This man is rockin a smash avi on srk.
Massive props and also you have massive eballs, especially on a site like this where the main (hive minded) opinion is "OMFG NUB SMASH IZ EZ PARTEH GAME LUL."
Those people should play melee. Or actually try to learn the game system. Some people site the stage bans a scrubby or whatever but the thing is is that stage bans are there to eliminate random factors. Sf-only players aren’t used to stages actaully being different with different features so they can’t get this. That’s one thing that annoyed me about 2df stages… They’re so bland after a while. Given though, capcom makes some gorgeous ones and does occaisionally change things up.
On a more related topic, what’s with the difference in Devil Trigger between the Japanese version of MVC3 and the USA version? Is this another case of “brilliant” localization by Capcom USA?
Actually it has some really weird properties. I happen very often to catch both the point character and the assist with Haggar assist, and doing a cold shower follow up usually(like 90% of the time) drops one or the other.
Meanwhile, when I do Jackpot>Tele J.S>Cold Shower> Stinger on a happy birthday, it’s really consistent but drops the assist occasionally.
It’s pretty finnicky, you’re better off not using it imo.
It’s most likely just an issue of larger characters making it harder to see where the smaller character is. Cold Shower probably looked like a clean hit on the larger character, but was too far away from the smaller character, causing either an entire whiff or a single hit (which does not pop them up high enough for Stinger or Prop Shredder). I’ve seen this happen on streams before and thought “Oh no!” while the Dante player continued comboing the larger character oblivious to the smaller one falling out.
Found a 855k combo that starts anywhere and builds 2.2 meters with zero and sent. I wish I could replace zero in it iwth phoenix and have the most retarded phoenix team ever where one hit=DP
Nah. From what I can tell… the projectiles from Cold Shower disappear very shortly after making contact with a character. In a two for one on, say, Iron Man and Spiderman, the cold shower would hit both them. But, in a two for one on Tron and Spiderman, after a j.S, it misses Spiderman every time, despite being close enough for it to work if Tron wasn’t there.
Anyone know a decent combo Dante can do after using Magneto beam assist to setup teleport gimmicks? After teleport, jH while falling, I was able to do MS launch, jump up insto day 1 stuff, but didnt know if there was better. or rather, I know there’s better but couldn’t find anything better LOL Anyone who plays Dante backed by Mag mind elaborating how you like to set up the nasty crossup gimmicks and what combo you use when it inevitably hits?
For the trick I’m doing L+Mag, M xx teleport, jH on way down, though was finding it might be better canceling teleport straight off the L+Mag. Any advice? Thanks!
Haha nice work on the shameless plug! I saw that it was posted, but cant watch it just yet (at work). Soon as I do, no doubt props will be forthcoming.
If it knocks too far away where air dashing after the air play or dashing on the ground after the j.H won’t let you get in range that will be interesting. That’s kind of his main low launcher combo to set up damage before the real launch. I always air dash after the air play to get in range to land cold shower to prop shredder on the way down so that will be weird if that doesn’t work anymore.
Hammer knock down to guns to prop shredder, you have to jump higher up now. It’s still possible knock them down with hammer, you just can’t do it as soon as your used to. BC,volcano,J.h, air play, J.h , s.h, shots prop shredder teleport to hammer still works. Timing has changed slightly. Getting some weird wall bounces after the follow up though (guns, stinger, BC, teleport) will test more. Will be here all afternoon if you guys have any questions.
As contrary to other reports, hammer feels the same. I was using it like crazy all afternoon. Seems like the initial invincibility is the same, but I got hit by a few disruptors on the follow through. So seems like it’s not invincible the whole way down.
Also played a lot of Strider, if you guys have any questions.
To be honest, people say they felt faster, but I think it was an overall change in game speed in certain areas. So yah, his normals still get blown up close.
He honestly felt the same, but the way characters reacted to certain moves is what concerned me. For example, J.h, airplay, J.h, s.h,S… Felt like a much tighter window as they would float farther out on the airplay hit.
Other instances that seemed weird was after the typical bread and butter (tele hammer , guns, stinger,tele bc, s, beehive)… I would do the flame special into fireworks. However, against ghostrider, he flipped out numerous times. So in general, certain moves are having some different gravity properties now
Doesn’t sound like much to worry about, just gotta change the timing on some combos. I’m alright with that if they just mad his execution a bit tighter.
The only thing I’m really wondering at this point is if he got any new special moves but you would have told us that already.
Is it true that Strider has less than 800k health? With them being afraid that Ouroborous would be too good even as a level 2 I’m sure he must be on his super cheap necessary of shit health shit.