This is gonna be one hell of a party! The Dante Thread!

That’s a pretty good question I’m not sure. When I think about Trish in this game she is kind of similar to Testament in GGXXAC.

lots of characters will have 100%s with x-factor. it’s designed to hurt. besides, there’s three characters and a slow 99 second clock. combos HAVE to hurt. infinite prevention has to go though. creativity will go out the window when the game is designed to drop combos. weren’t players saying shinku hadoken was dropping opponents? that’s a big flaw that needs to go. damage scaling and undizzy (only on normal hits) was fine.

Well I don’t really like 100% combos/infinites but if they are only possible when you activiate X factor once in the match then I think it’s perfectly fine. Dante and Trish are gonna make a good team.

I’d bet this particular combo will be removed by the next build one way or another. The top players will likely figure out something else anyways, tho’.

As the guy working in the Capcom booth who originally showed this combo to Marn, this thread amuses me.

Infinite prevention is not quite that bad. TvC had this system too and you still see plenty of creative combos coming out of it.

Wait, dude jacked your combo and called it the “Marn Combo”?

Like a said, he’s a dirty, dirty player. :rofl:

I didn’t get a chance to play the comic con build of the game, so I may be a little off base with what I say but, I don’t feel his 100% combo is out of line. For what it cost it’s no worse than a Storm Sentinel DHC, which doesn’t require a finite function like X factor. If anything tone down the damage a bit, but don’t remove parts of it away, It’s probably a fun BnB to execute, but personally I don’t think it needs to be nerfed. Or, maybe make it do less damage, but have an opportunity for a mixup-reset after Dante’s Agni Rudra move takes the opponent to the ground instead of going straight for the super. I feel that the current style of infinite prevention really just limits the creativity of combos right now, so these kind of Long BnBs are going to become the norm.

You also saw people drop out of moves they shouldn’t have because they did too many hits beforehand. Same thing is happening in this game. Hitstun scaling is a bad infinite prevention system.

Yeah, what we had in MvC2 was just fine. Hell, if we even need the system, can we just reset it when a Hyper’s used?

Problem is that hitstun is reduced on a per hit basis. If it was reduced on a per move basis (which I believe is how other games do it) then it wouldn’t be that big a problem.

Heh, this. I’d bet real money that they change it to a per-move penalty and make it much harsher per move.

Heh With all the combo mechanic discussion they should prob give it its own stickey
!

A, B, C, D, j. B, B, C, qcf+A, D, j. B, B, C, qcf+C, Super, XFactor, Qcb+C, mash on C for gun (builds enough for your 2nd meter), Super.

apparently this is the input for the dante 100%, from capcom-unity

hahahaha

man I hope they dont nerf dante too much. He’s one of the reasons I’m even getting this game lol. They most likely wont remove his specials and Im glad he has so many. might as well kiss that 100% combo good buy even though you can only pull it off once in a match so it’s perfectly balanced. Im sure they’ll tweak hit boxes as well so he wont be as effective.

Hey what up guys I kind of had a feeling that Dante is going to have a alot combos in this game. It’s just a theory of my’s.

No way

Wow, what a theory. I’ll give one too. Hey guys, I think Deadpool’s going to talk alot, just a guess.

^^^^^ Maybe I should have said anything if i’m going to receive comments like this. Yo dude just disregard my stupidity. I should haven’t been acting so stupid. Sorry for my dummy post guys.

Silly, have you not seen the wolverine movie, deadpool is a mute (proceeds to punch whoever thought of that)