Ultimate Salt - Nerfs you are looking FORWARD to in UMvC3

Might as well because I’ve actually given reasons why Wolverine’s is better whereas your entire counter-argument is effectively “Nuh-uh is not”. Please. Maybe while you’re at it you could also explain why the few high level Trish’s I’ve seen don’t seem to use the move that often outside of combos.

i dunno but the broken shit in old games was a lot different than the broken shit in new games

mvc2 magneto? that’s pretty cool stuff. mvc3 wolverine…?

Heh, well from someone that’s started with WW, I’ve seen enough broken shit in my days. Fun, sure, but if the game is so utterly broke that it kills the competitive scene, then it’s bad for everyone in the end.

Hell, watching mvc3 evo was just to see who can use their broken shit better. Sure you get some amazing omfg come back moments, but over all it’s just a matter of abusing phoenix, wolverine, dante and invincible asissts (ok this dead horse has been beating to death so let’s not go further)

A well played Zero is perhaps the most obnoxious character to fight against. At least Phoenix and Wolverine actually kills you quickly. Zero is pretty much a sadist’s preferred character.

His priority, reach, and speed allows him to easily begin a combo off of anything. Doesn’t help that his combos end up being obnoxiously long to the point where you begin to search for your phone for incoming text messages from your loved one or whatever.

And then he mixes you up and resets you.

when it comes to being a sadists character I think Dante is much worse.

he can play lame as fuck if he wants, with a fireball that hits like 3 frames after he stops charging it up and is impossible to punish on whiff, or he could fly around and shoot a beam that combos into itself and can’t be pushblocked. he also has an invincible air psycho crusher that starts combos and cross you up in all kinds of ridiculous ways if he does it right off the ground. he has a tracking teleport that is insanely difficult to punish. he has a fully invincible overhead. he can convert pretty much any hit into a incredibly long, boring and repetitive combo that builds him tons of bar and inevitably kills your character. then he can cover his own mixup with his own special move. if he ever gets you to block a set of Sentinel drones (child’s play for Dante because he is probably the best character in the game when it comes to covering his assists), he WILL hit you with something and kill you.

and on top of that he’s a generic white haired anime douchebag in a trenchcoat with an endless amount of lame ass quips he makes while playing. at least Zero just calls the names of his moves.

I was really looking forward to news that Dante was getting nerfed to shit, but no luck yet.

Having Zero problems I feel bad for you son, I got 99 problems but a reploid ain’t one. - Haggar

Reasonably accurate except for this part.

Ok, but now can we get the re-mix auto-tuned as Sentinel?

if you stick the ground and just hit him with a launcher you will get your punish but getting something like a jump loop on him on reaction? not bloody likely. Dante should get murdered for an unsafe teleport, just as easily as Wesker can be, but it never quite works out like that.

Haha this is pretty much a repost of one of my salty rants in the Salt thread. Go anti-Dante army.

I agree wholeheartedly obviously :stuck_out_tongue:

The one big problem with Wolverine’s dive kick is that it dies to anyone who’s willing to burn their XF early to guard cancel it and kill him. Wolverine gets a lot of mileage out of his dive kick against people who are afraid to burn their XF to kill him off because they just wanna save it or whatever. Unless you’re fighting a Wolverine that’s also stacked with Phoenix in the back it’s always in your best interest to guard cancel him off the screen. It’s basically a death wish for Wolverine to dive kick on an XF stocked opponent. The Wolverine player at minimum should be mixing in drill claws first to stay safe from the XF guard cancels.

Wolvie dive kicks work great against average players who will hold on to their XF cuz they wanna do random shit with Wesker in the back but anyone who really knows their shit is just going to get Wolvie out of there. The only way Wolverine can avoid a guard cancel is to call a fast assist first that can cover the dive kick being guard cancelled on. Which Noel Brown seemed to be using to cover the dive kick. If you’re going to do that though you might as well just go for a real high low instant overhead mix up instead of just mashing on dive.

Trish’s dive kick is really strong because she doesn’t have to commit to it like Wolverine and worry about guard cancels. She can cancel it at pretty much any point once the active frames start so she can cancel it even before it hits you or long after it hits you whatever. The idea isn’t so much to get immediate damage off of it like Wolverine but to constantly force a really hard to stuff hit box on top of people while calling assists so you can set up high low games when they can’t advance guard you out.

My point isn’t that Trish’s divekick is better. It’s that basing your knowledge of a move or a character off something you saw in a basics demo video is silly. For instance, it’s not height restricted like you said, and it is used very commonly by Trish’s at all levels of play. Snakedux and ShadyK both use it often. When Jago played, he used it constantly. It’s because it’s safe, leads to big combos, is high priority from a good angle and can be cancelled early or late into something else to remain safe.

Newbie Trish’s probably use it too much and don’t cancel it into specials often enough to keep it unpredictable.

I think Wolverine’s still takes the cake because, well, look at it. Can’t argue with results. But to say Trish’s is unimpressive is silly. It’s still one of the best ways to approach someone from the air in this game. After all, this is a Capcom game and it is a dive kick.

I was waiting for DJ’s indepth post since im, wayyy to lazy to type all that on my phone :lol: good stuff man

Always indeed, there is no feeling quite like it haha

May I join the anti-Dante salty army? Because he’s incredibly obnoxious. If I jump over one, I’m the one getting crossed up by his huge normals, if I cross under, I’m the one getting hit by j.S canceled into something safe. I can’t get close to him and being a team game, a Dante can just call an assist to cover any imperfect spots in their attacks if I just wait for something to whiff or whatever. And this is all not to count with that goddamned Hammer. All of these lead to big ass combos.
On offense, Dante’s obnoxious, too. Besides the air normals that easily cross up, he got a teleport that goes behind. That’s all fine and dandy, but it goes so close behind that a lot of the times it’s done, it crosses back up. In my opinion, his teleport should go just a little less than the distance of his air-dash (so he can still cross back up, but not accidentally).

I’m not a Dante player myself and I’m sure I’m wrong in this, but I always get the feeling that Dante players don’t ever have to give a single fuck about what the opponent is doing.

I was watching an early alpha video for MvC3 and he seemed a billion times slower. Maybe it was the general game speed, but I liked THAT Dante. I mean, Taskmaster has lots of this stuff as well, but he never felt even half as obnoxious.

Air throws eat him up.

The main thing with Dante’s teleport is that with the right assist you never really ever need to do a teleport that can get you in trouble. A strong fast projectile assist to cover hysteric or multi lock sets up safe teleports that are extremely hard or pretty much impossible to air throw. If you can put a bunch of projectiles on screen before you teleport it’s basically a free safe mix up. Naked teleports are still decent once in a while during block strings to keep people in check but without an assist to lock the opponent down before you port you’re definitely risking the air throw or stand normal punish. You can get a lot of mileage out of raw teleports especially against people who aren’t used to them but a bad unassisted teleport will get scouted by good players.

With the right assists especially Dante never really has to worry that much about what he’s doing. He controls the mid range with invincible normals that cover half the screen that lead to full bnbs and projectile/assist combinations that allow him to rushdown with a teleport safely from like full screen. He has block strings with stinger and a good projectile assist that basically force you into a mix up if you block a move on the ground that covers 3/4’s of the screen in 14 frames.

Oh and reverb shock to fireworks gives him a move that starts up in 8 frames, hits multiple times and has a follow up that basically shoots a bunch of small projectiles that cover the entire screen. Anytime you need to back people up a bit that’s pretty much the go to move.

tried that shit last night. either my H would come out and I’d get punished when it whiffed, or he teched, or my H was too late and I was the one who got air thrown. the punish window Dante’s teleport is very small, and even if you hit him with an air throw… so what? now you have to deal with massive damage scaling and either burn tons of meter to kill him with DHCs, or you have to DHC glitch (in my case meaning I have to get an air exchange first, because I play Wesker vs Dante because the Hammer destroys X-23) or you have to try and reset him to get a mixup… but if he’s Dante playing with Haggar assist, you can’t even fucking do that!!!

not to mention like before, Dante can cover his assists better than anybody in the game. alright, call Sentinel cool, now put this huuuuuge fucking screen-high block of ice on screen that is impossible to get around, or summon missiles that have perfect 360 degree tracking, or just jump up and do a Hammer because you can hardly punish that move anyways. block the first drone? cool! dante player does teleport, now you are getting pushed back as he appears above your head and he still has his airdash, and his godlike normals, and he could still cancel into Hammer for a double overhead mixup if he’s feeling saucy. all while the other two drones are moving you around.

fuck Dante, seriously. I would rather fight any other character in the game.
Strider has 650k? sweet, extrapolating from that… Dante should have about 375k health

For the short time I used Shuma, I enjoyed swatting predictable, teleport-happy Dantes out of the sky with Mystic Ray assist. But poor Shuma.

If they just buffed her mobility, that’d even be fine. Though she could use a slight damage bump. Tweaked hitstun decay could help with that. I’d like to use Pendulum in midscreen combos, but it just racks up the decay so bad.

And yeah, cr.:h: OTG sounds sensible. I mean, she’s rolling her claws on the ground. Her airthrow is just asking for it, too.

Ok how about this. If wolverine lands a dive kick it’s 80% of your life guaranteed. Trish doesn’t have that period.

Or better yet, Doom’s dive kick is better than trish’s her kick is low priority and not scary in the slightest.

EDIT:Also referring to the Dante teleport the best way to get around it is to make sure you are always moving so if you don’t have a mobile character goin in to the fight your screwed off the bat.
So basically anyone with a fast 8-way tri dash.

Seriously, if you’re on point, Dante is gonna have to stick to airdash attacks because teleporting is just going to get him thrown.

It all depends on Trish’s team as to how much damage she can do. She can max out around 600k for one meter off a dive kick by herself, or she can kill anyone in the game from the start of the match. It varies a lot and depends on what assists/teammates she has access to.

Again my point isn’t that she’s a better character than Wolverine or something. I’m saying people need to stop making claims about characters they don’t know about.