Thats really good I like that.
I wouldnt be surprised if this works with some other ppl starting it.
Obviously the barrier is the distance between the opp and Dooms Sphere Flame.
I wonder if it will work with Storm if I cancel very early as you have with Spence, since E.Rage does pull them a bit after it becomes cancelable.
I guess you just miss out on alittle damage from the 1st hyper but Doom can make up for that.
Wasn’t there notes on damage scaling resetting on OTG supers?
After I saw that I was convinced it was based on time between hits.
Can dorm utilize the dhc trick? I was thinking about making a chris dorm spencer team, and I am thinking that if I can pin them with the first hit of Chris’s grenade launcher off of a spencer grapple assist and then DHC to Dorm’s Run. That move seems to have the same properties as HSF so shouldn’t that work for a dhc trick?
I think someone said it has to fully leave his hand before hitting and it works.
Big question about these (especially Haggar’s):
The idea behind these is to reset damage/hit stun scaling so you can extend the combo, right? So does this mean that there is some way to combo after body press? Does it require an assist? OTG assist, maybe? Does it require X-Factor (This…would be least ideal.) Another DHC afterwards?
Just curious. If he could do it, that would mean he is great as-is in the 2nd slot on my team by being able to start and end a DHC glitch for 2 meters.
For some moves, it isn’t really reasonable to combo after them, but it still resets damage scaling for that hyper, which can give a big boost to how much damage it does. It’s possible to DHC trick into Akuma’s Messatsu-Goshoryu so that the first uppercut whiffs. Since the last hit does so much damage and that moves has a such a bad damage scaling multiplier, losing the damage on that first hit and getting reset damage scaling for the last ones increases the damage a good bit. Instead of getting 155,100 damage, you can get 252,100 damage.
Giant Haggar Press is a bit of a weird move. It already does unscaled damage on all its hits besides the last one, but then if you don’t hit with those, getting reset damage can be the difference between 200,000 damage and 60,000 damage.
Wow! Good shit dude.
Thanks for the response. This is going to change my team lineup.
Weskers command grab midscreen also creates enough spacing for the sphere flame the whiff, the good dr is getting better :). [media=youtube]MK8TKd-KtmM[/media]
Also works with Thor’s grab hyper. Was able to have sphere flame whiff if I do it immediately when the opponent hits the floor
There was no way I could get it to work with elemental rage though. Would hit for full damage all the time
I made a new thread in the Doom forum section, Storms elemental rage DOES work While she’s saying " BY THE POWER OF GAIA…" If you DHC at Gaia or before it, the opponent will be at a good range for his SF to whiff.
Storm - [media=youtube]OLIiH3MoimY[/media]
Tron - [media=youtube]vvKULITm_dg&feature=mfu_in_order&list=UL[/media]
Sentinel - [media=youtube]uEOdbT2noDE&feature=mfu_in_order&list=UL[/media]
it’s called a glitch…
i know i’m not the only one with a problem with this
If you’re playing X-23 Zero you should have no problem at all with this lol
A lot of the things you love in fighting games started as glitches.
On Viper: Viper is a shitfest of a character was purposefuly made incompetent unless you could do a bunch of executional gimmicks. She alone explains everything that’s wrong with execution and creating characters that need high execution. All that viper’s design has done is prevent people from being able to play her because the basic shit requires more presses than other people’s hard shit. It isn’t great design, its pursposefully dumb. You want to make accessible games, don’t make any more characters like Viper unless this is something standard across the board (Guilty Gear). Btw, I love dat Guilty Gear.
what does this have to do with glitches or the DHC?
I made a full list of DHC trick options for Doom.
http://shoryuken.com/f362/dhc-trick-doom-273441/
Responding to the stuff above. Your stuff gonna test out tomorrow. Was wanting to replace Sentinel for Doom in my team and if I can get this down, I’ll probably be making that switch now.
Pressing S to feint a move to cause momentum shifts is NOT a frikin glitch
try again
Last time I’m going to say this as its obvious your reading comprehension is shot: combos, canceling, and a lot of other stuff that a lot of us enjoy started as glitch. viper being able to fly half the screen to overhead you I’m certain was not intentional but it doesn’t mean its bad on the game. Regardless of it that part of the post was meant for the conversation on top of the page about execution.
Combos, canceling, and that stuff started as a glitch in older fighting games.
Back then, there were no way to “patch” a game in order to “fix” things, or balance characters.
But nowadays it does happen, and we expect the bugs to be patched, the characters to be balanced, and a glitch to be fixed…
…or else, we must assume it is intentional, even when it was not (or there are no money to spend in a patch development).
I would like the DHC glitch to be gone, or be balanced out among the cast.
If a new fighting mechanic has been found thanks to this glitch, it is ok to build it into the next game, but NOW i would like to play a more balanced game.
@Pertho: 1 The Viperball isn’t really a glitch, it’s the expected mechanics applied in a new way. When I came up with it I’d already hypothesized about how and why it should work. The intention of keeping momentum likely had to do with how ridiculous the jump arcs would appear if she didn’t maintain any and used a burn kick or burn kick feint in the air. The Viper ball is just taking that information and applying it to immediately after you leave the ground.
After saying this I partially agree and partially disagree with you. Viper’s execution barrier is obnoxious but I think the game for 90% of the cast would be more obnoxious if she didn’t have the execution barriers. Is killing someone for 2 starting gauges that hard for her? No, her combos necessary to kill most of the cast aren’t too hard even if they are many button presses. The things she has that are hard fundamentally need to be hard or they need to rebalance the character.
Since you come from a Guilty Gear background Viper is very similar to Zato-1/Eddie there are a lot of barriers in place to keep people from doing some patently busted things with the character, if it were easy then the character would dominate without the downside of potential mistakes. In this game with good execution Viper becomes like Spiral on crack which is the most terrible possible balance since it completely shuts down an opponent’s game no matter what it is. She needs an execution boundry in order to keep her from destroying how this game functions, and I think that barrier will only last until people with good execution actually start using her.