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.