So I got the game last night and seeing how Hulk was my main in Vanilla, he was the first character I tried out.
His solo damage has been DRASTICALLY buffed. I didn’t realize how much extra damage his modifications would bring. In Vanilla, Hulk’s damage one a standard BNB ending in a super was about 600-650K. In UMVC3, with the Impact Punch and the wall-bounce from AA Gamma Charge -> M, that standard assist-less combo ranges from 790K-950K. WITHOUT AN ASSIST!
Due to the aforementioned changes, an OTG assist for Hulk is less of a requirement this time around. He still NEEDS an assist to apply pressure and get in, but it’s not mandatory. (Or so it seems so far)
The Impact Punch is…pretty fucking good. It can lead to all sorts of mind games. Combined with the right assist and the additional armor on Gamma Charge, Hulk has options for punishing opponents. Cancelling into AA GC -> H or Gamma Tornado will be a very viable means of applying pressure.
He “feels” faster. I cannot put my finger on it, but he just feels…quick.
Hulk always was a beast in the corner, but I feel he will be even strong in the mid-range in this game.
Overall the changes are really beneficial to his game. I need to reserve my final judgment after I get some games under my belt against real competition, but Hulk seems to have taken a step in the right direction.
I’m having a REALLY hard time building a team here. So many chars I want to play. My team in Vanilla who I always entered tournaments with was Task/Hulk/Dorm. I’m kind of over Dorm, not really interested in playing him anymore. Hulk will for sure be on my team, but need some help on deciding the other 2:
Hulk and Rocket Raccoon seem like a good match at this point with any of RR’s assists. I still have a ton to learn though about Ultimate though so I could be completely wrong but definitely something to look at.
Not team related but:
Canceling into grab is a shitload easier in U. I’m also really fuckin happy he’s got World War Hulk as DLC and I might even buy it as a result.
I’m still waiting on my copy in the mail…so much theory fighter going on in my head -_-.
Anyway, I’m curious about Hulk and Dr Strange working together. I tended to be scrubby and use gamma wave and doom missiles a lot in vanilla (lag tactics ftw) so I’m wondering if daggers will have a similar effect with less vulnerability. Another thing which I want to test once I get into training mode is dhc gamma quake into spell of vishanti; namely whether it’s possible to make quake safe to use semi randomly, and allow strange to get a teleport mixup if they block.
I’m actually rocking the Hulk/ Strange (aka mini Defenders reunion) myself.
Spell of Vishanti after a Gamma Crush works great as DHC on hit or block, I’ve been abusing it a lot. I don’t use the daggers assist tho, I’ve been using the eye assist as my lock-down assist of choice. Works great after a OTG Gamma wave (mid-screen or corner).
Also eye is a great pressure tool if you back it up with a Gamma Quake hyper and the chip damage is considerable.
Anyone have any thoughts on Ghost rider and hulk? I wanted to use GR’s OTG assist but they seem to hit way to many times to really do anything with. Maybe chain of rebuttal can be used to help get hulk in on people but it seems like they don’t help each other out. I wan’t to test them out but work and my club is keeping me very busy.
I’m running Hulk (Charge) / Thor (Spark) / Doom (Missiles)
My Doom needs a lot of work as I didn’t play him in vanilla but with the improvements to Hulk and Thor most of my matches have been won without ever having to touch Doom. Spark provides a really good crossover to call and then jump over with S crossover.
If Hulk is cornered, the Gamma Tornado command grab can start a throw switch to remove the throw scaling. This works best with someone who can score a long combo after an OTG, like Doom, and lets you build more meter and do more damage than just Gamma Tsunami or Gamma Wave -> Gamma Crush. I tested Deadpool (Katanarama!) and Doom (st.H) which are both pretty quick, but try experimenting with your team!
If Hulk isn’t cornered, Gamma Tornado will throw them too far away for any combo without the right assist. What works to get a combo here? The book says She-Hulk’s Torpedo works, but maybe there are others?
So I’ve been messing around with assists and throws with Hulk. A couple of things I thought were pretty cool that may be old news:
Sent’s Bomb Drones let Hulk go into full combo off of any airthrow or regular throw with the right timing, anywhere on the screen. You usually have to follow it up with Gamma Charge AA M into wall bounce. Back throw I’ve been able to follow up with GC AA H > H to save the wall bounce. You can hit confirm Rocket Punch after an air throw, but not a ground throw.
Gorath’s Mystic Ray lets you combo off a back throw with s.M. and a forward throw with GC AA M > M. Works with air throws as well. I feel like you should be able to do this off of a confirm, but I couldn’t pull it off.
I think someone here already mentioned it, but Doom rocks lets Hulk combo off an airthrow.
You can hit confirm She-Hulks torpedo after an air throw and go into full combo.
Skrulls Orbital Grudge works with a forward air throw. As near as I can tell, you need to do j.M or j.H into j.S right after the throw as you’re coming down to continue the combo. Tenderizer works on a forward air throw as well, and it’s way more fun. I feel like you might be able to set up a fully charged Impact Punch after it too, but I haven’t tried to hard. You can throw them right into his Stone Smite with a forward air throw and ground throw for a wall bounce too.
Unfortunately, She-Hulk torpedo and Sent Rocket Punch are the only thing I’ve found so far that you can hit confirm, all the others need to be called before you try the throw. Admittedly, I’m terrible at hitting Gamma Wave with any semblance of good timing, so some of these may be hit confirm-able used in combination with L Gamma Wave. Anyway, hopefully somebody can build on this nonsense.
Oh man, I’ve been trying it just for fun but I think this might actually be a decent team.
Nemesis(clothesline rocket)/Hulk(gamma charge anti air)/Sentinel(Drones)
They really just mesh well together, and its a team that forces your opponent to play completely differently. Also Nemesis’s zoning game is actually pretty sick when backed by drones.
I’m wanting to help my friend create a solid team with Hulk somewhat at the center of it.
I was thinking Ghost Rider / Hulk / and either Hawkeye or Strange. I want it to be a bit less…complicated, but still effective. Ghost Rider doing his zoning thing with those wicked chain moves, Hulk (as suggested) with his Anti-Air Gamma Charge assist as a get-off me of sorts, and either of the latter two to provide their powerful hypers and potential.
The problems are however, that I cannot really figure out which assist for him to rock out. Hawkeye could use his horizontal or vertical arrows–I was thinking vertical so jumping in on Ghost Rider is harder and strengthening his lockdown, as well as providing Hulk a better means to get in, but people have recommended using his horizontal arrows more so.
Strange in theory could do the same with his Daggers assist, or his double beam.
Advice? This is a team primarily built for the Hulk, despite Ghost Rider being on point, if that makes sense.