Dante Changes in Ultimate Marvel Vs. Capcom 3

You still get meter in DT off down exchange so whatever lol.

''Dante

• Anti-Air M, H, (delay) S still works.

• No noticeable change to hitstun deterioration.’’

I really have no idea what to believe lol, everyone says something different. No notes of Hammer either, but this might be the second time theyve tried so newer information rather then a list of ALL the changes

Im really confused with the dante changes cause I keep hearing conflicting reports. All I want to know is if the hammer is still gonna be the hammer, it would be a shame if he lost it but chances are he is at the very least gonna lost some invincibility on it since they made the input so much easier.

Yeah, all these Dante “reports” are confusing me. I guess… they’re changing from build to build? I don’t even know anymore.

Pretty much this :stuck_out_tongue:

So far, I only believe what I see with my own eyes.

Hammer is still invincible but probably shaved a few off the I-frames. I saw hammer beat moves, and I saw a hammer get hit by disruptor in what looked to be like the last active frames. I would approve of less invincibility since 20 frames was ridiculous, and would be even more now that they simplified the motion making hammer very spammable.

BnB still works but seems like the HSD timer is faster in UMVC3 overall, making it harder.

Hitbox changes are dubious, considering Vergil’s hitboxes(lol), but i wouldn’t be surprised if they changed the hitboxes behind him though, cause that shit was plain dumb

According to maximillian, damage off his regular bold cancel bnb is a bit lower(makes sense)

Beehive meter gain seems to have been decreased

That’s about the only things i’m 80% sure of.

Conflicting reports make sense though, they’re probably making adjustments on every new build after seeing errors they made earlier or things they overlooked.

I’m so confused. For now, I’ll just go with the most consistent news I’m hearing:
[LIST]
[]Hammer Lost 7 Frames
[
]Timing Required for some combo options are tighter now
[]A few loops were removed here and there
[
]Air Trick got a tiiiiiiiiiiny bit shorter
[/LIST]
This seemed to be the consensus when I was keeping current. I’d like to think the things Chrisis said over the the salt thread are wrong, but they sound logical as well as like something Capcom would do.

Anyone dropping dante because of these pacifier ass nerfs are insane, it is still gonna run shit, especially if the frame advantage he has on his weasel, crystal, etc. stay the same. He will still be able to frame trap the ever loving shit out of people (something I see literally no other dantes doing smh). Vergil will def be good but I’m still fucking with dante.

Why use those moves when you have almost half-screen normals and stinger to abuse.

I was kind of going to make that point. Crystal has plenty of uses, sure, but Weasel shouldn’t be used outside of the assist, and then only if a character in your team needs it. His nerfs shouldn’t hit him too hard because Hammer does still retain at the very least half of it’s invincibility, and with people losing the entirety on their invincibility on moves left and right, hammer may not even feel the difference. The meter gain won’t be too devastating because there are always other ways to extend combos that aren’t Beehive. Hell, we can even experiment with OTG assists and see what happens, though I severely doubt that’d be necessary.

You’ll just have to do a mix up once in a while in Dante’s combos instead of just killing them in one combo all the time. Oh well.

All the other nerfs just seem like nerfs to keep him from being less braindead. I like the buffs to DT just because I’m really starting to realize just how good DT is for making Dante even more retarted than he already is. Shuts down pretty much all assist games and helps him get through about anything his regular game plus assists doesn’t already.

Why has nobody realized how stupid good Dante can zone with an assist?

Weasel shot is pretty fast and has a nice lockdown angle, H-mash guns have flexible cancels (and you can call assists at any point during both of these because they’re command normals), fireworks after whiffed(or blocked/hit) Reverb shock cover a massive amount of area, acid rain fucks with super jumpers, and of course there’s the missiles that everyone uses.

Then there’s shit like Crystal being amazing because it’s huge, is active like forever, gives frame advantage on block and combos on hit (on grounded opponents the combos are hard and the scaling is rough). Revolver is something worth exploring too. It’s Dante’s largest move overall, and you can fireworks cancel it on whiff too.

People do tight links in SF all the time, so I think it’s about time we learned how to time shit in Marvel.

I fuck with all of these heavy, I think its a lot more feasible strategy than trying to do relentless mixups with dante when you can pretty safely frame trap people at with him. I get somebody grounded in the corner they are not moving. Weasel is a good move since it gives plus 11/13 on block and you can can assists while doing it. Everyone gets antsy against dante and wants to press buttons, then they discover they can’t lol.

With an assist you probably shouldn’t settle for Weasel. If you have a covering beam assist, go for Hysteric and Driver and Airplay. Airplay can be charged to outright plow through pretty much any other non-hyper projectile the cast has, Hysteric will chase them, and Driver is deceptively more useful that’d you’d think. Plus all of these give Dante a year to teleport mix-up you.

Edit: Reverb Fireworks is legit though.

…Driver? Is that Dante’s new move in Ultimate where he gets in a car and tries to run you down?

Also, it should be possible to use Hammer early on in place of Killer Bee or Sky Dance in air combos. If you double tap and get a fast Hammer out it will come out in 21-22F, whereas before it would take 24-27F because of the extra :qcf: motion. Might be useful for times you can’t combo to Shredder -> Teleport -> Hammer, like when you get a standing AA series.

Something like :l::m::s:,:u:,:h:,:qcf::m:,:m:, dj.:h:,:qcf::l::l: (need to double tap it with good form), into standard midscreen ender.

Though maybe this wouldn’t work due to the faster hitstun deterioration in UMvC3. But if you cut out the Airplay part, it should be short enough to work. Somebody should test stuff like this out if they get the chance to attend one of the new CAPCOM events.

lol @ Driver. If you seriously don’t know what that is it’s qcb.S. The beam from his sword.

And yeah, I see the idea you’re going for.

Drive is basically his least useful projectile special move. The only thing good about it is that you can cancel the recovery into another drive create a bit of a zone game but it’s easy to just advance guard it any way and doesn’t really set up combos like air play, hysteric or crystal does. It’s not that bad it just doesn’t really do anything that good either.

It’s just “Drive” not “Driver”

That new movie is called Drive too. Not based off the game Driver.

if you factor in hitstop and the special input buffer, its actually already very possible to get hammer out 1st possible frame if you cancel into it