Believe that there’s no reason to drop him unless Vergil or Strider end up better basically. Which could or could not happen. If either of them aren’t head and shoulders better than Dante I’m staying. He’s too fun and too good.
Max’s Dante isn’t even that good so you should be good if some random video from him made Dante look good again. LOL.
At the end of Max’s video, I saw Hawkeye recover in the air instead of being put into soft-knockdown by the last hit of Sky Dance. The move seems like its still going to be worthless because of this, even if you can still combo into it early in a combo… That might also mean no more ground bounce reset combos in the corner… I also didn’t actually see what would happen if Skydance -> Million Dollar was attempted at midscreen, I would assume that it still works, that they don’t tech out before being hit by the hyper, right?
Wasn’t it because it was in the corner? Thats why I wasn’t like ‘‘Oh so you can still do the Day 1 combo?..’’ I thought Sky dance would fail anywhere else on the screen due to it just not connecting, or pushing back the opponent or w/e.
Hm we need another person that mains Dante to confirm this all. But hes still gonna be decent in UMVC3 it seems, and even if he’s not, I won’t drop my fav. char just cause he’s not top 5 anymore, but for some that might be enough reason. And tbh meh @ me HAVING to boldcancel everything now lol
But ive played everyone now, so im most likely gonna focus on everyone else new. Im really curious how Vergil wil turn out. I hope he will have as crazy combos as Dante, but im not sure due to the fewer weps he has. But he’s a frking DMC char so he should be good
Dante dont need any of the things they are removing to still win.
I only just picked him up and barely know what I’m doing with him, I dont know any of his complex combos/loops, but I can use the vanilla MvC basics to do combos that match the damage/meter gain most other characters can do. And he synergizes great with nearly any team with good DHC’s and assist, and can take pretty much any spot on a team.
My openers/mixups are a bit lacking since I dont know him well, and I just got my arcade stick yesterday so I’m more awkward on controls than I should be, but if I can hold him own without knowing what I’m doing, experienced Dante players should have NP.
No need to freak out. He still is a jack of all trades that has a little of everything, and the easier execution = less dropped combos, which should make up for anything he lost.
No idea why they would make Dante easier to use. Dante is one of the few that actually makes the game fun because of his challenging combos.
I don’t care what anyone says, perfected dante combos are always fun to watch. And thats only because its the fact that alot of time and effort have to gone into those combos.
I’ll be choked if the combos i practiced/learned in mvc3 are being executed by shittier players in umvc3.
its bad enough they made mvc3 easier than mvc2. Now they’re just blatantly taking away from us, what we sat around for hours trying to perfect. Basically telling me that i don’t have to get better. Just complain to them that you can’t do a combo and wait for the next patch.
judging by the pattern that capcom is presenting… soon their games will be marketing towards participants special olympics.
The only thing that scrubs are going to be doing easier is mashing around hammer. That’s the part I’m going to hate the most when scrubs realize all they gotta do is mash on L twice after killer bee and it turns into a double sided god of a special move. None of the other style cancels are that big of a deal unless you’re using them in like real bold cancel combos. People already hate j.S mash online and hammer is like 3 times better than that move.
Scrubs still won’t be able to bold cancel for shit so they’re still going to be doing day ones for the most part. They’re not going to maximize their damage before the launch like with the volcano j.H air play stuff. Without bold cancelling they’re just going to be getting the ABCS BBC OTG shit as usual.
what did they make bold canceling harder? oh well…i guess i’ll have to train more. But online bold canceling is a lot harder than you make it…people lag and it makes it down right impossible…but yeah i agree on the hammer spam to come…hopefully they removed more invul frames than i thought.
I can never actually finish a full bold cancel based bnb online. Or at least the last time I got online for the last 4 months I couldn’t do it. I’ll get the stinger to volcano out but the j.H air play and any bold cancel after that usually drops. Bold cancels are pretty easy offline but like the 4 plus frame delay that online presents makes it a bitch. Which is why I don’t play this game online in general. Bold cancels are not that hard except when you’re on the internet.
The only game I’ll be playing online regularly will be 3S OE unless they fix the netcode that much.
Considering that you just buffer the input as soon as you do :f::h:, there’s no reason that a 4 frame delay should be causing it to drop. I play plenty of matches online and I’ve been maining Dante since the game came out and have not had many problems performing bold cancel combos.
I’m sure if you play online enough it’s easier to manage but just like anyone who doesn’t play online a lot it’s just too much to adjust to when you play offline and there’s already lag differences between the Xbox and PS3 ports as it is and even difference in frame rate among different stages (which is why I prefer to play in danger room if I can help it). I can do MFC strings with some consistency with X23 online but the only thing that’s really helping me do that is the S hold auto cancel system. Without that I wouldn’t be getting those online when I played the last time with any consistency either since that shit is even harder than bold cancels raw.
This is just a game where it’s not reliable to play anyone across the country at all with any sort of consistency and it’s even tough playing people only states away from you. The netcode is worse than SFIV’s for sure and that’s pretty sad.
I can play with someone in the UK in Arcana Heart 3 and that game’s netcode is so good that I can actually have a decent game where I can actually react to things and do combos. Not as well as offline but far better than anything I’ve ever done in MVC3 online ever.
yeah it’s not impossible to do online…infact if you just practice with the lag activated in training mode you can figure it out. I’ve done full bold cancels online before but it’s just not quite as safe so most people end up resorting to his reeeeally basic BnB’s which i can still respect if you can somehow use your assist or resets. I’ve never played on the psn network so i dont know how bad lag is there but devil jin has a good point…when transitioning from online to offline it makes it some what more difficult.But i did hear that umvc3 was suppose to have a better online so hopefully that fixes some problems.
It’s not even just the bnb stuff though. Like who the hell wants to fight against berserker slash mix ups that you have to work harder than normal to space yourself against or Wesker H ports that you have little to no time to air throw on reaction? Blocking the up downs from Magneto is already hell offline and pretty much not even worth trying online. I just don’t see how people would block or react to anything consistently online. Like I wouldn’t wanna fight a super skrull online like…ever.
Giving him a triple jump in devil trigger makes me think his hitstun in DT mode might change so you’re forced to shift his combo focus to be all DT combos. Right now you’ll rarely double jump in combos because they’ll pop out and you can do more damage on the ground anyway. Doing long ass triple jump DT combos sounds like it might be a lot of fun. Can’t wait to check it out. I still don’t even like Dante, I just play him cause his combos aren’t super idiot friendly. Let’s hope they don’t change that.
It turns out that even now, sky dance doesn’t cause soft knockdown (I had no idea, I just noticed). Doing Wild Stomp, Stinger, Bold Cancel, Teleport, Sky Dance really late in a combo (like, after abc stinger, volcano, stuff, prop shredder, hammer, volcano~beehive) will cause the other character to recover just before hitting the ground. That it would happen at the end of the day 3 BnB that Max was doing is silly, and shows how much faster hit stun deterioration occurs.
On a side note, while testing said combo I actually got the Sky Dance’s final hit to whiff (I think I was testing on Chun when it happened) Now if I could just make it happen consistently, we could have double Sky Dance madness.
dude i dont know how bad those dante nerfs are as opposed to how much easier they are making the character to play. Is it confirmed that double input moves like hammer and beehive only require one input motion and just press the button twice? like :qcf:+:l: :l: for hammer instead of :qcf:+:l: x 2?
if so, damn i might have to get to work on dat dante cuz shiiiet.
How badly do these changes affect his combos? I wanted to pick up some of his harder combos in MvC3 that I never really got into, but I dunno if it would be a waste a time if I had to relearn something completely different in UMvC3?
I thought it was pretty much universally agreed that you can get more damage out of not using Sky Dance, unless you’re resetting the ground bounce, which isnfar from necessary.