I’ve been playing MvC3 since it came out and I’m a little curious as to why no one has really taken the time to dissect exactly how hit stun degradation actually works. Knowing the exact mechanics could help in developing resets with variable timing, longer combos etc etc.
The common assumption would be that it’s somehow related to the number of hits in a combo or that certain moves contribute to further hitstun (throws being the obvious ones) while some ignore it completely (followup air combos to TAC) and others still, reset it completely (DHC glitches and tagging in other characters after throws).
I personally think it’s a combination of things. At first glance the most important factor might seem to be the number of hits, but I think it has more to do with a “hitstun timer.” That is, the longer a combo goes on, the more likely an opponent will flip out.
To illustrate this, I made a couple of videos:
In the first, I’m doing a typical Doctor Doom combo and stretching to the point where any hesitation will have the opponent flip out at the end. Notice that I’m airdashing down and whiffing his gun to land faster and “beat the clock” in order to land a few more hits than would normally be possible:
In the second example, I’m doing the same combo as before, but this time I’m letting Doctor Doom just fall down on his own after the sj.S. Notice that I’m unable to go for a fourth launch this time:
For the third example, I use the Doom missile glitch to illustrate that as long and the initial volley of hits is done in quick succession (40+ hits in this case), you can still get a full combo. This seems to indicate that the number of hits don’t actually contribute to hitstun decay per se, but rather, what’s important is how long it actually took to inflict those hits.
Other examples like being able to land a full combo after Iron Man’s level 3 point to the same conclusion:
Any thoughts on this?