Thanks for the kind words. Long story short, Hulk’s main problem is that one of his primary tools (gamma charge) usually = a total freebie for Cable. You need tremendous patience, and it’s not always doable in a 99-second context. The airthrow XX combo thing is nice & all, but very rollable; don’t expect to get too far with it after people have seen it a time or two.
As for Hulk v. Doom - Hulk simply has a lot more ‘vertical-based’ offense (things like Gamma Quake, upwards gamma charges & to a lesser extent the Gamma Crush) in his arsenal to turn to. Consequently, he doesn’t totally have to take to the air to fight an air-based Doom. His “float” property with sj. fierce gives him a small boost as far as air mobolity. Sloppy photons are easily punished. About all you’ve really gotta worry about are a set of TK photons (ouch).
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I haven’t really messed with Sent in awhile, but I usually use that order. I used to try to tag in Hulk (and I still do if I get a great opportunity), but countering in is generally the way to go. It’s just not worth giving up 60-70% trying to get a clean tag.
The super armor ‘resets’ (for lack of a better word) for each offensive increase, meaning…
blocking ~> neutral
neutral ~> normal
normal ~> special
special ~> super
So… (standing) jab, strong is not going to “stack”.
But jab, strong XX rocket punch will.
Or rocket punch XX HSF will.
And so on.
Very powerful once you truly master it - I haven’t yet; it takes nerves of steel in the Big 4 world of Marvel. But like I say, you can actually stop blocking a chain, take somebody’s love taps and power through it with your own super… at least theoretically.
The real fly in the ointment is that certain normals (like Mag/Storm j. fierce) positively BLOW THROUGH super armor, rendering the concept… not useless, but certainly not without substantial risk.
Execution (decent sticks?) = critical