Marvel vs Capcom 3/Systems/Hyper Meter Attacks: Delayed Hyper Combos
To perform a Delayed Hyper Combo, first perform a Hyper Combo with your Point Character. Then, while the Hyper Combo is still being executed (even before it hits or during its recovery), perform the command for any Hyper Combo that the current Assist Character 1 possesses to cause the Point Character to leave the battle and have Assist Character 1 to jump into the screen and perform the Hyper Combo you executed. Then, while the second character is performing their Hyper Combo, you can choose to enter the code for a Hyper Combo possessed by Assist Character 2 to DHC into the third character.
The ABC's of DHC's
You can only do up to two DHC's in one sequence. Also, each Hyper Combo performed in a DHC sequence changes the color of the Hyper Combo background, which gives you an indication of how many Hyper Combos you have performed. The first Hyper Combo's background will be blue color. When you DHC into the second Hyper Combo, the background becomes green. And when you perform the second DHC into the third Hyper Combo, the background will turn red.
You are only allowed two DHC's in a row, but if you allow a Hyper Combo you DHC'ed into to end and are able to continue combo and then activate a brand new Hyper Combo, you can start the DHC sequence from scratch and get up to two DHC's again. However, you have to have enough Levels of Hyper Meter to perform this, as each DHC costs as much meter as it takes to perform the Hyper Combo you've DHC'ed into.
If one of your characters has been K.O.'ed, however, you are only allowed one DHC from your Point Character to the remaining character. DHC'ing will obviously always bring in the character who is still alive regardless if they are Assist Character 1 or Assist Character 2. But you will not be able to DHC back to the Point Character anymore. And it goes without saying, but it's being said anyhow, if you are the only character left on your team, you cannot perform a DHC at all.
DHC's Not Easy As 123
The most obvious use of Delayed Hyper Combos is to extend combos and cause more damage. Oftentimes, a combo that ended with a Hyper Combo will fall just short of finishing off an opponent's character. And because a lot of Hyper Combos cannot be followed up with more hits, a DHC is usually used to finish off the opponent's character.
Keep in mind that, just because you cancel one Hyper Combo into another via DHC, does not mean that the second Hyper Combo will connect. Thanks to the sheer variety of Hyper Combos, most DHCs will more than likely miss! But because you can DHC at any point during a Hyper Combo, you can usually adjust the timing so that the Hyper Combos do connect.
For example, if Chun Li lands her Hoyokusen, the last hit launches the opponent up into the air. So if you DHC her Hyper Combo after the last hit into, say, Deadpool's Happy Happy Trigger, Deadpool's Hyper Combo will miss. However, if you DHC before the last hit connects, because they are still on the ground, Happy Happy Trigger will actually connect.
Another example is with Amaterasu and Morrigan. If you land Amaterasu's Okami Shuffle and want to DHC into Morrigan's Finishing Shower, you have to DHC very early, right when the lightning portion of Amaterasu's Hyper Combo begins. However, if you want to combo into Morrigan's Darkness Illusion, you have to DHC later in the combo, right when the lightning portion is about to end. So even with learning to DHC into the same character but different Hyper Combos, different timings will needed. It will take a lot of experimentation to figure out how to combo Hyper Combos via DHC.
However, DHC's actually have what can be argued as an even more important use than just landing combos. The most important thing that DHC's allow for are a safe way to swap characters. So even if your opponent blocks the DHC, if the DHC is safe on Block, you can actually use two levels of Hyper Meter to safely bring in Assist Character 1 as your new Point Character. Performing a normal Cross-Over Attack can be risky as the character coming in is at a huge delay if blocked. And landing an Aerial Exchange requires you to start landing a combo and, oftentimes, you need to swap character right away in order to save your Point Character, so waiting until you land a combo isn't practical.
And oftentimes, people won't even bother to try and land the first Hyper Combo. If you have one that starts almost instantaneously, players oftentimes will just activate it as soon as they are free and instantly DHC into the second Hyper Combo without even worrying about letting the first Hyper Combo animate at all just to guarantee the Point Character tags out.
So DHCs ends up being one of the safest means to tag out your Point Character. And not only can it be a safe way to change characters, it also prevents the character entering the match from losing their Red Health, which is a huge bonus.
Level 3 Hyper Combo DHC'ing
One restriction of Delayed Hyper Cancels, however, is that while you can DHC into a Level 3 Hyper Combo, once a Level 3 Hyper Combo connects, you can no longer DHC out of one! Whether this is the result of the developers thinking that canceling out of a Level 3 would be too powerful or because the fancier animations of Level 3's prevented a simple way to have DHC's work off of them, it's just not possible without any exceptions.
The DHC Trick
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
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).
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).
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 ( ) (cancel before final hit)
- Spencer: Bionic Maneuvers ( ) (cancel any hit)
- Storm: Elemental Rage ( ) (cancel before final hit)
- X-23: Weapon X Prime ( ) (cancel second to last or final hit)
- Thor: Mighty Punish ( )
- M.O.D.O.K: Killer Ilumination ( )
- She-Hulk: Taking Out The Trash ( )
- Jill: Raven Spike ( )
Starters - Follow with Hyper Combo then DHC After
- Magneto: Hyper Grav ( )
- Haggar: Hoodlum Launcher ( ) - hit throw
- Dante: Grapple ( ) - hit throw
- Dante: Crazy Dance ( during Reverb Shock, Revolver, or Jet Stream)
- Jill: Ensnarement ( ) - hit throw
- Tron Bonne: Beacon Bomb ( )
Throws / Counters
- Amaterasu: throw (air is easiest)
- Amaterasu: Solar Flare ( / ) - counter
- Sentinel: Human Catapult ( )
- Thor: Front / Back Throw
- Thor: Mighty Hurricane ( )
- Wesker: Mustang Kick ( / )
- Amaterasu: Veil of Mist ( )
- Arthur: Golden Armor ( )
- Dante: Devil Trigger ( )
- Felicia: Kitty Helper ( )
- Hsien-Ko: Rimoukon ( )
- Morrigan: Astral Vision ( )
- M.O.D.O.K.: Hyper Battering Ram ( ) (don't mash)
- Phoenix: Healing Field ( )
- Taskmaster: Aegis Counter ( ) (depending on height of "spin", can follow-up differently)
- Thor: Mighty Punish ( )
- Trish: Round Harvest ( )
- V.Joe: Viewtiful God Hand ( )
- Wesker: Rhino Charge ( ) (self OTG with df+H, c.M...)
- Wolverine: Berserker Charge ( )
- Zero: Sougenmu ( )
Special State DHCs
- Haggar: Giant Haggar Press ( )
- Hulk: Gamma Quake ( )
- Hsien-Ko: Chireitou ( )
- Sentinel: Hyper Sentinel Force ( )
- Trish: Round Harvest ( )
- Tron: King ServeBot ( )
- Zero: Rekkoha ( )
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 ( )
- Spider-Man: Web Ball ( ) - Spin State but No Reset
- Spider-Man: Web Throw ( ) - Spin State but No Reset
- Spider-Man: Maximum Spider ( ) - Spin State but No Reset
- Trish: Peek-A-Boo ( ) - Spin State but No Reset
- Tron Bonne: Air Throw
- The DHC Trick 01 - Combos! - trag
- The DHC Trick 02 - Throw Starters! - trag
- The DHC Trick 03 - Bonus Video! - trag
- The DHC Trick - "Physical Hit" - trag
- Crazy X-23 / Sentinel / Phoenix Combo! - Kusoru
- Storm DHC Trick - Cauldrath
For more details: The DHC glitch forum thread