Jump and dash back while doing jH or Reverb ASAP. I think Dante can be grabbed out of Reverb at the beginning but if you jump and airdash back you’re out of throw range as well as s:h: range IIRC
Another thing you can do is simply get grabbed at the start of the match; the Hulk usually doesn’t get anything worthwhile and you can get away.
Edit - meant to say normal grab…
You’re not seriously saying your strategy is to let Hulk hit/grab you at the start of the match…
Hulk can ToD you and you’re gonna let him?
Take the following example: Doom Beam > teleport > j.H
You want to time the j.H EARLY as you come out of your teleport; if you do it too late the j.H won’t come out and you will miss your opportunity to combo. Another thing that you have to keep in mind is that you have to teleport BEFORE the beam actually hits. The reason for this is because if the beam hits first, Dante will teleport up too high and ruin the combo starter.
The combo that you’re looking to land off of Beam is j.H > s.M > s.H > Cold Shower > Prop Shredder ( j.H > s.M >s.H>s.S>clay>Prop is also possible). Another thing that you have to master is the timing after the j.H hits; you may have to delay the hits depending on where you are on the screen and the character you’re juggling. If you don’t, then Dante won’t align correctly and you will drop the combo.
Dante + Doom is one the best pairings in the entire game, imo.
- Beam + Missiles control a huge portion of the screen and allows to you setup all sorts of things.
- Doom sets up for an inescapable, incredibly hard to block mixup that cannot be pushblocked. Period. If you’re in DT, then it’s nigh unblockable as there are so many lines you can take.
[media=youtube]EjBR5hCXcPk[/media]
3) Charged Air Play + Beam will win or go even with a good number of firefights.
4) Beam + Thunderbolt will win almost ANY firefight.
5) stinger + beam controls the entire ground and forces cheap mixups from long range.
6) if Doom is on point, he can do j.H + Jam Session and setup some nice mixups; it’s also hitconfirmable into j.S.
It takes a lot of work to get decent with Dante + Doom, but the pressure and control that you can generate is simply unbelievable; just keep at it!
Points of reference:
DevilJin’s LockDown cheapness - (See #2 above) this is the foundation of Dante + Doom. Learn it.
[media=youtube]Ow79utuV3lk[/media]
XRay vs Filipino Champ FT to 50 – XRay uses Mags instead of Doom, but you can still learn a great deal imo. Note that this is also Vanilla. If you can get past that, this is excellent reference material: you will see all types of things from welcome mixups to block strings to combos to keepaway with the beam. And it is LONG too, so you have plenty of material to work with.
Deviljin vs Inerd: http://www.youtube.com/user/DevilJin01?feature=watch You get to see Dante+Doom used for an extended set (this is also Vanilla). Beam + missiles are used heavily here to great effect. Note - do NOT try Hammer + Beam as an opening in Ultimate as you will get tore up lol!!!
I’m not saying to let him hit you; I’m speaking about the opening specifically. As he’s walking up to you mashing s.H, let him normal grab you. As far as I know, he cannot kill you off of throwing you with a normal throw.
He…probably could…
I have faced this one hulk online who was able to call in an OTG assist after he grabbed me and continue the combo. Anything can happen on this game, so you shouldn’t take chances like that. If you want to combat Hulk, you could zone him out until you can find a proper opening.
But the problem is, you’re assuming he will grab you. What if he doesnt and goes for a standard combo? If at midscreen, I can easily get 600k off of Dante. If I got you close to the corner pre-match, bye bye Dante with one combo and now your incoming character has to deal with mix-ups.
quote=“Kaiten92, post: 6310433, member: 52757”]But the problem is, you’re assuming he will grab you. What if he doesnt and goes for a standard combo? If at midscreen, I can easily get 600k off of Dante. If I got you close to the corner pre-match, bye bye Dante with one combo and now your incoming character has to deal with mix-ups.
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You’re correct; I am assuming. If the Hulk goes for a command grab, I’m dead. If he decides to attack, I’m probably safe because I’m blocking. The particular scenario that I’m thinking of is Dante and Hulk walking towards each other in the opening. There’s different ways to approach a particular situation, I think. If I saw he had Hulk/OTG, then I would more than likely think twice about taking the normal throw.
I’m still not sure if Hulk gets OTG off his normal throw, I’ll test it out.
Here’s another solution… Devil Trigger with Dante as soon as the fight starts and raw tag in someone that will be better for facing Hulk. You might get lucky and get the first attack with the raw tag too.
Thats why Im saying the best option is to jump and air dash back while doing jH. By doing so, you get Dante out of range for Hulk’s s:h: and his air throw. Since you’re not on the ground, he cant command grab you. If they try to dash and then jump and grab, Dante’s jH sort of works as a counter hit. No offense to you, but I see no point in giving him any type of advantage just because he might not be able to kill you. As the announcer says, “one hit is all it takes.”
vatsu
2352
For Dante i find this match up some what hard/easy at the start… i normally just move back. Cause u already know what he’s going to do at the start
Correct? 1 out of 3 things
S.H ~> Gama charge
J.S ~> S.H ~> Gama charge
Oh shit notices ur moving backwards… Starts jumping towards you… J.H ~> J.S ~> H ~> Gama charge
I see alot of people try to challenge hulk at the start and it always end up the same way… them losing.
I dont like it when Dante fight’s hulk at the start cause its always seems one sided. And if he gets meter you dont
wanna really do any thing because of.
A) If i call my assist i know its going to get punished by S.H xx gama charge xx Gamma crush basicly killing damn near
both of my characters.
B) Corner = Fucked
I’m not sure if you run that team u have listed there under your profile Dante/Strider/Doom But if u do, your best bet as Dante… is to push block
the fuck out of him and just wait for him to make a mistake… it’s all you can do… If he suspects you teleporting hes going to air grab or S.H.
so be mind full of that… use doom missile’s after a safe push block… give the missiles time to hit him, teleport cr.lp into w/e works for you.
s.S is punishable on block i believe or at lease i’ve been able to push it on block. And if your stuck in the corner you already know…
don’t press buttons … thats about it.
Real talk doe… fuck hulk bastard -__-
s:s: and s:h: are very unsafe for Hulk but the problem is, :h: can be canceled into a super, special, or launcher and most good Hulk players arent gonna throw out out :s: during a block string. If you block his s:s:, punish him severely. If you block his s:h:, be aware of if he has meter or not. I dont think Reverb is fast enough to hit Hulk out of any of his Gamma Charge if he cancels into it.
When playing against Hulk, I try to just beat him with good spacing. A LOT of people forget that Dante’s Stinger hits from about 3/4ths a screen away so if the Hulk player wasnt ready, you can go into a full combo. If you’re a bit scared, you can always just BC into Reverb xx Fireworks and then lame him out all day or punish his raw tag if he tries to bring in someone else.
Linari
2354
Thanks, I’m going to start Doom or start DT-ing at the beginning. I’ll figure something out.
Edt: I just noticed that I have faced no scrubby hulks so far in my run of Ultimate. 
Cheers man, very informative. I suppose Zero and Dante are much more similar in the ways they can be played than I thought.
Go practice up. Plenty of random ass H Hulkers there. If you need practice against anything scrubby it’s a good place to go. LOL. Sometimes good players like R3mix and DiosX are on also. Depending on where you live you’ll probably get lag with them but…better than nothing.
On the Doom + Beam synergy stuff I recently decided to swap Doom and pick up Iron Man because Iron Man’s beam keeps them in place if you can’t get to them in time so you get a mix up into unscaled combo either way. This should help with X-23 since 23 specifically has trouble hit confirming off Doom’s beam and the mix ups on hit for Doom’s beam are sloppy for X-23 because they get knocked down on hit. With Iron Man’s beam I can basically choose to hit confirm for scaled combo or let them drop and mix them up for unscaled combo.
Doom beam + Dante still works great IMO.
Marvel is being really stupid. I’m trying to learn how to do the stinger into grapple reset and it is doing everything but the grapple. After I bold move the stinger, I mostly get jetstream. When I look at the input display no where on it was a backwards hadoken motion. There is no back or down-back. How can I fix this if there is a way?
Slow down your BC>Grapple.
So if you go too fast it reverses your inputs?
Something like that, I don’t know the exact reasoning behind it, but it happens with BC>Teleport too, ( you’ll end up turning around or teleporting to an area which isn’t behind the opponent ), as far as I understand, BCing too fast will end up with you crossing yourself up.