Hulk: How To Smash Stuff

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.

necro bump…HULK rules!!! yay :^D