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Marvel vs. Capcom: Infinite December Patch Warps Reality Stone, Smacks Down Dante

Fans of Marvel vs. Capcom: Infinite have likely noticed that Reality Stone seems a little bit imbalanced. Yes, the big glitch has been fixed, but that doesn't mean this Infinity Stone isn't still wildly overpowered. The memes speak for themselves.

Those fans may be happy to hear that the Reality Stone is being brought down several pegs in the next Marvel vs. Capcom: Infinite patch, set to hit the game on December 5. Here are the key changes coming to Reality Stone:

Reality Stone Infinity Surge

  • Increased start-up from 8F to 20F
  • Decreased active frames from 120F to 90F
  • Increased projectile speed
  • Projectile now disappears if player is hit
  • Lengthened time needed for the projectile to start homing
  • Gradually reduced hit stun on block from startup – max. of 12F to min. of 6F
    • Made it easier to reflect with Advancing Guard immediately after start-up

On top of that, one of the Reality Stone's more frequent wielders, Dante, is also getting whacked with the nerf bat. And by "whacked," I mean "bludgeoned."

Dante

  • Decreased health from 10,000 to 9,000
  • When transitioning into these moves, Dante will no longer turn to face the opponent:
    • Million Stabs
    • Million Stabs (Quick)
    • Drive
    • Volcano (During Million Stab)
    • Prop Shredder
    • Revolver
    • Million Carats
    • Crazy Dance
    • Twister
    • Jam Session
    • Bee Hive
  • 5LP: Increased hurt box size
  • Raise Flag (6LP)
    • Increased hurt box size
    • Decreased active frames from 4F to 3F
  • 5HP:
    • Increased start-up from 12F to 13F
    • Decreased active frames from 3F to 2F
  • 2HP:
    • Increased hurt box size
    • Decreased active frames from 4F to 3F
  • Jump LP:
    • Increased hurt box size
  • Reverse Edge (J6LP): Increased hurt box size
  • Jump HK:
    • Initial damage scaling decreased from 100% to 90%
    • Increased attack start-up from 14F to 15F
    • Reduced horizontal reach
    • Changed hitboxes so that they gradually increase in size, rather than instantly appearing at full size
  • Normal throw (both forward/back): Knockdown duration decreased from 30F to 20F
  • Air throw (both forward/back): Lowered floating on ground bounce
  • Million Stabs:
    • Damage decreased from 1560 to 800
    • Meter gain first hit decreased from 200 to 100 (except for last hit)
  • Drive: Decreased damage from 1410 to 900
  • Rain Storm (J2HK): Can only be activated in the air once
  • Prop Shredder: Decreased damage from 1120 to 850
  • Revolver:
    • Damage (5 hits) decreased from 1590 to 960
    • Meter gain per hit decreased from 300 to 200 (excluding last hit)
  • Jet Storm:
    • Slowed down rush speed
    • Decreased damage from 1560 to 1150
    • Reduced hit box size
    • Increased hurt box size
  • Crazy Dance:
    • Decreased damage from 1925 to 1176
    • Increased hurt box size
    • Scaling on hit stun decay 100% to 98%
  • Twister: Reduced width of hit box
  • Tempest:
    • Reduced width of hit box
    • Increased recovery by 9F
    • Meter gain first hit decreased from 200 to 100
  • Bee Hive:
    • Decreased damage from 2290 to 1239
    • Meter gain first hit decreased from 200 to 100
  • Hammer:
    • Decreased damage from 900 to 700
    • Reduced hit box size
    • Increased hurt box size
    • Added 9F of landing recovery
  • Volcano: Decreased damage from 1000 to 800
  • Killer Bee: Decreased damage from 1100 to 900
  • Million Dollars: Delayed start of attack after black screen by 10F
  • Devil Trigger: Fixed a bug that caused health recovery during grab sequence and damage animation.

Those are some big-time changes to two of the most omnipresent parts of the current MvCI meta. Other changes include adding roll options after crumpling, a shortage of the Space Stone's Infinity Storm duration, slight changes to Advancing Guard, bug fixes, and balance tweaks for a majority of the cast.

Find the full list of changes on Capcom-Unity.

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