There is a problem with terminology for shortening the names for moves when it comes to Hulk. It might be easy to get Gamma Crush confused for Gamma Charge when shortenned to GC. I’m assuming that you mean you’ll get the crush on him and not the charge. On the same topic, are you saying that the gamma crush will abort [outprioritize] Sentinel’s rocketpunch if it touches Hulk while he’s activating?
That would be a good idea to start it. If you find you’re doing all the work, and it’s too much, let us know. I would do it myself, but the fact that I’m no longer prmarily a Hulk player means that I refuse to give that kind of information myself. I don’t want to post something incorrect that will screw up someone else’s game. Between Shifty Bat and Rod Driguez, you should be able to get the help you need.
I like to stick to combos I know for those kinds of characters. Who knows, if this stuff is good and I get an X360, I’ll change that as a side effect, and start using and teaching him more. He’s a FAR better character than anyone gives him credit for, and deserves better.
That said, if I remember a sweet punish, I’ll gladly post it in there…
If it starts up at the same time then hulks hitbox is active by the time the RP connects and hulk beats it out… if sent starts slightly sooner then he can hit you out of gamma crush’s startup.
VS sent I expect spit into RP so I try to counter the spit instead of the RP… g.charge xx g.crush… or just g.crush… so the situation sometimes comes into play when I g.charge but expect mando to come out… I cancel my charge to immediate crush (mostly to just get mando and DHC as well as avoid mando’s assist) but the side effect is that sent had canceled spit to RP by then…and it gets beat out and he’s nailed also. That’s the most common time to see this scenario.
That’s an excellent thought process. There’s no telling where something sick will come from for another character. I remember a trap I developed with Cable - Cyc that I used to use. And if it weren’t for a specific part that is a follow up for a knockdown, I never would have found some of the unmashable crushes I found. Since you’re trying to knock them down constantly using mix-up games and cross-ups in this strategy instead of keepaway, they can’t complain about you using Cable even if they’re using low tiers. The fact you were playing up close means they had a chance.
For those of you who care, the outdated rush trap is as follows…
WARNING: MASSIVE POST ALERT
Cut to the next long line to skip the stuff making it shorter if disinterested…
1]Force them to be at the distance where you can barely see them enter your ground dash range and hit them with your own dash in dlk.
2]Dash in dlk, call Cyc.
a- If hit you dmk so Cyc combos then you dash forwards and sj for an air combo. We won’t be discussing AHVB much here, but you can jump back hp followed by as many AHVBs as you can. This will be the last mention of it in general as I am focusing on something else.
Air combos used here:
—lp, lk, hk [so you can come down on them with lp, or empty fall into dlk, call cyc resetting the pattern…]
—lp,lk,mp,mk,hp/hk. [so you can cross them up with dlk while dropping Cyc to hit from behind. Time the Cyc to barely combo with your dlk so that any assist will come out before yours and get hit. Other options include coming down on them from in front but timing the Cyc call so that it hits as you land. If they don’t block it or block low the lp will combo and you can dash forwards and put them back into a combo. If they block high, you go dlk, hk, AHVB so that they’ll know you want them to block low [if they survive]]
This gets even better when they’re cornered…
Dash dlk, call Cyc, dmk again…
If they block it…
-tk grenade that’s held till it explodes on them, dash in to repeat the dlk, call cyc, grenade pattern.
-tk grenade that’s held and released so that it forms a barrier just high enough that they can’t stand up…
The last one is to set up a flying lp although it can be used to set up another rep if they aren’t paying attention.
Keep repeating the pattern above till you’re ready to kill something. When ready you…
-jump in, call Cyclops timed to hit the second your feet hit the ground.
[If they persist in blocking low like you programmed them to with your repeated low hits, the lp will combo with the cyc hit for a free air combo. If they block high, you use the fact they’re blocking Cyclops to ducking lk dmk, hk, AHVB.]
-jump in, lp, dlk, call cyc, dmk, and I think you know the story by now.
Guardpushing just frees Cable to run away, so they probably won’t. Tactically, they HAVE to guardpush and get Cable away from them, but this is where the psychology of fighting Cable backfires on them.
On defense you
-Jump backwards. If the opponent charges you, you lp, call cyc, mk. If they get hit, you dash forwards, sj, aircombo and all this crap I mentioned suddenly ignites. If blocked, they have to block Cyc. Dash in, dlk, then tick throw. If an assist was called, jump back a second time since it had to be called before yours, and shoot it.
Why Don’t I do this anymore? Although I might be able to get away with it, the firepower and mobility of characters like Magneto and Storm [backed by Sent…], creates an utter violation of the laws of common sense to even try it.
What does this have to do with Hulk?
-His dashjump range is huge. Dashjumping over someone’s head and droping an assist is easy. Droping something like Doom or Capcom and trying to ducking lk them into it will result in a minimum 75% loss of life when you activate the crush and the assist hit creates a floating crush if the ducking light hits them.
-After a knockdown, if you can drop a pinning assist that is combo igniting there’s a good chance they’ll be forced to block it. If you read their block you can sneak dlks and try to combo them to the corner. That or flying lk them into the assist if they block low. They probably have to jump back. If they do, well, your call of the assist is really late in the jump, so you probably won’t call the assist if that’s the case.
-If you land a hit, and don’t want to or can’t gamma crush [meter] you can try to build meter and try to flying screen them repeatedly till you get them into the corner. Same concept, different moves and methods of execution.
-If you stuff a trianglejump, or a dash in with jump back attacks, you can rejump for an airthrow. If you called a combo igniting assist this can get ugly fast.
-Empty Jump-ins vs downed opponents are rude. They trick the opponent into standing and blocking high sometimes. Especially vs non-triangle jumpers, and characters that don’t have dangerous air throws.
Sure, there are things Hulk can’t do [AHVBs, grenades, etc…] but there are gamma charges, crushes, and other things.
Oh and on the subject of Cable, if he jumps back normally, and tries to throw a grenade, gamma wave or charge him depending on the circumstances. He normal jumped, and did a special. He can’t AHVB till he hits the ground, and will most likely get hit…
If Storm tries to run from you, start building meter. When ready, Gamma charge XX quake from behind.
when storm is cornered by the team your using, all that she can do is super jump. Hulk in my experiences outprioritizes and is quicker than storms moves. Keep hitting her and don’t stop for even a second. chip chip chip chip chip death. Just keep going and do not be afraid to use doom. Storm/Sent match-up is tough for hulk because storm can jump out for free.
BH’s assist is damn good, but its not instant and can be punished, especially with Ruby (sublimation xxx hyperswarzt). With hulk, you can gamma crush it and it can easily take 50% from BH as an assist.
Sent/BH trap has an answer but because of Sents fat ass you may or may not punish it. when he is stomping and using blackheart, BH gets really close to sentinel. Unless sent is constantly crossing up, for can gamma crush both of them for nice damage. oh and gamma charge owns Sentinels limbs. abuse when pressured.
However even with Hulk having insane power and options with this team and against Storm/Sent/BH, I would rather use Ruby/Doom than Hulk. Hulk is gdlk in many ways but that team relies on your ability to corner them.
BHK gave me some excellent hulk vs bh advice awhile back… most people try to PB HoD and n.jump out… hulk has a hard time with with (as you likely found) b/c of his fat ass sprite… but can PB the HoD and then immediate GC and you’ll get him…
If your brought doom… just give him the ole green toe pin while calling doom AAA… just keep sjing up/fwd… blocking the demons and calling doom AAA… thats the rub with common BH players… if you run interference for your assist (so they don’t get stuffed)… and just fucking block block block he doesn’t have much to do to you… if your other assist has invulnerable startup so you can counter call his doom, drones, wtver… then you are in really good shape. You can just make him eat your assist… and his assist eat your assist til he makes a mistake or throws in the towel and switches toons… demons cause no chip to hulk… blocked infernos, lightings, HoDs are all punishable on block
For crushing assist… have AAA with you… and stick BH with it… you either want it to hit or better… force an air block… if he has to block AAA in the air… he can’t stop you from smashing his doom.
VS runaway storm typhoons… just wait to charge xx crush… BH can be annoying in this matter but just be aware of him. Don’t start your crush unless you just blocked him… or she sj’d w/out calling him. Almost always pays to absorb a tad more chip with hulk while you figure out what to do.
In that scenario I def gamma charge under him xx super (normally g.crush)… you can do that to any air move he tries cept AHVB…
As far as meterless combos… I don’t do any launcher combo’s to flyscreen unless it will put em smack in the corner. Midscreen hulk has some really good air cross-ups and air-throw to OTG options: [media=youtube]Jqcwz3ZQkOc[/media]
Those are just a bit of sample… you can extrapolate those setups into a ton of different combos…