as unbelievable as they are (and unfortunate if you’re the person getting hit)…ed’s combos do work
When I spoke in terms of “live demonstration”, that wasn’t intended as a vote of doubt nor proof. I haven’t tried the combos myself, but I take him at his word that the stuff is valid.
Just saying that it’s much nicer to see something demonstrated firsthand than figuring things out via SF notation on the boards. That’s all.
[EDIT: Thanks to Ed for bringing up the Hulk’s s. HK; yet another normal that’s a lot more useful than it appears to be at first glance.]
I’ll just break these down one at a time…
Hulk on point…c.lk,c.mk, shoulder charge, rock super, jump up airgrab my stunned ass, air fk, land shoulder chargeXXrock super…
I can do everything up to the first Gamma Quake, but after that…how do you throw…let alone airthrow out of that combo???
Are you using the short charge rather than the roundhouse one?
Because if you’re not, I’d bet my last brew @ 10 minutes to beer hour that that’s the reason it’s not working.
You may also need to mash the quake in order to suspend the opponent in the air long enough to cop that airthrow post-recovery.
Just some ideas, anyway… perhaps Ed can confirm.
BTW… Dan, can you describe in SF notation that HSF + Jugg-b combo you have that ends with a jab rocket punch? I like that one… thanks.
I always use the Roundhouse charge…unless I’m doing my unmashable variation with the short Charge.
That combo…
Juggy Glitched is prefered, but it works either way
FP Rocket Punch, HSF, Beam and Call Juggy at the same time, HP Rocket Punch, Juggy Hits, LP Rocket Punch. (good for an asston of damage on any character, but the timing on sentinel is a little different…just work with it and see what you can get)
I wanna point out the obvious before anyone else does, you can roll out before the last rocket punch hits, but how often do people try and roll out of HSF chains???
Whats the timing for the thorw…is their a point where you just jump and throw, or is it more like a hold up while the super is still hitting???
Peace
-D-
Thanks for the response… that one is a peach. If anybody asks me, of course I’ll credit you…
Not sure about the throw timing; again, I haven’t actually tried any of this stuff, it’s all just guesstimations on my part…
…but I’ll go ahead & fire up the DC and do some testing when I get home. So interested parties, stay tuned…
The throw can be hard to land sometimes after the Gamma Quake. Basically, you gotta mash like hell, so that they stay in the air all the way to the last hit. Then immediately super jump and then throw with FP. Its not worth going for outside the corner, cause you have to super jump forward to catch them. I would suggest practicing it in the corner first to get the timing.
Anything else I can help with?
Another small point, just to keep the ball of contribution rolling…
As most of you know, in Marvel you get to cancel from…
normal ~~> “special” move ~~> “super” move
Well, for bigmen with standard, garden-variety super armor (read: not MZ or HA Colossus), it “resets” (for lack of a better word) with each cancel-based increase listed above. So for example, if you were Hulk, you could theoretically do a jab [take armor-friendly-hit], XX command throw [take another such hit] XX Gamma Quake and power through an opponent’s love taps.
This is a lot of how bigmen blast through chains & such that stop other characters in their tracks, and it can really give ground-based pixies a problem. It’s also a key element to punishing those sloppy viper beams/grenades I talked about earlier. Properly applied, it really helps out your Headcrush game.
Mag/Storm TJ-rushdown tends to be a bit much for it, and if you guess wrong or things don’t break right for whatever reason you’re probably toast, so it definitely has its limitations (as usual). I just saw this concept mentioned earlier in another folder and I thought it would be fitting to discuss it here.
This is fairly elementary to a seasoned bigman player, but it might help for somebody just getting acquainted with them. Like many concepts, it’s something a lot of people are aware of on at least some level but may not quite understand fully, or be unable to find the right words to convey if asked.
Actually , you bring up a good point.
Just the other day I started getting back to Bigman basics and realized how much stuff I just wasn’t doing anymore.
Example:
YOU HAVE SUPER ARMOR…USE IT!!!
Say a certain character (we’ll use Cable as an example) starts the chain of a well known/widely used combo. c.LK, c.LK, s.HK XX AHVB…pretty common combo. You can iterrupt the combo with your super armor (hulk). Let him throw the first 2 hits, and as soo as the second one is blocked…trade blows with the Roundhouse and Gamma Charge through it (super armor absorbs the blow)…or set up what ever other combo you feel like doing
Just some old basic shit we all forgot:lol:
Peace
-D-
No, looks like you’re the one with the good point…
You can stop blocking and actually start “eating” hits in an effort to apply this technique, rather than just trying to do it up front. In Hulk’s case, some variety of short kick is generally going to provide the quickest startup overall; not necessarily true for the others.
It can be risky, but it’s still well worth remembering for situations such as the Cable one outlined above, or other SA-friendly B&Bs that a given character is likely to do some 90-plus percent of the time (thereby essentially removing any required guesswork).
Super armor really comes into play where you need it most. Especially against Rushdown and Lockdown characters. Without superarmor and guard cancelling the big guys wouldn’t have a chance against Strider/Doom or Spiral.
We don’t see much strategy against Strider/Doom with the big guys so here it goes:
Strider/Doom doesn’t pose much of a threat against team Strong. Main thing to remember…KILL DOOM! The best way to take out doom real easy is use Hulk’s Gamma Crush when he brings doom out. Hulk will go up and over the rocks and leave Doom with about 1/4 life left. They will then hesitate to bring Doom back in, so they will either use strider solo:lol:, or bring Sent in
Normally, if they are using Doom, I will sacrifice one of my characters for their Doom. Without Doom they don’t pose as much threat. Basically they’re left with just Sent cause Strider without Doom equals victory. Its kinda like in Chess where you sacrifice your queen for their queen, but you have better pieces left on the board, so you have a better chance.
That’s good advice on S/D; sometimes I try to hurt up an assisting Sent the same way. In either case, if you have somebody in the back with a good DHC you can turn to (Headcrush or HSF works well), you may be able to kill the assist outright. Naturally you want to think twice about doing this in certain situations (like vs. a loaded point Cable for an obvious example), but it has it’s place in your offensive arsenal.
I remember saying something about this awhile ago in a “how to fight top tier” breakdown, but I don’t remember exactly what thread & one would have to do a little digging to find it. Definitely valuable enough to bear repeating, so thanks for bringing it up.
Strider is quite a bit easier sans Doom, but he still poses a challenge if you try to beat him normal-for-normal. He’s so quick & has so much priority… it’s not really the kind of fight a bigman wants. Better to land a Gamma Charge or something like that; ggpo.
I feel ya on the chess analogy, too.
Well I know I’m a little late about being on here but I’ve been falling in love with various versions of Team Bigman for a while now. The versions of the Team I’ve used though are a little different than yours. Right now I’ve been using a lot of BH/Jugg/Hulk.
I think I like this team for a couple of reasons, for one I feel more comfortable using BH over Sent and number two BH and Hulk seem to work fairly well with each other as Hulk has a decent Double Crush using BH’s AAA and BH can effectively use Hulk for his B&B InfernoXXHOD combos. Even though you do see less and less of this now-a-days, BH still helps bring down some of the runaway characters in the game to help keep Jugg/Hulk from having to chase them all over the screen. BH can also help build plenty of meter on point if used effectively for an incoming Hulk or Jugg.
Thats pretty much all I got strategy wise for now. Hopefully I can solidify this team a little more as right now its just in its baby stages.
I do have some combos I can post, some of which I’m sure you’ve seen before or are variations of earlier posted combos but here goes:
Jugg/Hulk:
My B&B Jugg corner combo:
Launch, s.j jab, s.j short, s.j strong, s.j fierce, s.j roundhouse, land, j. short, j. foward, land, FP Throw, j. short, j. fierce, immediately call out Hulk beta assist, land, jab juggernaut punch, c. short(OTG and unrollable);
1)Juggernaut Headcrush
2)c. fierce and recycle the air combo again
3)towards fierce which can backed by s.j fierce, s.j roundhouse
Jugg/BH:
Not much of an elite combo but it puts ok damage
c. short, s. fierce+BH AAA, roundhouse body splash
unfortunately you can roll off of the body splash which makes it not quite as good as the jugg punch(seeing as how that causes them to fly into the corner, a much better place for Jugg). You can actually land a jab jugg punch instead of the body splash but it tends to be a little trickier with the timing.
Also a quick note on the Jugg/BH team and just BH/Jugg mind you, if you happen to land a clean tag in with Jugg(midscreen especially) with 3 or more levels it is possible to land both a THC and an extra Headcrush or two. All you have to land is a jumping short and fierce, land, then THC. As Jugg drags them accross the screen, BH will throw the HOD where the opponent starts to get hit. Once Jugg finishes his HC he ends up throwing them back into the top half and finishing part of the HOD. This actually ends up launching them back over Jugg’s head and easily gives him enough time to land a straight Headcrush or two. I do say 2 because depending on the way the Headcrush hits you can hit another one. There are actually 3 ways I’ve seen the Headcrush hit off of this “set-up.”
- It connects fully
- It only hits once and resembles hit animation from if you land a HC on a dead character at the end of the round(probably rollable)
- It hits only once, but hits on the top of his head and launches them over your head again(this is the one you land another HC off of).
Well, thats about it for now. Hopefully this is stuff that actually helps out this thread some.
Peace.
I’ve been using BH a little, but I have yet tried him with Hulk and Juggs. I’ll look into it.
It works pretty good, trust me.
BH is a wonderful battery & has some dope setups with both of them; he covers some of their deficiencies rather well. Plus you don’t really miss a beat stamina-wise, which is nice.
One of the huge, unsung ways he helps out is simple clock management.
Thanks, Erik…
BH/Hulk/Juggs is okay, but I’m sticking to what I know and what I’m good at Team Strong.
I understand Ed. I actually like that team quite a bit myself. I used to use it in earlier tournaments under the name of Demolition. That team definitely has its strong points, I might pick them up again sometime for the hell of it.
ed you need to hit me up on aim, like pronto son!
i got some much good newz
found somebody that can rent van, and more ppl that def. wanna go
holla back
Well Peeps, I’m definitely gonna make it to Charlotte and more than likely I’m gonna be playing some sort of Juggernaut team the whole way. Pretty sure I can do, seeing as how I’ve played an entire tourney before with Ryu :lol: Can’t wait to see everyone there and hopefully I can learn a little while I’m there as well.
Peace.
I can’t ever catch you on AIM.