Yo Mike…when you moving to Seattle again???
Ed: Wow…that’s some shit I haven’t even began to think of trying. I’m bout to log 4 hours, just to get all of those down perfectly:cool:
Peace
-D-
Yo Mike…when you moving to Seattle again???
Ed: Wow…that’s some shit I haven’t even began to think of trying. I’m bout to log 4 hours, just to get all of those down perfectly:cool:
Peace
-D-
DOUBLE POST!!!
Yo…this is gonna sound kinda wierd/retarded, but I’m burning a custom MvC2 cd, and I’m trying to incorperate songs that would be “theme songs” for our big guys.
List so far:
Any other ideas??..maybe Move Bitch (get out the way)
Peace
-D-
Minor thing:
Just wanted to let you all know that if Hulk gets over 1.5 levels of meter [around 1.7] and has a killing unmashable, he has enough meter to most likely wind up killing all 3 characters in their team if you can land the hits.
Meter built during combos is almost a half level.
Almost anything you do will wind up with you having this much meter at some point.
The point of the Gamma wave super is to get them in the corner so you can try to set up another combo that finishes the job. If in the right position, this obviously can get the job done by itself and is always desirable, but this fact is highly overlooked sometimes by those who hate it. Being both cornered, knocked down, being unable to roll AND not having the initiative not only sucks but is extremely dangerous.
If they block high as they stand, you can try to sneak a ducking lk and attempt an unmashable corner crush. If they block low, you can attempt a flying lk into an unmashable corner crush. If they jump back, you can jump and attempt an airthrow and if they fall for it, you can OTG them [hard to roll]. If they don’t roll, you OTG, corner unmashable, they die. And thanks to Mister Ed, if they tech hit, you can flying lk them causing a GB, and they still most likely die.
There isn’t much I can really say about Hulk I haven’t said before in previous threads or that hasn’t been covered already by players better than me with him. This thread is a good one though. I especially like the posts by Buck Jones and Ed [your combos are dope].
I’ll still be watching, and if I can post something useful that’s new, I will.
Judgement night by Onyx featuring Biohazard might be appropriate. Move Bitch works too.
all you need to figure out with d bigmen is how to get around team gainesville…gayble/robat/doom
you figure that out and i’ll be a BFL.
Oh, man… the one time I get to play Justin Wong, and he’s got about 16 wins or so with this team by the time my turn arrives… :bluu::lol:
It’s arguably the toughest matchup in the game for bigman squads, it’s a near-total counter. Hulk has a surprisingly OK time dealing with Doom, but past that it’s all WAY uphill. Even middling players can take that team & give you a devil of a time.
I would try to counter XX HC either Cable or Sent. I’d also probaby try my luck on an offensive tag, HC on somebody if I saw a good chance (might as well).
This team forces you to wavedash & counter/super/DHC on a dime. No two ways about it.
A team I have a harder time with is scrub. That corridor assist is too good.
Alot of people say Strider/Doom is best, but from my experience it is not. Then again I never played against a really good strider/doom. Mixup had a pretty good one though.
Okay here’s a few good colossus combos:
j.HKorFP, [land], Launcher (s.HK), lp, lk, lp, HK shoulder charge, Power Dive (down immediately). It’s his bread-&-butter combo that does about 75% dmg on an average character.
In Corner with Hulk charge assist:
j.HKorFP, j.spin grab, [land], OTG d+lk+hulk, d+fp, [hulk hits], HK shoulder charge, power dive. It does 100% on lower vitality chars, and maybe 90% on average chars. If you want to finish them off just cancel into another super (headcrush).
Corner no assist
j.HKorFP, [land], launcher (s.hk), lp, lk, lp, HK shoulder charge, power divexxxGamma Crush (double crush=no survivors). There should be a slight pause in between the shoulder charge and power dive. If done right, colossus will fly up out of the screen and hit them twice without canceling d+pp. After you hear secong hit cancel into Gamma Crush.
There are a few more combos but they are too simple to even waste my breath explaining. Colossus doesn’t rely on combos to much (he doesn’t need them), you just got to play smart.
The best counters to team beastmonster
sent/mag/im
sent/cable/doom
sentinel + assist that gets in the way = ggpo
ed forces people to counter him:(
So who counters Sent/Cable/Doom?
Storm / Sent / Cyke…I think
msp
msc
storm/sent/aaa
team scrub
all do pretty well
Well, my Mags is coming along. I’ve been practicing with Mag/Hulk/Ruby. I think its a pretty good counter team against their Team Strong counter teams.
hey you do have easy one hit kills with that team but
mag with hulk+ruby assist will have alot of trouble vs sent w cyclops or capcom(ruby can help some vs capcom but not enough)
the team combofiend vs that will be hard too. only because of magneto’s proj assist…
I *probably won’t play you again before i leave, so i’m being honest here:p
mag/hulk/sentinel is the team i reccomend for you ed. I’m more than happy to explain if you’re willing to listen.
Ruby’s AAA works pretty well against Storm and Sent simply cause hailstorms and HSFs can’t penetrate it. Its pretty good at keeping sent on the ground, cause he can’t even fly over it. Also it sets up a 90% damage double crush from hulk. :evil: Its a damn good assist, but it comes out a little too slow. I also use it to set up unescapeable tempest combos. Yes, I can see cyclops giving them trouble, but I don’t think capcom will. I’ve used that team plenty against Andy’s scrub and he hasn’t beat me yet.
I don’t like the idea of using Sent but if you got some good enough shit to beat cable with I’m listening.
I don’t know where everyone went, but I have a question. What do you guys think about using Hulks s.HK as an anti air? I mean it has incredible vertical range and fairly good priority. I found it works good against pestky sentinals flying around and damn tri-jumpers (except storm). Also, while he’s on the ground he has superarmor so he can take a few hits. I haven’t experimented with it too much cause I don’t have anyone to play against anymore. Give it a try and see what you think.
Hulk s. HK does indeed behave very similarly to c. HP; there are a few key differences, though.
As I alluded to earlier, when you’ve (dash-)jumped over the opponent it executes more quickly and effectively than c. HP… largely due to the way it “autofaces” and where the hitboxes are in the early frames of the move.
It also seems just a little more cancel-friendly than c. HP, especially with respect to the command grab… BUT… in exchange you give up your prep for Gamma Charge (especially upwards). Speaking of which… one small mistake on your part or mis-read by the computer turns that s. HK into a roundhouse Gamma Charge, and that probably just cost you the character. So the normal has some baggage that comes along with it.
It’s not one of my most favoritest normals in the world, and I mostly use it just to whiff-cancel into jab rocks/command throws for meter.
Again, it really shines after you’ve just jumped over somebody; I don’t recommend doing it “straight up” for AA purposes. It has a few frames on it & is far from invincible; it doesn’t really pass the “Mag/Storm j. HP” anti-air litmus test very well ( ). Because of this, you may find yourself starting to do it early so maybe it won’t get stuffed & hoping for a favorable outcome… exactly the kind of guessing game you want to avoid. It is serviceable at best.
That being said, a player that was really on his toes could probably get roundhouse Gamma Charge guard breaks off of normal jumpers who block it all day… at least on Cable.
While you’re experimenting, kick around the c. HK a little (it combos with c. LK in deep). That’s a pretty interesting normal, and it’s like a first cousin to s. HK with a number of similarities.
**
Ed…I’ll be the first to say, these combos seem nice, but I personally haven’t been able to hit a single one. I can usually bust out any combo posted on these forums with about a days worth of frustration, but these seem like random stuff thrown together.
I’ll give you the benefit of the doubt due to the fact that you are a highly regarded bigman player, but personaly…I wanna see these combos work…a video or something would definately shut me up, but until then…:bluu:
Peace
-D-
A live demonstration would, of course, be ideal. Hopefully all 3 of us can compare notes in about 3 weeks and all be better players for it.
I’m sorry but I don’t have a way of making a video. Maybe if you tell me where the problems are I can help you.