So after playing a few matches online, I was right about Stinger crossing up more often. “So I can potentially mess up my combos for no reason?” Oh thats not worst part. There’s a glitch where Stinger makes you cross up even during you block string. So that LMH Stinger BC Reverb Shock that was safe most of the time in Vanilla may sometimes make you and the opponent switch places and instead of reverb shock, you’ll have the slow ass multi-lock while the opponent is about to kick your ass. GGs Capcom
Time for a compilation of all the Dante changes I’ve noticed so far.
- Increased pushback on all normals
- Drastic decrease in minimum scaling
- Decrease in hitstun on some normals
- Increased hitstun deterioration
- Killer Bee and Sky Dance increased startup
- Decreased float on acid rain
- Decreased float on gun shots
- Cold Shower affected by hitstun scaling
- A lot of assist extenders gone
- Hitbox nerf on his s.L
- Hammer no longer frame 1 invuln
- Devil Trigger increased minimum scaling compared to regular Dante
- Double Airdash, Triple Jump in devil trigger
- Easier inputs give him access to some of his tools a lot faster
+/- Stinger BC teleport randomly messes up and Dante reappears in weird spots
- Much harder to use overall, still a very good character.
Man, I’m so happy to hear that Dante’s still got it! Thanks Nini Heart.
Check the video thread, got some UMVC3 D-3 combos up in there. New shot loop might be a bit easier
What’s that mean?
Means we’ll use his standing as the anti-air normal into combo. Sounds tight.
Thanks a bunch for all the juicy info Nini and Kaiten! Appreciate it greatly.
Confirmation of the neutral-tech makes me so damn happy.
That said, if done properly, it was never a problem to combo into Grapple, anywhere, as long as you can do a raw Bold Cancel Grapple from a standing neutral position(2, 3LS, 6H + H). Trying to use the hitstop of the Stinger to allow you more time for it, often results in the Jam Sessions plaguing people. If you can do it raw, you can give yourself plenty of time after the stinger, and instead of delaying the Grapple, just delay the initial Hysteric and go into Grapple immediately.
Crossup Stinger in the corner is fixed by only doing a Two Shot OTG Cold Shower, instead of 4; as pointed out by Nini to me in another thread.
Forcing people into a specified ground recovery, with both your assists available, really is godlike. It even pulls them out from the corner a little, so you can still crossup easily no matter where.
Moar Dante[media=youtube]qLOp-d2vmv8[/media]
That combo needs to be named “Fuck Capcom” or “What’s a nerf?” Good shit though do you plan on writing the notation or should I just copy it from the video?
So, is Dante unable to do TK Hammer for an instant overhead? Cause that was what I really wanted of him in UMVC3.
Nope, doesnt work. Hammer basically has no hitbox if you TK it unlike in Vanilla where it just had to be a certain height.
Whoops, it does work but you basically have to do it so that the opponent is under you
Hmm. . . that really hinders what I wanted to do with Dante in UMVC3. If there is no true way to do that It only hurts Dante in the long run in my opinion. Oh well, thank you for the information.
EDIT: Oh!? I did not see you say if they are directly under, my concern is it possible to fake the overhead thus giving Dante a fast reliable overhead? and can you make a video for it? I think it could benefit the fundamentals of Dante, but that is just my opinion take it with a grain of salt.
[LEFT]Oh, another question I have is how is the Bold Cancel? I heard a small tweak with decreasing the cancel time within the Bold Cancel, which to me was translated as, “you can cancel moves sooner with bold cancel.” Can you test this by perhaps doing stringer xx BC xx teleport and seeing if they can jump out with ease still? Or the typical stringer xx BC xx Airdash j.Heavy Option Select if they can escape that with ease now.[/LEFT]
EDIT: Thanks so much in advance, I was just thinking of these things today and lack the game. Sorry to cause any of you trouble. : (
What do you mean by “fake the overhead thus giving Dante a fast reliable overhead?”
IIRC the timing for canceling Bold Cancel into a special has been decreased. Other than that it’s the same. Stinger BC Teleport still works and air dashing after Bold Cancel still works but you gotta remember that you cant block after an air dash now.
Go into devil trigger, abuse the shit out of fake cross ups with double air dash buff.
Problem solved.
Or pick up Doom beam. Problem solved and new sense of pressure with Dante gained. Dante’s mix ups with plasma beam are way more stupid than assistless TK hammer stuff. Dante is the king of left/right mix ups any ways, he doesn’t need overhead stuff much.
I don’t even know why people try to look for overhead mix ups with Dante, his left right stuff is hard to block and sets up high/low mix ups on their own any way. Air dash M is basically hurp durp overhead and cross up at the same time on its own.
About the stinger bold cancel stuff…he has stinger bold cancel mix ups with lockdown assists like beam or tatsu that are basically broken hard to block and lead to unscaled combos.
I saw this & I was like… wait a minute, did I choose the wrong twin? Glad to see Dante is still as stylish as ever.
Pick em both
Can’t keep a good devil hunter down.
That’s why I put Dante second because as long as I land a couple resets with X-23…even if she dies Dante is coming in with 3 and a half to 4 meters worth of DT to use and you can easily kill somebody with a combo then reset in DT without spending a meter at all.
i just got UMvC and dante’s j.h feels like the hitbox under the attack got smaller. Can someone who has it tell me if this is true.