So there is more going on than originally thought.
Chensor and I were talking and I mentioned a second damage scaling glitch (will explain in a bit) and he said he knew of another as well. His variation had to do with double DHC’ing to put them in a spinny state allowing for a whiff and a hit. So, here’s Chen’s example:
Sentinel: DP+H (command throw), QCF+PP whiff, instant DHC to (insert any char here). This causes the first “spin state”. From here, DHC into a third char, in Chen’s case it was Spencer’s Bionic Arm (QCB+PP). This hits for 250 (full) damage… but ONLY if a physical hit came before the initial Sentinel DP+H.
I then tried Sentinel S, QCF,uf+PP whiff into instant DHC. This did not cause the spin state. They could still tech out as normal.
Next was Spencer’s DP+M (command throw). As soon as I could move, I did QCB+PP xx DHC to Wolverine Berserker Charge. The moment Wolverine was DHC’ed in, they were put in the spin state. Stand H did full damage. However, it only did full damage if a physical hit had occurred first (like every other example).
Chen mentioned he thought that it had something to do with a throw state (cinematic supers, Thor/She-Hulk/MODOK grabs, Sentinel/Spencer command grabs etc) but we couldn’t figure out why it didn’t work with Spider-Man’s Maximum Spider.
I tried other options to get the “hard knockdown” similar to Sentinel’s command throw. This included Chris QCB+H and Wesker QCF+L. When DHC’ed out of, neither of them caused the spin state.
Now, going back too Spider-Man. rogueyoshi mentioned that he and his roommate were messing around with a Hulk/Spider-Man damage reset, but couldn’t get it 100% of the time. I asked them the sequence and then went off to study it.
The sequence was: L-M~A1 (Web Ball) xx DP+L~H (Web Ball hits), L-M… etc.
I couldn’t get it to work until rogueyoshi sent me a short clip. I noticed that in his video, the Web Ball hit very low to the ground and the opponent floated to the ground while “captured”. The next hit happened as SOON as the opponent touched the ground. I was then able to reproduce it every time the timing was right. I could never get the damage reset to happen if the Web Ball hit too high in the air and the opponent popped out of the float before they touched the ground. I also couldn’t get it to happen if the Web Ball hit them when they were already on the ground (thus, not allowing the “float and touch” to happen).
This is also testable in corner with A1~H, wait till Web Ball hits, L-M… etc.
Because the Web Ball (and potentially Hyper Grav - need to test) have “throw” properties much like cinematic supers (which include 3 grab supers that can be DHC’ed out of) I decided to try some things. I comboed into Web Ball xx QCF+PP whiff DHC Wolverine Berserker Charge. This caused the spin state, however, damage was not reset.
I also tried with Spider-Man combo to Web Ball xx DHC Wesker Counter (QCB+PP), and noticed that if the opponent was in the Web Ball, Wesker couldn’t DHC out. I then tried QCF+PP and I couldn’t DHC out of that either… but only when they were in Web Ball. Something strange there… or it may have been the crap pad I was using at work (makes less noise than a stick). However, outside of the Web Ball, I could DHC all of the time.
I’ll do more testing when I get home, but this is something that I’d like to get even more eyes on and maybe we can find other applications.