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)
Jill: Raven Spike (DP+PP)

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

- Attacks -

Magneto: Hyper Grav (QCB+P)
Haggar: Hoodlum Launcher (DP+P) - hit throw
Dante: Hysteric (QCF+H~QCF+H) - hit throw
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)
Wesker: Mustang Kick (HCB+L or M)

:: 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)
Hsien-Ko: Rimoukon (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: Chireitou (QCF+PP)
Sentinel: Hyper Sentinel Force (QCB+PP)
Trish: Round Harvest (QCB+PP)
Tron: King ServeBot (DP+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)
Hulk: Gamma Toss (HCB+P)
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

:: Videos ::

[media=youtube]rWvdm0n38Ws"[/media] - trag
[media=youtube]gzNkD9OJFns"[/media] - trag
[media=youtube]eNUnGq1LiqM"[/media] - trag
[media=youtube]kGHoahOCywY"[/media] - trag
[media=youtube]NsYe0aHnQaY"[/media] - Kusoru
[media=youtube]gCW8fYbjhqg"[/media] - Cauldrath

:: 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).

This trick was first seen (at least by me) in videos by Kusoru.

Props to Cauldrath and Dr. Grammar for noticing anomalies in Storm/Sent crossover.

Research and Development by trag.

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

  • reserved -

Fantastic research. I was using Spencer dhc’ing after the fourth hit thinking that landing the full would not give me unscaled damage. I think when I tested later hits I must not have done a combo into the super.

One character I haven’t seen on the DHC into lists is Doctor Doom. I swear I had it once from Spencer canceled on the 4th hit during his cocking his arm back where Dooms ground Photon Array missed the spinning opponent on the way down. I whiffed the follow up though. I haven’t been able to do it once since but it SHOULD work. This was in the corner. If you cancel at the 4th hit the opponents flies much higher which will allow the photons to whiff.

I’ve done some testing with DHC-ing into Dormammu’s Floating Bomb hyper and it also works, you just need to delay it a bit more so they don’t get hit by it straight away. I guess it’s still connected to his hand for a short while after the flash or something.
With X-23’s hyper you can do it after the last hit, just have to wait a bit.
With Spencer the easiest place was after the 4th hit or just a bit after the 5th hit, 4th was easiest for the corner, but I’m sure I got it on the 6th hit (twice at least) it just seems really hard. I’m guessing something to do with screen placement but not sure.
Can’t remember if I got it with storm because I was messing around with Spencer and X-23 more but I think I got it on the 2nd to last hit just as she knocks them away but before they hit the wall.
Didn’t try much with Deadpool but it didn’t seem to work because of how close he stays to them.

I didn’t have to combo into the hypers either just had to have hit them before hand. Just the hit you get from switching the character in seemed to be enough.

Also is She-Hulk’s air throw hyper a level 1 cinematic? It looks like it might be but I couldn’t get this trick to work off it. They’re in the air the whole time similar to Spiderman’s so that might have something to do with it.

Interesting. I tried with Dormammu but was getting scaled numbers. I didn’t think about letting it leave his hand. I will confirm!

I had that thread moved out of the X-23 forum today. D:

You have a lot of good stuff here though, so I guess we can just lock that thread and continue research here.

Hey Dr. Yeah, I saw that after. Doh! I moved it back so you guys can discuss X-23 applications or whatever!

I love this trick, I was getting 1.2 mill damage off of 2 supers with storm+wolf.

Works off Wesker’s counter without XF. Simply OTG with df+H into c.M… whatever. Remember… hit-stun is completely reset! GG!

does this work with wolverine on point? is his berserker charge super consider cinematic?

Oh cool, Wesker’s my main character, so I might be able to make use of that. I never even bothered to check if this trick caused a hard knockdown.

I went back and was able to perform an unscaled dhc with Doom. Spencer needs to almost hug the opponent in the corner, cancel on the 4th hit as the arm is fully back, and the opponent must be short. Then Photon Array super will whiff and Doom can s.H to otg to whatever.

It works on Spiderman, and not Thor or Wesker.

Very contrived unless there is a Spencer combo that moves him to the right position but it does work.

After some more testing I’m now pretty sure you can get this trick to work off of She-Hulk’s air throw hyper and Thor’s Mighty Punish (DHC-ing from them). You just have to have hit them before hand.
There are some hits that stop it from working though if you do the raw hyper straight after.
Anything that would make them tech in the air seems to stop the trick from working (a launcher, most hits that connect with them in the air or Dormammu’s st.H for example) unless you hit them again and combo off that. Sadly with these two hypers being throws that doesn’t really help them.
Throws with hard knockdowns don’t seem to let you do the trick off a raw hyper straight after either, but if you’ve hit them then do the throw you can.
Throws with soft knockdown, like Dormammu’s, seem to count as a hit.
The way I got it to work with She-Hulk’s air throw hyper was hitting them then setting the computer to jump and doing it. Not being able to do it off an air tech kind of hurts it’s usefulness though.
Neither of these are as useful as the hypers you can combo into but I was more interested in seeing if it worked or not.

Still can’t get this to work off of Maximum Spider. The last part of She-Hulk’s drop kick hyper looks like a cinematic hyper as well but I couldn’t get anything to work off of that. She’s in the air similar to Maximum Spider when it hits so I’m thinking that might have something to do with it.

DHC-ing into Tron’s King Servebot seems to not scale as well but I had to do it from a hit that throws them high enough as I could never get the first hit of this hyper to connect. The 4th hit of Spencer’s hyper seemed to work.
If you’re in the corner (or maybe near didn’t test too much) DHC-ing into Super-Skrull’s Skrull Torch hyper and missing causes him to hit the wall and stop so you can get an unscalled combo after that.

Shouldn’t Felicia’s Kitty Helper (DP + PP) be on the list too? I’m pretty sure it doesn’t “hit,” since it’s a custom combo like Morrigan’s. Unless I misunderstood something in here as to why it wouldn’t work.

[media=youtube]D31ZsYaFiMM[/media]

Video from Cauldrath showcasing no physical hit. I’m going to test this out tonight! Wondering if it’s because of less hits, PS3, or something else! Who knows!

It might have to do with the timing of the DHC. When I was testing with the Weapon X Prime DHC into Devil Trigger, it did work without comboing into it, but I couldn’t get it consistently at all.

Probably just hit them before doing it. If you look at the input display there’s a bunch of things that probably hit before doing the throw. As long as the last hit before doing the throw didn’t cause an air tech that’s why it worked (as far as I can tell).
I also use a PS3 so it might be something to do with the PS3.

Very interesting findings! I will test more tonight and put up an addendum video! Very very interesting!

I’m going to have to try a few of these.

Brainstorming off Xansan’s Thor posts you could air combo into a Spencer B or Spiderman web shot assist. They recover grounded then super and DHC for unscaled. This would be a reset though.