Hulk-Juggernaut-b assist

=Throw into Assist
1.]Call Juggernaut and kick throw. They’ll eat the assist.
-If they are cornered and they don’t roll, dlk, gamma charge, gamma wave.
-Another possible thing you can do is if you have Gambit second and they don’t roll, you can activate a gamma quake [or wave], and fast DHC lifting them off the ground, and then DHC in Juggernaut for the instant kill on average stamina characters outright.

=Inescapable cornered foe double Crush…
1.]dashjump,lk, mk, land, dlk, Call Juggernaut, dmk, immediate activation.
-The ground portion is as fast as possible.
-Juggernaut’s dashpunch will lift them just high enough when done properly to make a killing inescapable double crush.
-It’s also possible to go dlk, dmk+call Juggernaut-b and activate to get it to combo. Your super’s frame freeze will cause Juggernaut to combo in this situation.
-I still prefer Juggernaut-a when using Hulk to Juggernaut-b. More ways to waste someone’s character.

My fav juggs setup is hulk airthrow into dash assist… then falling lk, falling mk xx crush… which has to be done real quick… but you cannot mash out… add a mean AAA to the team to encourage them to be blocking when they jump in… and you’ve got em trained into the setup.

or

airthrow into juggs dash, fall, gamma charge fwd xx super… works great… but if its crush they will be able to mash… cept in the corner.

Updated main post w/lots of stuff…

hey guys, just wanted to tell you guys something. Hulk can double crush with Colossus AAA in corner.

Cr. lk, cr. lk + colossus xxx Gamma Crush. A whooping 130 damage on Cable.

And Hulks assist is gdlk with Juggernaut (glitched): hp grab, j. lk, j. hk, call hulk, assist hits, headcrush for a ridiculous 142 damage. smh where has the world came to?

oh and Hulk can do a THC combo with Juggernaut and colossus (yall probably been knew, but whatever)- cr. lk, cr. lk THC= Death.

Hulk is gdlk

If you had psn I’d show you plenty of fun stuff :slight_smile:

Lately I’ve been practicing corner gb to gamma charge infinite… tricky but satisfying…lol

Hulk/jugs is so beast vs rushdown… I’d say as a duo they are awesome anti-msp… but storm’s runaway can be a prob for juggs or meterless hulk… still watching magnus try to get through both their super armored asses w/out getting tagged for most of his life can be fun…

yeah rape squad (jugg/Hulk/Colossus) beats the hell out of MSP. I laugh when Storm tries to run from juggernaut and they end up the the corner. hp grab into whatever kills almost everything lol.

and magneto lol thats a funny guy. he just wants to hit me and he always makes me laugh… then I destroy his soul lol

Updated a few things in the main post… and stay tuned b/c I’m shooting hulk footage again!! yay… just to show a few combos, mixups, and broke ass assist punishes… oh yeah… gb’s…

this:

lol… I can’t find weaknesses in hulk anymore. He feels stronger, faster, and more versatile than ever. He’s got great matchups vs near everyone and very little that can be safely exploited against him.

I have a few questions [alot actually…,] but first, there’s something in the first post that I think needs to be fixed…

My version looks like this…

The version you posted may work, I’m not sure. I’d need to test it… I wonder if you could use your cross-up reset to juggle their assist indefinitely? Hmmmm,

Questions about Hulk’s guard-breaking and moves for Mad Titan , Rodd Driguez, and others…

A few questions...
1]How good is Hulk's jumping lp at snuffing triangle jumps?

I'm kinda curious, as I found that the hit-box on that thing is ridiculously big [I may never use the flying lk again outside of combos. Actually, that's an exaggeration...]. If it's real easy to snuff them with this, that's gonna be a free gamma crush.

Also, I know that the flying lk will guard-break which leads to 2 more questions…

2]Does lp [off dash-jumps] guard-break people falling in? [99% positive it does. Since dash-jump lk does, and lp hits way higher and from below, there's absolutely no justifiable reason it shouldn't. [the block-stuns are similar...]

3]If so, does lp, mk guard-break?

4]If 3 doesn't guard-break, how easy would it be to hit detect the lp, so you can score the floating crush should they get wise and take the hit.

5]Can dashjump lp guard-break mid-screen vs people jumping forwards or backwards? [if so, can lp,mk?...] I'm thinking about guardbreaking a Cable that normal jumps back and killing it

If all the above holds true, picture this...

WARNING: EXPERIMENTAL / UNTESTED INFORMATION
-Use at own risk…
-Bolded parts experimental
-You kill 1 guy off your launch lk,mk, cross up hp mixup trap [or whatever else tickles your fancy . You back dash, dash-jump, and **lp, mk chain to guard-break **before they land. They block, you dhp [1st hit only], and [vertical hard gamma charge, uf light redirect, land, vertical hard gamma charge, uf light redirect]xN which is Hulk’s fatal infinite, dead character. You back-dash again, dash-jump lk,mk chain. They get smart and take the hit, and end up eating a gamma crush to proton cannon of the chain, into photon array. The entire match went down the tubes immediately following the first dead character.

Experimental stuff ends…


Thanks to you, I also figured out a new combo.
=Opponent jumps:
Dash-jump or normal jump lp,mk, hard vertical gamma charge up, hard uf redirect.
-If they're cornered and hit by this [and don't roll] you can dlk, them upon landing, and combo out of it. This could result in an infinite or charge XX crush.

-Also, if they don't roll, you can dash-jump maintaining the initiative.

=Thanks for the [airborne opponent] lp or lk, to mk, land instant activate gamma crush floating un-mashable. I also have to thank you for the idea of instead of gamma charging cable's normal jump specials to gamma wave, to whiffing it to get a floating crush.

All this stuff may turn the Hulk vs Cable match into a horrific mismatch. And I DON'T mean favoring Cable.

If you're using Hulk-IM-Doom, and they can't tech hit, or roll from EVERY air throw, then modern Cable stands no chance. [Modern Cable = no Doom assist...]
-Any jump-back can result in a dash-jump lp, mk chain, and if that hits, its a gamma crush to proton cannon. 
-There's also the air-throw otg, call Doom, Gamma charge XX crush XX proton cannon [but that's obvious...],
-There's getting thrown into Ironman [3 kills a character outright, and that doesn't take into account the fact they're opened to a free gamma charge hit continuation...]

As a theoretical side note: If it’s possible to guard-break someone’s jump-back with flying lp, or lk,mk, or both the dash-jump lp,mk gets even worse. I’d drop Doom, gamma charge XX crush XX pc. Someone NEEDS to test this…]. If that’s the case, there’s NO way out of eating a Gamma Crush, or at the very least a gamma charge if someone jumps backwards and Hulk can hit them with this.

1.) Hulk’s j.lp is not so good outside combo’s. It’s speed and priority are fine but hulk’s to damn tall to put it where it needs to be against tri-jumps. VS triangle jumps I give em the hulk version (sj. strait up… immediate sj.hp while holding df + mash falling lk…) Once he figures out his normals aren’t gonna beat it… watch out for h.grav tho. That ghetto tri-jump is deadly and hard to beat out.

2 & 3.) The j.mk in there wont gb itself but will uphold them quite well and hit from nice n low so you can land and hit before they descend… so yes and no… the mk itself no gonna gb… but is a part of a good gb setup.

Cable is actually super easy for hulk. He has almost nothing safe except calling and covering his assist. (Which is so so on the safe side). Not to long ago I figured out that you jump into his grill blocking… block his assist… counter call with doom(or any baity assist) and immediate lk gamma charge fwd…

that scenario cable will 99% ahvb your assist… or try… but amazingly lk gamma charge is faster and you can easily hit confirm to super. If he doesn’t ahvb your assist your charge beats anything else he tries and you got doom rocks or wtver coming to back you up. Further if he jumped and did anything your charge becomes charge xx crush for the floaty unmashable… you dig :slight_smile:

His entire gameplan is non-factor… expect to see a hasty switch to storm or sent…lol

Is the intention of this to land an airthrow to otg? That’s kinda what my testing of it appears to be giving me.

So if I were to dashjump into the guy with lp, mk, land, and gamma charge the guy when he jumps back or falls in, I’d hit with the gamma charge [as that’s kinda what I’m asking…]?

Are you sure that the light gamma charge is faster than AHVB? I think it’s just the fact that when you gamma charge, you almost always end up so close that the AHVB will miss [it misses point-blank targets of all sizes…]. I’m guessing that’s what is perpetually happening.

I’ve had both… in that I’ve light g.charged there and had it slip under his feet… but I’ve also had it pop him in the knee caps plenty of times.

The other question above about he ghetto tri jump setup… yes that’s part of the point. You can pin them down and if they try to jump and air dash into you with attacks you’ll normally throw em… and it’s so low that you can easily OTG after

MadTitan or Deathfist or others, there is a couple things I would like you to test.

  1. LK does not come out in 2 frames. I believe it comes out in 3, maybe 4. But with super armor, I believe it can beat 2 frame moves. Can you test it with Jin’s lp which is 2 frames?

  2. I have a theory that you could do a option select using j. hp (hold forward) + tron or doom. If it hits if goes straight into tron or doom and you can gamma charge into hyper of choice. If it gets blocked, it guardbreaks and you can launch xxx up gamma charge infinite. Can you test that?

Thanks in advance.

Not gonna work most likely. To get a favorable angle from hp in the air you gotta sj. immediate df+hp… j.hp isn’t gonna come out where you’d like most likely. In that situation I’d rather air throw than do blocked j.hp anyways.

This would be proper hulk usage right?
[media=youtube]KlqWGC6iY0Y[/media]

His team is sick and it’s all about dat pressure and momentum. We’ve had a few pretty awesome hulk battles. He goes for that throw constantly and unless your rdy to tech tech tech… you likely will lose. With those assists… finish it out to super and it’s all his team could really need.

With a lot of assists… in that situation you’d be better launching instead… combo slap em into assist land… charge… super… Basically the setup for those who need more assist coverage than on the ground a character length in front of em…lol

For his team’s setup… you can use it… even without colossus or juggs in the picture. Low airthrow… falling fk or lk (lk most consistent w/out assist), g.charge xx super ( I use doom so when I hit the OTG I call rocks… then charge… crush… they can’t mash out) if you don’t have an assist to create an unmashable… or you just prefer 100% consistency over possible extra 40% dmg… his charge… delay… xx g.wave is g2g.

There’s a few small things he could have done here and there with hulk in this vid as well… but then again that’s always gonna be the case… overall… very good hulk.

Sorry it took me awhile to get specific here…

It does several things. If they jump with or after you and try something they will get smacked back down. If they don’t you recover from df + fp quickly and can overhead into combo with falling lk immediately. If they jump late they get stuffed by the lk which you can potentially follow with mk as you fall and take it into crush or launch. If they jump early and block you’ll get the low air throw situation… all of the above applies in a dual fashion as well since holding fwd instead of df as you clap will cause you to cross up and apply the same stuff to their opposite side. Basically it’s sorta an option select hulk sized tri-jump. Most characters don’t have good options apart from AAA when you do this… which only helps til you get tricky… b/c you can expect it… sj. at them… pb block mando… and then immediate fwd+clap still works just the same.

I could go on for about 3 posts on this one concept. Actually I’m gonna update “the clapp” (not a good nickname) section in the main post b/c there are some tips and shenanigans to add. Highly specific… but hey… that’s the best kind.

Here’s a double crush I completely forgot to mention. Will probably edit the list to include it later…

Hulk, Spiral-a[projectile/horizontal knifeball] MID-SCREEN ONLY VERSION

[optional jump /dashjump lk, mk, land,] dlk, dmk, Call Spiral-a [knifeball], immediate hard gamma charge xx crush.
-The timing of the super cancel varies on a character by character basis. For example, Magneto needs to be hit, or have the gamma charge whiff on the way up by simply doing the hyper cancel too fast. Sentinel, you have to call the assist, and delay the gamma charge slightly, delay the cancel to crush slightly, and hold down. Cable you can do it either way, but the first method is surefire on him while altering the timings to suit the second method cause easy screw-ups if you’re off.
-Don’t do this to someone cornered. Do the next one…

Hulk, Spiral-a[projectile/horizontal knifeball] CORNERED OPPONENT ONLY VERSION
-Ducking hp+Call[2 hits] activate gamma crush.
-can be done of a ducking lk, so the full combo would be jump lk, dlk, dhp. If you want 4 hits first go jump lk, mk, dash, dlk, dhp.
-The timing is kinda strict.

Midscreen [works better with cornered victims, but works mid-screen]

This was in the crush list I made. It was kinda easy to miss, and I didn’t elaborate enough on it, so here it is again.

Call BH~ immediately hard gamma-charge, wait alittle, activate, hold forwards, done. You want to have the inferno on the ground before it goes vertical when Hulk goes vertical so Hulk hit’s first. This means you can…

-Combo into it off a dashjump lk, mk, land dlk, dmk…

-Tag in, Call BH, Gamma charge as above, crush.

-Airthrow, hk on the way down, call BH, gamma charge, etc…

Works on most of the cast, but has serious stability issues with some characters that either force certain timing adjustments, or make it impossible. It works on the entire top tier, but Magneto is kinda hard to get right. Doesn’t work on Sakura for some reason.

Combos with BH on point:

=[requires 3 levels…]
Dlk,Call Hulk, dmk, sj cancel, [sj hk, airdash back, sj hk, hold forwards, land]x2 land just close enough that if you engage the triple, Hulk will lift them for the float effect. If your third character’s super is something that the victim will land on and be held for a double crush [Jin-beta, Sentinel, Capcom-b, Cyclops-b,] or sets up the triple team super well by holding them for Hulk [Ironman-b is an example this is likely to kill something…]

Guardbreak:

Corner: nj hp, land, call Hulk, sj hk. if they…
-block, they fall on the gamma charge and get launched into the hk.
-guardpush, they eat the hk and get infinited
-take the hit, nj hp and a hulk assist both combo depending on timing and preference with his sj hk, so the get infinited anyways.

I think Hulk might have something else against Storm. I don’t know the exact timing yet, but I’m testing hailstorm vs gamma crush. And surprisingly as long as Hulk manages to take off (sometimes I see his feet at the top of the screen, anymore of him and hailstorm probably stopped gamma crush) before you see any hail I’m getting some double crushes on Storm. Even better is if they called out certain assists to get some meteor as well.

The risk/return seems to be in favor of Hulk I think because one hailstorm no DHC cannot kill Hulk. Hulk however if he manages to leave screen while hailstorm occurs and gets a double crush Storm will be close to dead if at full health. Or if you have more than one meter with Hulk, dhc to finish off Storm. Especially useful to get rid of dhc of death if Sent is also on your opposing team. If Storm does dhc the only thing I think can stop Hulk’s gamma crush once he’s off screen is Capcom. If she dhcs into hsf I think that Sent will get double crushed by Hulk.

Overall though this would signal to the Storm player that random hailstorm would have to be done extra carefully.

You are somewhat correct in the g.crush vs hail concept but b/c hail starts up so much faster it’s very hard to do what you describe intentionally. It requires hulk to start the g.crush up before she starts up hail which isn’t easy given that she blocks during the super freeze most of the time. Occasionally it’s unexpected and it works out but not that often.

vs storm you can play that risk reward game pretty easily though…

she wants to do run away fierces to build meter and keep you back… she wants to do typhoons to chip you and keep you back… and she wants to confirm hits off her assist to go rushdown on you. (she can solo rushdown or do so with no pin beforehand… but the risk reward skews worse for her then) beyond that she isn’t doing much.

Focus on g.charging under her and then doing g.crush. you are whiffing the charge and cancelling to crush so quick that she’ll likely be caught throwing out fierces and then get gamma crushed. If she blocks it up really high… she has a hard time punishing it as well… she also can’t hail hulk while up high… so really the risk/reward is really in hulks favor when storm starts running away. she also can’t do any solo combo’s that do more than about 50% to hulk while any of hulks solo combos should do at least that… she’ll need 2 meters so she can combo->super->dhc… so get her to blow those if you can…

This stuff works great vs most storms… but some are actually good/patient beyond just run away fierce, typhoon, and random hail… for those you’ll need to be thinking ahead and quickly change your own metrics as she changes hers or you’ll cave and get overwhelmed. Patience is the key.