MvC3: DHC Trick 01 - Damage & Hit-Stun Scaling Reset!

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Uploaded by on Mar 6, 2011

The DHC Trick - Damage & Hit-Stun Scaling Reset

:: Overview ::

The DHC Trick is a technique that gets you a complete reset of damage scaling and a partial (it seems) reset of hit-stun scaling.


:: The DHC Trick - Execution ::

- Steps -

1) During the round, you must hit the opponent with any physical hit at least once before this trick can become active. This does NOT have to be a part of a combo. Also, this hit can be in the combo that utilizes the DHC trick as long as it comes BEFORE the "captured/grabbed" state (see Step 2).

2) Activate a DHC while the opponent is in a "captured/grabbed" state. This includes most cinematic hyper-combos, Magneto's Hyper Grav, and certain level 1 grab hyper-combos, and some throws/counters.

3) The DHC (from Step 2) graphics/effects must finish without any attack hitting the opponent (there are some exceptions).

This means that power-up DHCs are the most obvious for the trick because you can simply DHC into them and when the graphics/effects, you are in control of your character.

If the DHC Trick is performed properly, the opponent will pop out of the "captured/grabbed" state into an untechable "spin" animation. The next hit will cause damage to be reset (and a partial reset of hit-stun).


- Summary -

So basically... you can hit the opponent (unblocked) with a stand L, wait for 30 seconds, and then do the aforementioned trick and it will work 100% of the time (in my tests... so far this is accurate - there may be a way to reset the state so you must hit them again).


- Notes -

If you reset the training mode state, it clears the "physical hit" and you must strike them again before the trick will work again. If you start a new round, it also clears the "physical hit".

Physical hits count as any strikes, projectiles, and Crossover Attacks (tag ins).

Important Note: If a new opponent comes in (if you've killed the point character or they tag out) you must score a physical hit on that character as well.

Also, this trick can be done with any DHC that can be X-Factor'ed BEFORE it hits (thus making it a DHC that does not "physically" hit). This nets you both the XF damage and the damage reset.


:: Starters - Direct Hyper Combos ::

Deadpool: Cuttin' Time (QCB+PP) (cancel before final hit)
Spencer: Bionic Maneuvers (QCF+PP) (cancel any hit)
Storm: Elemental Rage (DP+PP) (cancel before final hit)
X-23: Weapon X Prime (DP+PP) (cancel second to last or final hit)
Thor: Mighty Punish (HCB+PP)
M.O.D.O.K: Killer Ilumination (DP+PP)
She-Hulk: Taking Out The Trash (DP+PP)


:: Starters - Follow with Hyper Combo then DHC After ::

- Attacks -

Magneto: Hyper Grav (QCB+P)
Haggar: Hoodlum Launcher (DP+P)
Dante: Hysteric (QCF+H~QCF+H)
Tron Bonne: Beacon Bomb (QCF+P )

- Throws / Counters -

Amaterasu: throw (air is easiest)
Amaterasu: counter (Solar Flare)
Sentinel: Human Catapult (DP+P)
Thor: Front / Back Throw
Thor: Mighty Hurricane (HCB+P)


:: DHC to ::

- Non-Hitting DHCs -

Amaterasu: Veil of Mist (QCB+PP)
Arthur: Golden Armor (QCB+PP)
Dante: Devil Trigger (QCB+PP)
Felicia: Kitty Helper (DP+PP)
Morrigan: Astral Vision (dd+PP)
Phoenix: Healing Field (QCB+PP)
Taskmaster: Aegis Counter (QCB+PP) (depending on height of "spin", can follow-up differently)
Thor: Mighty Punish (HCB+PP)
Trish: Round Harvest (QCB+PP)
V.Joe: Viewtiful God Hand (QCB+PP)
Wesker: Rhino Charge (QCB+PP) (self OTG with df+H, c.M...)
Wolverine: Berserker Charge (dd+PP)
Zero: Sougenmu (QCB+PP)

She-Hulk: Road Rage (HCB+PP - Level 3)
X-23: Silent Kill (QCB+PP - Level 3)

- Special State DHCs -

Haggar: Giant Haggar Press (DP+PP)
Hulk: Gamma Quake (DP+PP)
Hsien-Ko: Rimoukon (DP+PP)
Sentinel: Hyper Sentinel Force (QCB+PP)
Trish: Round Harvest (QCB+PP)

Note: These supers count as not directly hitting so you can actually hit with them as you DHC in.


:: Does Not Work With ::

Dormammu: Air Throw
Hsien-Ko: Back Throw (or any throw, but back throw is most obvious)
Spider-Man: Web Ball (QCF+P) - Spin State but No Reset
Spider-Man: Web Throw (HCB+P) - Spin State but No Reset
Spider-Man: Maximum Spider (QCF+PP) - Spin State but No Reset
Trish: Peek-A-Boo (QCB+M) - Spin State but No Reset
Tron Bonne: Air Throw



:: Misc ::

Note: Does not work with Spider-Man's Maximum Spider. I tested every imaginable set-up (with assist OTG, after web-throw, after bounce, after slamdown, cancelling different hits of Maximum Spider... etc).

Extra special thanks to James "jchensor" Chen for being instrumental in helping to hone in on this technique.

http://tinyurl.com/mvc3apprentice (Apprentice Combos Playlist)
http://tinyurl.com/mvc3combos (MvC3 Video Clips Playlist)
http://tinyurl.com/mvc3comp (MvC3 Compilation Playlist)

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Gaming

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Top Comments

  • 0:37-0:41

    Amaterasu: IT'S CUTTIN' TIME. LA LA LA LA

  • That sentinel taunt was classy.

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All Comments (228)

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  • Talk about adding insult to injury....the taunt during the combo @ 3:29.....nice

  • I want this video on my Mi-720 unit.

  • 3:48 THIS...AND TRISH!

  • Your video is a favorite on Kazakhstan

  • How does the dog know Dante's lv 3 hyper?

  • THIS IS

    FELICIA

  • JACKPOT !

  • Hack lagging crap

  • Hahaha at 3:29 Sentinel taunts during the combo....

  • @UndeadNinju Normally, as a combo continues, each hit does less and less damage, until it reaches a certain point. This is called damage scaling, and it prevents 100% combos from being everywhere. This glitch, performed by performing a delayed hyper combo from a cinematic hyper into one that doesn't physically hit them, resets the damage scaling for the combo, allowing the damage to rack up to insane levels. Normally these combos would probably deal ~70% damage.

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