Sinister vs Flash Metriod (I like sinisters hulk)
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Sinister vs Flash Metriod (I like sinisters hulk)
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yea not much hulk action in those vids from me. Ironman is a pain in the ass.
sinister, i noticed you’re using gamma charge assist not anti air. Do you feel its better?
Hitage: I feel it works for my team. Gamma charge assist can also catch jump ins and works well for certain combos i do with my other two characters.
Gimpyfish: I watched your vids and you probably should run thru practice mode with Hulk some more. Some moves should have been used more from ya. For example in one of those match vids the guy using Akuma did shoryuken and u blocked it but tried to punish with standing C as he went down. You have punished much quicker with cr. L into whatever. And tron is pretty much free for Hulk. If that skank doesnt have a good assist unless she catches you slippin with her drill it is very hard for her to get in. Make your opponents respect Hulks armor moves. And using hulks dp gamma charge H followup is a MUST. Frame advantage and even if push blocked still puts u at a good range.
I thought Trish was the bigger problem for you. I felt like you had a few opportunities to pressure her with Dorm, but failed to capitalize.
Vids from a recent tournament in TN…
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Heh, after talking about Zerx’s and Gimpy’s Hulk then watching these, I feel like I can’t say too much. A few mistakes here and there, but I feel like it shows off my aggressive playstyle though. Boomcube got lucky and guessed right THREE times on command grabs. That really hurt. It’s hard for me to even critique my Hulk by those finals because Wolverine, Wesker, and Mags are all VERY bad matchups (at least, imo).
There are good examples of what my team is capable of and decent play in general though. Killing Mag/Wolverine in one hit. Setting up corner traps with Dorm Dark Hole assist. Ambiguous crossups with j.S. XF’ing mid-combo with Hulk in the corner.
The bad though was too much st.H and not enough dp Gamma Charge, not enough cr.L, and j.H in weird places.
Dude your Hulk is really solid, that match up with wesk,mag,wolv is tough and you did well. The missed guesses were just a downer but your pressure was nice I liked the use of rocket punch with Dorm. Doesnt the lack of sent drones mess you up though? I’m running the exact same team as you and not having the drones is messing with me.
I’m used to not having drones. To get in, I jump-cancel dash and/or superjump j.H to cut off cross-unders. Dorm locks them in when I’m close.
Astaroth: Nah trish isnt as annoying as ironman. Trish’s dmg output isnt that high, but Ironman can wreck shop and tri air dash mixups are nasty. Right now i’m tryin to understand matchups more with Hulk.
So command grab is worth using?
You know what beats tri-dash? Dp Gamma Charge + followup. 5 frame startup with super armor? Yes please. Assists can ruin this though…
If you want a threat other than getting a lucky random hit, yes, it’s worth using. Cancel st.H/st.M/cr.M into one for crazy mindgames.
Command grab is most definitely worth using. It’s one of his best tools to deal with people blocking in fear of his s. or :h:.
Astaroth, nice vids. I like the dash~jump canceled dash crossup j.:s: you used on Boomcube. Shit was tight. With your Hulk BnB (launch, sj.:h::s: tsunami), you can add about 160K damage by instead doing sj.:s: dash + rocket punch, :h: charge xx Gamma crush.
Brahma, I can only get that to connect about 50% of the time. Can you test it out? I think rocket punch is too slow, so it’s very dependent upon height when the j.S knocks them down.
If you noticed, I did sj.MMS a few times to really get the sweet spot in the corner.
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a combo similar to combos you’ve probably seen on these forums before - I go about taking avenger characters and making videos about how to make them better like about Thor tick throws, cap shield slash assists or (soon to come) hulk kara grabs assists crossover counters dhcs etc etc etc
he’ll also be in the avengers combo video i end up making
anyway shrug there it is.
Very nice Gimpy. Remember, after the Iron Man assist, you can always tech trap with AA Gamma Toss. It does more damage that way too.
Astaroth I’m not so sure you can tech trap with AA at that point the character is too low to the ground by the time it comes out, you’re better off going for MP Toss. Plasma Beam just doesn’t really elevate the character at all so follow ups are pretty strict for Hulk to do after.
I’ve been doing clap/plasma beam, s c.m s sj.string gammawave dorm dark hole s.f if i want damage or aa.toss if i want meter - you can do super but the scaling by that point kills it in my opinion.
Oh, you might be right. A st.L right after the beam might make them pop up, but that telegraphs the command grab.
For the midscreen combo delay the sj.mms a bit. You should hit the 2nd m right at the peak of your sj. then the s on the way down, this lets you land much closer, and then doing dash+assist will ensure that the assist hits OTG. Just be sure not to hit assist before dash or the assist will come out too far away. This works with most OTG assists.
In the corner you can usually do the full sj.mmhs into OTG no problem. Crush has a pretty wide hitbox so it’s pretty easy to hit wave xx crush even if you’re not full in the corner.
Also I liked your use of j. and sj.h. I use it a lot myself after sj. to prevent them corssing up since it stops his momentum. Sometimes dropping down with j.s right after will even cross them up with it’s massive hitbox.
Astaroth, you used s.H on there block a couple times and canceled with gama charge…why not the AA version?
Sometimes I prefer normal Gamma Charge if I feel like the AA version won’t connect on the first hit. It’s mainly a distance thing. You can actually do a ton of frame traps with a simple st.H into normal Gamma Charge. Here’s the breakdown…
Frame trap 1: st.H… late Gamma Charge. If your opponent tries to punish st.H, Gamma Charge punishes them.
Frame trap 2: Gamma Charge… late L-followup. The opponent may expect you to do the H-followup since you’re on the ground. If they try punishing early, they get hit instead
Frame trap 3: L-followup xx Gamma Crush. This is a nice one. Your opponent WILL try to punish the L-followup, so Gamma Crush’s invulnerability punishes them instead. Be careful of counter supers (Wesker and Task).
The key to being successful in these frame traps is to cancel as late as possible in every instance. As a result, your opponent becomes very cautious in trying to punish throughout the entire match. It makes them second guess themselves.