Dante Frame Data

^ You could also just do Vortex -> Vortex -> (Vortex/Hammer) for a mixup, since Vortex is +10 pretty much always, and it takes exactly 10F to hit its invul frames too, and it can’t be pushblocked unlike Hammer. Both lead to a full combo, but doing Vortex lets you mixup again on block for sure.

I also use Crystal… a lot. I feel it’s a very underrated move for how much range it covers, how safe it is when spaced well, and that it gets you a free combo on hit.

@ Liquid - Sure, no problem. Just checked it now.

The way I originally tested was that I set up Dante vs Dante, and set the dummy to teleport. I would hit st.M (10 startup, 4 active) and see which frames made contact, which showed that 10-15F was invincible.

For the teleport recovery, I based it off of how long until Dante could act (attack). I just checked it for how long until Dante can block, and it is the same - he can block on frame 23.

Where I think you were confused was that you thought Dormammu couldn’t turn around until Dante appears on the other side (16F). This isn’t true - as soon as Dante disappears from Air Trick (11F, but this might be 10F to be consistent with the invul), hitting any attack will turn the character around to face Dante as he exits Air Trick. So basically he can be hit by anything that’s 12~13F startup as he comes out of Air Trick… but this definitely can’t be done on reaction since that would require like 5F reaction time after accounting for input + monitor delay time.

A good rule of thumb is to consider yourself at even to +3F in terms of reaction time, every time you do an Air Trick (providing you are masking the :d::d: motion with another move/whiff) depending on the other guy’s reaction time. You can still definitely run into problems with air throws, since jump airthrow is generally faster than air Dante normals and even Hammer takes some time to input and get to those invul frames. Punishing Dorm’s cr.M-S with block -> land and :l: is fairly easy though, I do this fairly often to local Dorms and it drives them up the wall.

Thanks for checking that again and for the explanation. It’s hard to tell what frame the character turns around on without equipment.

Sycho,

I don’t know if you’re still taking requests on this, but if you are, I have one general request and one specific request.

First, the general request: Can you check if the amount of hit-stop after attacks is differs depending on what state the opponent is in? Example: If st.H has 8 frames hit-stop against a standing opponent, can we confirm that it also has 8 frames hit-stop against crouching, aerial, blocking, and counter-hit opponents? Rather than testing every move with this, I think 2 or 3 moves with high hit-stop amounts would suffice for testing.

Secondly, the specific request: Could you test how many frames in which Dante can act after doing Hysteric and Crazy Dance, but before the opponent hits the ground and rolls?