard Knockdown. Good for setting up Oki if you can't do the Up throw combos.
Side Throw: (Kicker) Dante roundhouse kicks the opponent to send them flying
Notes: Eject tornado
Level 1: (Rebellion triple) Dante swings rebellion 3 times and launches a fireball
Level 2: (Stinger) Dante dashes forward and stabs with rebellion
Notes: Can be used to punish landing lag. Be careful as it trades and loses to a lot of level 1's.
Level 3: (Devil Trigger) Dante goes into Devil trigger form.
Notes: Floats enemies for 6 seconds. All attacks kill except for angel dash.
Cancelling: Dante's Niche
I didn't mention a lot of this in the moveset list because it would have taken forever. Anyways, here's a quick explanation on canceling followed by an Empty cancel tutorial.
Dante's attacks cancel into his attacks and those cancel into his attack. attacks cancel back into attacks, but if you cancel a into an into a with rekka, the will ALWAYS be the last hit of the rekka. You can cancel from , , , , but this can't be done if the is an eject. In addition, if you cancel , :square, in the air you cannot re-cancel into to do an air stall. You can, however, cancel into any other attack. Dante's attacks only cancel into attacks on block and hit, never whiff. His and attacks cancel on whiff. When canceling into a from an , many of Dante's attacks can be turned around by pressing back+the input. If you tap back and then immediately tap , he can turn around that way as well.
The empty cancel is a loop technique that allows Dante to loop the first 3 hits of his rebellion fury. He is able to do this because he can cancel the 3rd hit into rainstorm into angel dash, and then cancel angel dash with a variety of moves. When he cancels angel dash, he should be low enough to the ground that the last input will actually get canceled by Dante landing. However, this height is only achieved if Dante switches directions between the rainstorm and the angel dash.
Here is my preferred input: + , , . This allows Dante to turn around before the rainstorm so that he can reverse directions with the angel dash and end up facing the opponent. Ending with will reduce the risk of messing up.
How the loop works:
The EC loop works because the 3rd hit of rebellion fury is a crumple. When you cancel out of this you end up facing a crumpling opponent, much like after Evil cole's giga punch. This allows for extended combos and kill confirms. The naked loop only grants 20 AP, but you can cancel into before doing the empty cancel for an extra 30 AP per loop. This is how Dante gets many of his high-AP combos.
For a visual aid, I am linking ProjectSeoul's EC tutorial. https://www.youtube.com/watch?v=o0_yEpKRkAE
Note: Combos that involve aerial attacks are less useable on some characters. These characters are emmett, Sackboy, Toro, sly, FP, Ratchet, Kat, Spike, PaRappa, Jak, Nariko and Heihachi. In addition, it is harder to do Empty cancel combos on some characters who have reduced crumple time. Those characters are: Kat, Nariko, Heihachi, and Ratchet.
Note: If you think you have time you can put an EC loop or a before any of these for a bit more AP.
Quick 'n easy burst: , , , , , , , , , .
Notes: Very fast and usually safe. 131 AP.
Ground-Air burst: , , , , , , , , ,
Notes: 136 AP for aerial opponents
Extended burst: , , , , , , , , , , .
Notes: The spacing is a bit more difficult but it's worth it. 141 AP and a chance to hit people below you.
Maximum Burst: , , , , (hold for autojump), , , , , , ,
Notes: Difficult and long but 146 AP with a chance to hit people below you.
Air-Air Combo: , , , , , ,
Notes: 76 AP air combo that ends in a hard knockdown
One-Size-Fits-All Punish combo: , , , , , . , ,
Notes: Punishes most moves in the game including aerial opponents due to crazy huge hitbox and amazing speed. Useful for some specific matchups, 96 AP and ends in a hard knockdown.
Skidd's Arbiter special: AIR , (land), , , , , AIR , , , , , AIR .
Notes: 146 AP combo off of projectile. Make sure you are close enough to the ground that you can connect the after you land. The second hit of the hunger rekka needs to hit twice for full AP gain. For an easier version, you can replace the AIR with AIR , , , , , for 141 AP instead.
Tremor burst: , , , , , , , , ,
Notes: 139 AP combo used for catching rolls with tremor. For an easier version, you can replace the AIR . with AIR , , , , , for 134 AP instead.
Parry BnB: , , , , , EC, , , , , , , , , , , , .
Notes: 186 AP from counter. All 3 AIR , hits need to connect.
Simple High-AP BnB: , , , , EC, , , , , EC, , , , , EC, , , , , .
Notes: 185 AP. Easiest high AP combo for Dante, in my opinion.
Practical Wombo Combo: , , , , EC, , , , , EC, , , , , , , jump, AIR , , , , .
Notes: 196 AP. Highest practical non-reset for Dante. Both hits need to connect on the second hunger input.
Optimized Touch Of Death (facing backwards) , (turn around) , , , EC, , , , , EC, , , , , EC, , , , , EC, , , , EC, level 1 super
Notes: Builds 135 AP and ends with a kill confirm.
Practical Touch Of Death: , , , BEC, , (turnaround) , , , EC, , , , , EC, , , , , EC, , , , EC, level 1 super
Notes: Requires the “backwards empty cancel”(BEC). , , . Builds 125 AP and ends in a KC.
Grab Reset Burst: Upthrow, , , , , , , , , ,
Notes: Builds 136 AP off of grab. The second hit of the rekka must connect both times.
Supah Grab reset wombo combo: , (whiff) AIR , , (land), , , EC, , , EC, , , EC, , , EC, , , EC, Upthrow, , , , , , , , ,
Notes: 274 ap grab reset combo. The neutral gun to empty cancel right before the can only gain 3 AP or else the won't connect.
Here is a Dante combo video I made displaying all of these combos: https://www.youtube.com/watch?v=tkKqMmnRKIs
Empty Cancel: EC, Level 1.
Notes: EC loop into level 1
Hunger Cancel: , , , (Land) Level 1.
Notes: Hunger buttdrop into level 1. Height for this is very specific. Should be just high enough that Osiris comes out.
Counter Cancel: , EC, Level 1
Notes: Combo into 1 from counter.
Falling Hunger: AIR (whiff), (whiff), (hit), (land), Level 1
Notes: Whiffs come out as Dante falls. You need to match up the height so that the last square attack lands right before Dante does. Not very practical.
Arbiter Reversal: (facing wall) AIR , (turnaround), Level 1
Notes: Somewhat impractical. Catches opponents off-guard.
Karma: , Level 2
Notes: Supah easy and decent for punishing
Parry: , Level 2
Notes: Good for pissing people off.
Empty Cancel: EC, Level 2
Notes: EC loop into level 2
Hunger Cancel: OR any AIR , , , (Land) Level 2.
Notes: Hunger buttdrop into level 2. Height unspecific, but it needs to connect.
Falling Hunger: AIR (whiff), (whiff), (hit), (land), Level 2
Notes: Whiffs come out as Dante falls. You need to match up the height so that the last square attack lands right before Dante does. Not very practical.
Naked Arbiter confirm: AIR , Level 2
Notes: Strict timing unless opponent is in the corner. Can't be done from point-blank unless opponent is in the corner.
Arbiter Cancel confirm: , , , Level 2
Notes: Easy Peasy, but you have to reach a wall before you end.
Point-Blank Arbiter: AIR , (land), , , , , (land), Level 2
Notes: Tough but worth it
Empty cancel Overdash-Arbiter: , , , , Level 2
Empty Cancel Dashback-Arbiter: , , , , (land), Level 2
Notes: Cool looking but entirely inferior the the EC confirm.
Arbiter Reversal: (facing wall) AIR , (turnaround), Level 2
Notes: Somewhat impractical. Catches opponents off-guard.
Upthrow confirm: The timing on this is so difficult you're better off using the upthrow AP burst until you get a level 3.
Some cool level 1 setups:
Almost no dante's ever use setups for their level 1 because the ToD is so powerful. However, this is something I think we're missing out on. I've come up with a few useful setup opportunities that can be used to either snag a kill or go into a reset.
Setup #1: Dante's second hit of rebellion fury on an aerial opponent
Explanation: The second hit of has less recovery than the others. Your opponent will "tech" (do an aerial recovery)at almost the exact same time you recover, giving you some special options.
Options: Level 1, reset combo, burst combo
The level 1 will kill the opponent if they neutral tech, air dodge, down tech, up tech, or tech away without follow up. If they tech over you or jump after an up/away tech it will whiff, and some characters have air attacks that can knock you out of it after an up tech or a forward tech. However, the reaction window for attacking is very tight and this is a very effective mixup as it allows you to see which tech direction they chose to tech in before you pop the super. If your opponent figures out how to avoid it you can continue with a reset combo from either or , and if they tech away you can dash in and punish their landing for a kill confirm.
You can combo into this setup from the second hit of the combo after an empty cancel, an AIR , a , after an Upthrow, and against any jumpy opponents. using this after a grab gives Dante some very effective kill potential from grab. It's good to burst from this setup a few times before trying to do a reset or level 1, as your opponent will expect it less. Refer to the combo section for combo options.
Setup #2: AIR
Explanation: I wouldn't do this unless the opponent is in the corner. If it's a midscreen hit use the above setup or just combo
Options: Level 1, reset combo, above setup, burst combo
If your opponent is in a corner and you are at point-blank range, this setup is superior to the other one in terms of kill potential. The level 1 can kill them as soon as the tech ends. However, it is not as good for reset potential and they can get out of it by teching up/over.
VIDEO: Here is a video displaying most of these KC's and setups - http://www.youtube.com/watch?v=PyiwZFAA6pE
Dante can do a lot of quirky things due to his moveset. In this section I will go over some situational “tech” that we will use later on in the matchup/strategy discussion.
Multiple Aerial gun cancelling: While in the air, Dante can cancel from guns into more guns up to 3 times, and then cancel into angel dash to get away or to bait. The cancel I use is usually , , . This usually nets the most AP and is the safest.
Covering ground: Dante generally has a hard time moving in on and dealing with zoners. If you catch a sackboy, cole, Drake, etc. running away from you, Dante has options that allow him to cover more ground in less time than them. The frst thing you should know is that you should never do a naked ground angel dash. While it is an excellent tool for avoiding attacks and punishing supers (more on that later), the startup and recovery make it only slightly faster than running in terms of traverse time. What you can do is shorthop into an aerial ebony and ivory rushdown and then cancel that into and aerial angel dash after the flip. This is much faster than running.
Jab spacing: Dante's jab is amazing. It is among the fastest jabs in the game, and outranges those of every other character save Kratos and Dan. In addition to this, the hitbox is very decieving. When coupled with the ground angel dash, Dante can cover huge distances to almost instantly catch opponents off guard or punish landings. However, keep in mind that you don't want to let the Dash go the full length. You should cancel into square before you start the recovery animation.
Catching rolls: Since Dante was given the ability to turn around during his jab, he has become a monster at catching rolls. If your opponent is roll-happy, slow down your jab string a bit to allow yourself ample time to catch rolls. You can usually catch your opponent with the 3rd hit of rebellion fury, the one that crumples. If they roll through that to, it is reccomended that you catch that next roll with tremor, which can also turn around, or move away from your opponent with tremor to avoid being punished.
Rebellion Side-Switch: You already know that Dante can cancel angel dash into rebellion fury. However, what you probably didn't know was that he could actually swtich directions with this. If you tap just after hitting , Dante will swing rebellion behind him. You can use this for crossing up blocking opponents or for Oki. It is VERY useful for catching people off-gaurd.
Air-Ground combo starting: Normally you want to poke with the air Arbiter since it's pretty safe, but at a certain distance, Dante's hunger rekka has a GIGANTIC hitbox. The second input of hunger, Dante swings Osiris twice. The second time he swings Osiris has crazy range and can be followed up with an angel dash to start a combo. You need to positions yourself at about max range for the super swing to hit and high enough that the first hunger input whiffs. Another air attack that has great range is the last hit of hunger. You can cancel into this from rainstorm at will, which makes it useful against slower characters. It's a bit slow to use against raiden and Kratos, but you can use it as a bait setup, which we'll cover later.
Double Parry: Dante can parry twice in quick succession by doing a shorthop into parry followed by a parry after landing. This can confuse opponents who move in to punish the first parry. This concept is also central to a lot of bait setups, which we will cover later.
Empty cancel turnaroud: Dante can empty cancel in one direction and land facing the opposite direction. This is used mainly for crossing up opponents and having extra swag if you're dominating a match. The inputs are as follows: , , . You should do the last bit after dashing through your opponent to cross them up on block or if you want to move them in a certain direction while looping with the empty cancel.
Frametraps: Dante has 2 very good framtetraps on blocking characters. The first comes from the disjointed hitbox on the hunger poke I covered earlier. You can do this poke on a blocking character and then dash in for a frametrap. The trap is only escapable by Kat's jab, a parry, or a roll. If a Kat is jabbing, respond with your counter. If your opponent is countering, wait it out and punish them for it or grab. You can also let the dash go through them and then use the rebellion side switch. If they're rolling, you're already equipped for that so go to work! Same goes for the other frametrap which involves using air arbiter close to the ground and dashing in.
Mine countering: Dante players of all levels have trouble dealing with mine characters. This isn't and end-all solution, but it should make your life much easier. You can cancel from angel dash into counter, so for all mines you can cancel just as you hit it. This works best on mines with small vertical hitboxes like sackboy's, Big Daddy's, and Evil Coles. You can do it to the ST, sly and Isaac mines but it's much more difficult. For Isaac's mine you can jump into a counter, though. Ironically, it's hardest to do this to ST's and Sly's mines because of their small hitboxes. Sometimes Dante can use naked angel dash to float right over sackboy's mine.
Using rainstorm to avoid grabs: As you should already know, the only counter to grabbing is being in the air. Dante's rainstorm puts him in an aerial state without the normal 10 frames of a jump being considered grounded, so if you're getting grabbed on wakeup you should backwards rainstorm-angel dash through the opponent as soon as you wakeup and then use the empty cancel side switch to punish the whiffed grab. You can also avoid grabs by doing a naked empty cancel. Because of the rainstorm and empty cancel, Dante has amazing defense against grabs and you should use this to punish grab- resetters. You can avoid ratchet's grab setup using this technique because of the invincibility frames on neutral wakeup.
Strategy and Matchups
In this section I will be covering strategy for all 3 basic gametypes. I will cover basic gameplan and then go in depth with the matchups. The strategies presented are in no way the only way or even the correct way to play Dante, but I will tell you how I play him so that you can start developing your own playstyle.
FFA: This is Dante's weakest game mode. He has all of his weaknesses and his major strengths are hampered by the chaos. The empty cancel is ALMOST worthless here. Your best bet is to use faster, smaller combos to try and build AP to a level 2 and use the air arbiter confirm or get your level 3. If you're on a large stage you can try getting someone in a corner and working them over with an EC into level 1. Be careful of characters with high mobility. If a character is approaching you while you're looping, either take them into the air, or, if you don't have time, cancel into rainstorm to avoid getting hit. If you're beating on someone and you see a Kratos, Raiden, or some other square happy character coming, cancel into the multi-counter using the first part of the backwards empty cancel like so: , (delay slightly) , , (land) , . Be wary of raw supers when you do this, because they're popular in FFA. You can also try to catch them off guard by doing the empty cancel side switch, but I wouldn't recommend this if their jab outranges yours. If you're good you can get people to whiff ground-based supers (Sly, Kratos, etc.) by baiting with rebellion fury and then going into high time at the correct moment. Your strategy for supers should be as follows: Focus on getting level 2's. Kill people out of their jab strings and use the air hunger cancel to buttdrop groups into a KC. Try to KC one person when on the same level with the others. That way you get a guaranteed kill and a possible 2 more kills. If you can get your level 3, use it. Follow up with level 2's. Your level 1 won't be used often except for punishing every now and then. If you have meter at the end of a match, roll through someone at 5 seconds and just throw it out.
Stages: I find Dante does better on large stages because he can isolate opponents every now and then. Platform stages can screw him up hard unless they're large, as do small stages with ceilings. Blackrock and Dreamscape are stages I usually do better on, with Sandover, Dojo, and Time Station being stages I often lose on. Be careful on columbia because the stairs can cut off your stinger.
Matchups: Dante loses because of (not necessarily to) zoning characters, trap characters, and characters with anti-air supers or super armor. Ironically, Radec causes Dante to lose a lot of matches because the sniper hits people out of his combos before he can take them into the air. If a Kratos, Dan, PaRappa, Big D, Isaac, Zeus, Sackboy, Radec, Sly, Ratchet, Drake, Cole, Emmett or Sweet Tooth is in your match, chances are you aren't going to win. Again, while these characters may not beat you directly, they'll make you drop enough combos that you probably won't win. Here's a few things you can try to alleviate the damage:
Against Zoners- Most zoners in this game lack a full-screen projectile. Those that do are weak up-close. When fighting Radec and Emmett, challenge them up close where they will normally lose to you. Let the other characters duke it out. If you're playing midrange zoners with good traps like Isaac or Ratchet, It's probably better to just leave them alone if the stage is large enough. The closer you are, the more likely you are to feed them, which is bad.
Against Anti-air supers- Dan and Parappa lose to you in melee. Stay on the ground unless you have them in your combo. Be careful of platforms and taking the other opponents into the air if Dan and Parappa are close.
Against Super-Armor- Dante has one move that breaks Daddy's armor and a few that break Zeus' armor, but that isn't what you should be trying to do in FFA. I normally wait for them to start a combo or hit someone else. At that point, their armor is gone so you can combo them and possibly the other person they were comboing.
2V2: Dante usually fares better in 2v2 than FFA. What I generally try to do is have my teammate shut off one of the opponents so I can focus on the other like it's a 1v1. EC loops will set up for most supers. Unlike in FFA where I normally run, in 2v2 I cancel into a counter more often if I see an opponent approaching. That way I can start comboing my opponent while my teammate can pickup the other one in the crumple or knockdown state. I also have to worry a lot less about raw supers. They're popular in FFA because of the chance at a double kill, which doesn't exist in 2v2. Both his 1 and his 2 are excellent at getting team kills, but his 2 is better because of speed and range. The level 3 is also useful here. You may have noticed that I didn't put any 2v2 combos in the combo section. That's because it's situational. If your teammate is shutting off the other guy, do 1v1 combos. If he isn't, do FFA combos.
Stages: Dante preforms well on most stages in 2v2. This will mostly depend on your teammate, but Sandover, Time Station, and Columbia are usually bad for Dante.
Teams to consider:
Raiden+Dante, Dante+Dante: Good combo potential and kill setups. Dante and Raiden can setup for a KC from any of Dante's buttdrops (Karma, Hunger, counter) or the empty cancel loop. Raiden can also kill from any of Dante's mini launches (Arbiter, Tremor). Dante can kill from his own buttdrops or the EC loop as well as Raiden's numerous buttdrops and kneedrops. Great all-around combo potential, but very weak to zoners and trap characters. High risk, high reward.
Dante+Dan: Setups galore. Dan can arrow KC from Dante's Tremor, arbiter, and the second hit of the karma rekka. Dante can kill from Dan's axe, greenhand, and air sword attacks. The advantage here is that both characters can kill from moves that their partner hits often but can't get a KC from. Dan does a better job of covering zoners than a second Dante does, but he can't take the opponent for two separate 1v1's. Good combo potential nonetheless.
Dante+Zeus, Dante + Sly: Dante can kill from Zeus' lightning trap or teleport and Sly's alarm clock and counter. Both partners have the ability to completely destroy a zoning team, which means Dante can focus on big combos and confirms. While they lack combo ability, each member has strong AP gain on their own and can easily 1v1 their opponents. Probably the best team options for Dante, considering ease of kill setup and robust defensive capability.
Matchups: Dante doesn't have as much trouble with traps and anti-airs in 2v2. Gimmicks are less deadly because you can pay more attention to the other players. That said, he still suffers to Zoners and characters with super armor. If you see Ratchet, Isaac, Emmett, Kratos, Drake, Sackboy, Big D or Zeus, you're in for a rough ride. Of course, this is also dependent entirely on your partner.
Against Zoners- Pretty much the same as in FFA, unless you're partnered with a Zeus or Sly. If you are, have them handle the zoner until you can either move in or get kills on their teammate. If you're against two zoners you're going to have to shut each one off on your own.
Thanks for stopping by!
A special thanks to Pheracus for being my Dante mentor. Without him I wouldn't know half of this stuff. Also thanks to Big_Lowe and Joey for helping me out with a few things.
Remember, practice makes perfect, so practice a lot, and don't get frustrated when you screw up. It took me months to become just mediocre with Dante. See you online!