This is what I was talking about before. That move is a good AA but at the same time Dante gets hit out of it a LOT even if you calculate that shit.
Also Crystal is amazingly good, I thought we (the OTT) talked about this before? Seriously it stops EVERYTHING when timed correctly while also being a hitconfirm
The biggest reason why Crystal is the best shit ever is because niggas hold foward too much. The second biggest reason is because Million Carats is its big brother.
The hitbox of the move travels upwards, so you don’t actually get your AA hitbox until like frame 11 (or even 12 for the very top of the hitbox, don’t know for sure). It makes it increasingly harder to AA bigger hitboxes because you have much less room for error.
Compare this to s.L, which for all we know could be active above Dante’s head on frame 7 or something ridiculous like that.
It’s not the blocking, it’s the grabbing/fear of being grabbed. Also, blocking an air pipe makes me feel like I’m shielding against a Falcon Punch in Smash 64. So much blockstun. @_@
Like I said it just stops everything though, you just cant throw it out against teleporters or people with fast beams. Things like Nova+Frank assist gets stopped cold (no pun intended) and afterwards you can just Reverb xx Fireworks and push them back to the other side of the screen.
Combined with plink dashing backwards and acid rain, Dante can easily play runaway completely by himself against a good portion of the cast and that 1 bar at the start allows you to DT if you guess wrong.
Yup. I think it’s the combination of the plink dashing back and Crystal that makes it my go to special in the neutral when every Dante ever tells me to go Drive first. One of the funniest things about it though is how long it stays active. If the first shard forms and I Devil Trigger, chances are I leave it as a trap for people to move into when they try to chase me. Thing is like an ACME brand Brick Wall, Looney Tunes style.
Crystal is +9 on hit so you can link stL (for combos) or Reverb (for pushback). I usually Reverb instead and just push them back making them start their approach all over.
If they get hit outta the air (like if you “anticipate” a Nova air dash H) you can actually do MHS IIRC and go into shot loops
If you stand directly under Haggar as he falls after a command grab whiff at super jump height the part of the hitbox that can touch you is much smaller, Dante can s.M AA it pretty easily.
Dante can also just jump and press M, I’m pretty sure the button is 3 frames faster and has slighter more range than air pipe. You don’t get to convert at that range but it’s much better than letting Haggar do whatever he wants.
It has so much blockstun that you can actually wait until he touches the ground and push him out as he attempts to dash forward, I haven’t tested this myself though.