The DHC Trick - Damage & Hit-Stun Scaling Reset

It’s a 2 frame link. Mashing isn’t going to get you any consistency. On the other hand though you can sorta option select it by mashing S and H and if you don’t hit the crazy dance then you’ll at least still get fireworks.

Noob questions: First post lists some throws as DHC glitch starters, but what is their point if the glitch is all about resetting the damage scaling and throws cannot be comboed into?

And, first post is not complete right? Someone mentioned Dormammu can both start and end the glitch, but first post does not…

How does Dormammu start or finish this? I’ve never seen him be able to use it although I did assume there would be a way to use his :qcb:+:atk::atk: in some possiblecombo.

Well it isn’t that much of a noob post, yet, remember that when you throw an opponent, a combo off of the throw is subject to severe damage scaling. However, the dhc glitch ensures that after a throw you will be able to use two bar and deal damage that isn’t scaled as bad as it would be normally.

BUt your point is the argument i’ve been making for quite some time. Many are saying that 21 characters can start this glitch but, the truth is that only 5 or 6 of those characters can truly optimize the output from said glitch.

I’ll use amaterasu (AGAIN) since its the easiest to explain. You can only activate the glitch off of her counter or off of air throw (at least up to this point, this is what we know). Both of which, cannot be comboed into. Thus, the only damage that the glitch will reset in this case is damage done from the throw or counter.

IF we take Dante or hell, even STORM, the situation is different. First off, another character can TAC into them and they can combo into something which will effectively activate the glitch, or they could do a lengthy combo on their own, taking out a significant portion of life, and then combo into the glitch. Of course, the damage/hit stun being reset here is much greater, and thus the reward for using said glitch is also greater.

So once again, my point is, even though many characters have the ability to DHC glitch, only a select few can truly capitalize on said ability. Some of the trag13’s videos showing the DHC glitch are misleading, as the characters which the DHC glitch is used against, vary per video. A better representation would be against THOR all the time. Regardless, the glitch is a powerful thing, no matter if used with a combo or a throw – it just clearly gets much more mileage off of certain characters.

Okay maybe I shouldn’t have said mash but when you get near the end you can like tap S 2-3 times.

Dommamu can start the trick by using Trish’s Peekabo assist, and canceling chaotic flame on the first hit. Difficult, but not impossible.

He can end the trick with his Ball super. You just have to make sure the super hits AFTER it leaves his hands. This is much easier from hypers that float them up high such as Spencer or Hypers that will hold them in place like Tron. Edit: tron doesn’t work so well b/c ball will bounce them out of Servbot.

It won’t come out consistently if you mash it because humans are incapable of hitting the button every 2 frames (forgot the exact window for it, but pretty sure it was a 2-3 frame window with hitlag).

But yeah you can double or tripple tap S pretty quickly (much faster than any kind of sustained tapping, which is what I thought you were talking about), but it still requires a fair amount of technical consistency. And if you miss it, you lose any kind of frame advantage that you had because of the lag on jetstream.

And no Dante doesn’t have any easy EFFECTIVE combos into grapple. He can go into it very early by doing Volcano->Revolver->grapple and miss out on the majority of the damage that his BnB would do, or you can try to end in 3hhh->stinger (6h)->bold cancel grapple, but that has it’s own problems because you have to reset your joystick to neutral AFTER inputting bold move or else it will keep the forward input from stinger and you’ll get jam session (it’s very annoying).

No you don’t have to be a technical god to get these (and I think you can actually do acid rain->grapple as well, which is decent damage and fairly easy execution), but it’s not nearly as easy as…pretty much every other DHC glitch setup (and harder than most of his combos, so it’s not like you can just pick up Dante and then start DHC glitching day 1 to your heart’s content).

You’ve never heard of doubletapping? This is like saying ‘humans are incapable of hitting a 1 frame window for a link consistently.’ Fighting game nerds have been learning how to make the impossible possible for 20 years.

Trollface - Oh Internet

That’s the only appropriate response to this. Its like he doesn’t Rufus exists.

I dunno Renegade…I’m just saying after DHC glitch goes away…I dont see any reason to use Storm over Dante. Dante can do way too much. His DT super basically turns him into Storm that regains health for 15 seconds. Like…come on. Whatever little nice high low Storm gets with air dash doesn’t make up for the fact that Dante does like everything else better. The character is so stupid without DHC glitch that DHC glitch is just…whatever.

To me this game is basically the characters that are good and the characters that are ridiculous. Storm is good…Dante is ridiculous…which makes Storm not great overall in a comparison.

If Dorm can start and end the DHC glitch…then more points to his possible top 5 potential LOL.

The characters that get the most milage off DHC glitch are the ones that would completely be punishing to fight against any ways in a year with it gone.

You can get crazy dance from any 214+Button move, reverb shock, ice nunchaku flip thing, jet stream

I’m pretty sure if you do a midscreen combo into She-Hulk or Deadpool OTG assist into Beacon Bomb, you can DHC from King Servbot into Stalking Flare and proceed to have funtimes.

At the end of the combo, after 3HHH>Stinger>BC>Teleport>J.S, you can call an assist that holds them in place and volcano>tk revolver>Grapple.

I guess difficulty is relative but some of you seriously need some creativity.

godlike

It does. Top players drop stuff all the time AS IS. Character selection is even made based on it… I’m sure a lot of people would play Viper, top players included, but it’s just too much work for a lot of people.

As for you thinking a 1-button SPD isn’t broken (which blows my mind honestly), Imagine a 1-button 720? 1-button sonic boom or flash kick?

There are reasons why moves are designed with the inputs they have. The simple act of having to perform a motion, significantly changes how and when you can use that move. Reacting to something with a single button press is the absolute easiest way to do it, but add a few motions before the press, and you make it waaaaay harder.

Macros are the same thing, and there’s a very good reason why they’re banned at tournaments.

well, its beyond stupid to argue that execution doesnt matter at high level. sako and daigo wouldnt be who they are if everyone had execution like them once at there level.

but, renegade has a point in that this game is littered with one touch TOD’s anyway. i can one shot any character with 950 k right off the bat with chun… it requires 3 meters but thats nothing on my team. to make matters worse i can one shot the entire cast right after i kill the first character… and this is with chuns low damage having ass. so if other characters used my combo strategy, im sure that most of the cast could do the same thing with the right setup team.

so that being what it is… glitch just seems less important than i originally thought. basically you get hit by a combo starter in this game you are probably dead, bottom line.

i still think it should go, but im more neutral about it now. so im done arguing the point as i see it as moot.

-dime

Mirc summed up my argument for me earlier, I’m not really talking about special move commands here. Those aren’t really “barriers of entry” anyway. I’m talking about combos and techniques you need to compete at a high level.
Late level CvS2 required you either to RC consistently (not an easy task), or to have the timings of moves down to a science to JD or Parry them. That’s a very high level of entry.
Guilty Gear requires 1 frame FRC’s to do bread and butters.
Alpha 3 boiled down to a Vism fest, where you just hit 2 buttons and go into training mode.

This are not game design choices of “easy to learn, hard to master”.

Dime: Daigo’s execution is really good, but I wouldn’t really call him an execution based player. Sako is ridiculous, but even with that execution, he wasn’t winning against the U.S.'s best like Daigo does.

I think the dhc trick is not that bad if the second super requires that you not build meter for the duration of the combo… Nobody seems to count the opportunity cost of the second combo’s meter. Wolvie and Dante both lose around a full bar of meter from a full combo making the dhc trick a manual two character level 3. I’m cool with that because unlike a true lvl 3, the combo sometimes gets dropped and that’s a real risk in the meter management aspect of the game.

The ones that actually build meter seem questionable (why does wesker need more meter for free), but some of those are difficult or retarded in a way like comboing after dormamu stalker flare.

I think that the best course of action capcom can take is to let it ride for more than a year but let the community in on making it a feature of the game seeing who needs it and who doesn’t, or even who could get it added to they’re list of pro’s. Then the patch would allow mvc3 a little revitalization before they put out super or mvc4…

Its not gonna happen like that, but I think that this would be the optimum solution…

Tl;Dr
Dhc trick should stay but be edited later on in the game’s life…

So after thinking for a little bit as to why Doom can start a DHC glitch if characters fall far enough without causing a grapple spin out state as seen in this vid [media=youtube]b3909440zPU[/media], I decided to test if it was a time based occurrence.

I tried with wolverine and dante since their power up supers recover very fast to immediately jump up and hit a character after magneto glitched from hypergrav and the damage dealt was still scaled. So I am certain that the spin out state does not initiate the dhc glitch, the spin out state is just the perfect effect that buys a ton of time before a character is hit since most characters have to wait for them to spiral up then back down to the ground plus maybe wait for the hard knockdown to otg.

Not 100% certain yet but I am pretty positive that if a character is not touched by the person dhc’d in physically for X number of frames, then the glitch occurs. If anyone has any dhc’s that can stall for a long period of time without the spin out state like Doom APA to Dante in the vid and test to see if it’s possible to glitch out of that, that’d be great.

Trish peekaboo is really weird though so still need to test all that.

[media=youtube]8fMz3sHNv8Q&feature=channel_video_title#t=47m12s[/media]

Viscant’s take on whether or not you should change your team just for DHC glitch.

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