I’m pretty hyped that they buffed DT. I already used it a LOT (enough that I use Dante’s alternate costume specifically for the Devil Trigger look) so I’m definitely looking forward to my Dante’s new movement options.
I can confirm that Dante doesn’t need to rekka his moves. Well, at least the ones that I noticed and tried out.
As acid rain is now done via QCF +L, L. And considering hammer is done the same way, it doesn’t surprise me that they just made this an overall change to everything regarding rekkas.
Which also means it comes out faster now as well.
Dante didn’t seem slower. His normals felt the same, as did his j.S.
The only thing different I guess is the change in some anti-air hit boxes on his ground normals like that one poster mentioned.
As for nerfing combos, it seems it was a nerf across the board for all characters, as the hit stun and recovery is altogether different in this game. But for Dante, it shouldn’t matter, most of his interesting combos are ground based. So you’re goal is to now usehammer asap. And once that happens, since his OTG properties and bold cancel teleport system hasn’t changed, Dante’s overall combo ability hasn’t changed. Acid rain loops may be harder to do 3 + times though.
All in all I think Dante is about the same. His anti air normals made people think twice about jumping in, which was important on a character that didn’t have a get the fuck off me move. So nerfing that was not only stupid, but a pretty big nerf. And nerfing the hitbox on dive kick is obvious in it’s downsides.
However, making the inputs on his rekkas easier (which also likely makes them faster) seems interesting. And the buffs to Devil Trigger while seem cool, aren’t that big of a deal.
Most people use devil trigger to go into chip damage mode. The fact that it doesn’t generate meter while in use really keeps people from using it.
Also concurring with the idea of seeing a Spiral special this time, and Trickshot was exactly the one I had in mind. Probably a diagonal/vertical shot that ricochets once/twice off of whatever surface it hits?
Very few characters in the game have a get the fuck off me move and dante’s hammer gives dante a move that basically asks the opponent “why the fuck are you even going near me?” He also has so many specials that when combined with assists makes him such a ridiculous order to get in on unless you have a teleport. Even J.Wong’s She Hulk had trouble getting in on assistless hysteric mashing from Richard N while Richard’s Dante was in the corner. PR Rog was making really unique uses of stinger and reverb shock to keep people at bay while setting up offense at the same time. Overall it’ll just require more creative use of his normals and specials with assists to keep control of the match. Nothing he wasn’t overly capable of doing before.
Devil Trigger can help if you need an extra boost in a firefight and dont wanna risk a teleport getting air thrown. Helps to shut down cheesy assists like hidden missles and sent drones also.
Lol @ new inputs.
Single most best buff he’s gotten so far.
Reduced hitbox on s.H sems kinda unnecessary and will likely be annoying when confirming from max range.
changes so far are hilarious. I personally like non rekka followups. So now I won’t randomly fuck up and not get hammer out and dp+L on crossup won’t mindfuck me when I try to cross up with it. Did anyone actually try to see if he received new extensions on some of the moves that didn’t have any? (like revolver or air play?) I assume not.
Either way, i’m sure i’m dropping Dante for Vergil but who knows how it will go.
i dont really mind the changes as long as he can be played basically the same, the input changes dont mean much to me honestly
and lol@ droppin dante for vergil, i hope they dont make vergil too cool or ill want to do that as well!
Why drop them when you can have both?
I hope Vergil has some cheap assist with summoned swords, or a ouroboros like super with the summoned swords.
probably cause I don’t want to? lol. I don’t want to run a team DMC and i’ve always liked DMC3 vergil over Dante.
Im only picking up Vergil if he ends up somehow cheaper and better than Dante. If they’re around the same or one is slightly better I’ll stick with Dante.
I wonder how fast you can get Beehive out with the input change? I remember someone saying that Beehive was 3 frames, if it comes out faster with the input change that could set up some nice stuff potentially.
I’m playing Vergil cause… well he’s VERGIL!!!
Could probably punish some supers point blank by inputting 623M during the flash and mashing M. Probably some other uses I’m sure.
Noticed Beehive has a major damage nerf, it may not be his most damaging special anymore and not the optimal ender.
No lie, I love changes to the reka-style moves. To be honest, I could never volcano->beehive on p2 side on ps3 pad.
Uh…did they remove the soft knockdown of acid rain or something? I don’t see how higher HSD would affect it otherwise.
I’m actually kind of excited about the double airdash thing. That’ll create even more insane mixups combined with things like Acid rain or sent drones (acid rain cancel into DT, double airdash for multiple crossup shenanigans). Being able to jump and airdash (rather than having to pick between them) seems like it would be fairly useful as well. That’s assuming that it’ “two air movement actions” and not “two jumps OR two air dashes”
I love the new changes to his inputs and DT. This means I can do more swag combos
Take this with a fat grain of salt, but when playing UmvC3 at evo I noticed some odd differences with Dante.
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Most of the time when doing beehive>jetstream, jetstream would go under most characters. (It already does this on arthur if not timed right) I don’t know if it starts up faster or the hitbox has changed, but I ended up having to delay the input.
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When doing down charge shots otg into stinger (wallbounce) bold cancel teleport I would very frequently teleport before the opponent bounced off the wall. This would cause them to go flying past me and be out of reach for the follow up. I have no idea why this was happening and the only thing I could think of was that his teleport may be faster.
All of this could just be me screwing up on execution, but it didn’t feel like it. Apologies if any of this has already been discussed.
Well if you are BC xxAir Trick and they fly past you then yeah it’s gotta be faster. So did they hit the wall while you were in the air still, or did you land before they hit the wall? If so then I see new combo potential
/combohype
Stinger wallbounce was definitely different, as it caused higher launch so that probably has some part in it. Higher launch from stinger should mean slightly easier Stinger, Carats, Volcanohive in corner, at least.