HULK STRONGEST THERE IS! - A guide on how to succeed with Hulk

I haven’t forgotten about this thread. But, with the new UMvC3 coming in about 3 months, I see no need to continue going as in-depth as I had originally hoped.

I still have a lot of thoughts, strategies, etc. for Hulk that I’d like to post though. I’ll try to sneak those in this week.

To be fair, I’m sure most of any in-depth look would still be applicable after UMvC3 came out. I doubt they’re going to radically change Hulk.

After an Air throw and gamma wave, You can use dormmamu to otg with dark hole. Timings tight but you just gotta make sure Hulk gets there in time.

Excellent! This thread gets a patent “Hulk smash” rating.

My team: Spencer (Slant)/ Hulk (Wave)/ Task (Vert Arrow)

Like Ender notes, Spencer and Hulk work amazingly together. Task compliments them equally and makes for a truly solid anchor/finisher. (I can switch Dorm is at any time as he anchors my other main team and I’m comfortable with him. I refuse to use Wesker.)

Standing :m:, or just :m: is one of Hulk’s most underrated and (luckily) lesser known stuffers. It’s knocks out Tron’s j.:h:, all Tastumakis, and low durability projectiles.

Never underestimate Hulk’s j.:l: > cr.:l: as a jump in… you may not get many chances to use it, but it’s a great can opener.

I don’t think that Hulk needs and OTG assist unless you rely on frame traps, tbh. He carries people so far with his combos that you can corner them and OTG by yourself. I err on the side of caution with my assists, mainly Task’s arrows, for rushdown. Spencer’s Slant Shot provides a kind OTG in that I can OTG Wave with Hulk and pop them up into Spencers Slant Shot for a “reset”.

I like your ideas for the Opening of a match. But characters like Wolverine make frustrating with invincible Zerk Slashes. (Thank god for Ultimate.)

DHC Glitch wise… Spencer’s Maneuvers (first three hits) into a whiffed Gamma Wave > cr.:h: (corner only), is very… very… hard to time. (Anybody have and timing tips?)

Quix, I use your exact 4 as well. I love task and dorm together ( hor arrows for tele mixups, vert for off me) Spencer assist is great ( esp with teleporters when someone comes in)and Hulk is Strongest there is (really, no need to explain lol) I also throw deadpool on for his assist sometime. My team usually is Task/Hulk/Dorm

I was referring to mid-screen relaunches when I posted that. That is good info though.

I disagree heavily for a number of reasons.
[LIST=1]
[]What Hulk doesn’t use frame traps? It’s like 30% of his game. Every time someone blocks a standing :h: or standing :m:, you’re probably cancelling into a Gamma Charge of some sort, which is effective because it’s a frame trap that can’t be punished without X-factor
[
]His non-situational combos only carry opponents about 50% of the stage. With an assist that can help you relaunch, you can extend this to 95%
[]Air throws! Without assists that allow Hulk to perform a launch combo outside of the corner, you lose so much potential! I start probably 20% of my matches by successfully guessing for an air throw. Because I can launch the opponent and carry them to the corner, I can guarantee a kill against any character with 900k life or less with a combo DHC into Million Dollars. Additionally, I can usually kill Wolverine and the other 950k life characters by calling Hulk assist and chipping them out before they touch the ground from Million Dollars.
[
]I’m re-iterating air throws. Seriously, I land at least as many throws as standing :h:'s in a game. Even if they tech the throw, you can buffer a j.:s: so that if they tech, you blow them up (he can often reach the opponent even after a tech).
[/LIST]

Is this corner only? If not, I don’t suppose you could link a video of this or explain the timing of this. Someone else talked about this and said you could do it mid-screen, but I was never able to pull it off. I like playing Spencer and would like to pick him up, so I’d really appreciate any advice on this.

Press up against Wolverine, hold forward, and mash s.:h:. If they go for Berserker Slash, they should get thrown during the non-invincible start-up. You do need to be careful though trying this, Wolverine can beat it 2 ways. The first: j.:l:, j.:l:, but I doubt he’ll go for that because I don’t think he can combo after it. The second is call Akuma assist while jumping and blocking. This is pretty likely in this matchup, so just mix-up air throws with s.:h: strategy and you’ll make even Wolverine fear you.

Forgot to reply…

You’re right, following up :h: and :m: with GC’s is a frame trap and I wasn’t thinking clearly. I refer to that situation as a “safe follow-up” because it’s not guaranteed to land, but you come out safe. I thought frame traps were something a bit different (most likely getting the term mixed up with guaranteed-command-grab-set-ups).

My only issue with non-Spencer (based on my experience) related OTG’s is that HSD (hit stun decay) affects Hulk heavily. I find it better to just to for the guaranteed combo + hyper + dhc to finish a character (in my case it’s usually Hulk BnB > Gamma Tsuanami > Legion Arrows Vertical) or to at least put them in the hurt locker. I’ve tried Hulk/Chris (Gun Fire)/Dorm, for OTG antics (OTG Wave + Gunfire to keep them up) and I always seem to net too many pop-outs due to HSD.

I’ll be the first to admit that Throws do not come naturally to me. I’m a constant blocker, meaning if I’ve already committed to a direction via dash, SJ, etc. I’m usually holding for block when not inputting commands. This means I never hold :f::h: in mid air. When I do get a random airthrow, I just follow it up with Gamma Tsunami.

As for Spencer, you can land mid-screen stand-up OTG but the timing is much more tricky than the corner due to OTG wave properties (it pushes people away). Also, it’s tricky in general due to the multi-hit properties of OTG wave; call Spencer in too early and your target pops up with the first hit of OTG wave and gets stood up within the second/third hit of OTG wave, and knocks him out of grapple stun (or if it’s too too early the shot will already be way out of reach…) Call Spencer in too late and he’ll whiff the grab as your target will roll out. You need to catch within the last hit… again… tricky.

As for mid-screen, TBH I have no problem burning meter with Hulk and I’ll burn X-factor early if it means I’m going to take out somebody like Wolverine. I’ll Hulk BnB > Gamma Tsunami > XF> Tsunami again without hesitation.

And, unless it’s face to face, online you’ll lose to grab more times than not, at the start of a match when trying to land and :h:.

Ultimately I try not to use Hulk on point. Spencer is my lead for a reason. If I used somebody who did have a OTG like Wesker (whom I, again, refuse to use) then I’d pull him on point.

One last thing; Gamma Crush > (wait for the little hop back after you land) XF > Gamma Tsunami = fun.

Hmmm, EVO seems to have grabbed some attention for Hulk. I’ll be adding some stuff now.

And Liquid, you’re the only other Hulk I’ve seen say you get tons of airthrows, and to that I say **“YOU’RE DOING IT RIGHT!” **I get tons of airthrows as well, mainly for conditioning. Once they see me opting for airthrows, the opponent will either stop jumping or try pre-emptive j.H’s for breaks (which st.M or st.H beats clean).

Seriously, “option selecting” j.H’s for pressure and throws will carry you far in your matches. Why try to do a risky command air grab when a normal airthrow will net you similar damage and positioning? Not saying that the H command grab is useless, but most of the time it’s much safer to go for the j.H throw.

I’ll be adding a “mid-match mixups” section this evening. Hulk can’t mixup with just st.H! :rofl:

Yeah, you have to learn to see air throw opportunities and go for them. Air throws are ridiculously potent. My favorite air throw technique is to predict an opponent’s jump, dash forward, forward jump cancel, throw. Hulk moves much faster than people expect, so they have trouble reacting to this in time.

This is most definitely false. I mix it up between mashing s.:h:/throw option select and going for air throws EVERY match. Against some characters, I won’t go for the s.:h:/throw option select (Zero, Morrigan or anyone with Haggar assist), but I literally do one of these two openings every single match that I can. The only consistent way to stop this initial mix-up is to make sure Hulk can’t press against you as the round begins. I don’t generally care about announcing my rank, but in case it adds some credibility to this claim - I’m a 1st Lord about to become High Lord with a 774:229 record.

Are you doing X-factor after you land from the hop? If this strategy works, you should try doing XF > Gamma Wave L, Gamma Crush again.

I don’t really use it for this purpose. I use it to deal out heavy damage more than anything. If I’m playing the same person for a while, I will make use of the conditioning, but otherwise I usually try to end the game faster than I can condition them.

I agree entirely. Why do a 15 frame move (5 frames of input, 10 frame startup) throw when you can do a ~7 or 8 frame version that’s much easier to perform, safer, and doesn’t throw people out of the corner?

Even if it gets teched, you can option select j.:s: as you go for the throw and get a huge combo if the opponent doesn’t react fast enough to block. Plus if you miss the throw and j.:h: comes out, :s: will follow your j.:h: and not screw up a potential combo off of j.:h:.

Can’t argue with a record like that. I’ll try your way.

And, it always looked like Hulk hops too far away from the grounded opponent to be able to land that OTG Wave > Gamma Crush, so I never tried it. I always just went for XF>Tsunami. I’ll be sure to try that, too.

You’re probably right. I didn’t know you could XF and Tsunami, but now that I’m thinking about it, wouldn’t it be better to Gamma Wave L, XF, and do a launch combo into Gamma Crush? Or even just Gamma Wave, XF, Gamma Crush?

Again, when he lands he hops away from the grounded body, and it seems, visually, that any Gama Wave would reach, but push the subject away and you’d waste the Upward part of Gamma Crush.

Should work in the corner from the sound of it. Though I think Liquid might be referring to burning the Xfactor before the first Crush… Pretty much any combo ended with even level 1 XF Crush should be a character kill. Thats the first thing that comes to mind for me anyway when trying to push the damage a bit.

Here’s the rub, I usually do this in the corner with the first Gamma Crush coming from that an OTG Wave… he still hops, what seems, too far back to re-loop an OTG Wave > Gamma Crush.

I also want to say that HSD may keep the second XF > OTG Wave > Gamma Crush portion from happening due to forced recovery.

Yeah in that case I’d blame hitstun maybe, though with XF that shouldnt be an issue. You’re probably right and he just hops too far. I wanna try it out tonight too for sure but I see what you’re saying. Honestly I had never tried to Xfactor after landing from the hop so it’s news to me. The Tsunami method you mentioned earlier still sounds really good :smiley:

You misunderstood me. I’m saying, Air throw, Gamma Wave L, XF, :s:, :m::m::h::s:, Gamma Wave L, Gamma Crush probably does more damage while building meter (as opposed to spending 2 meter) than Air throw Gamma Wave L, Gamma Crush, XF, Gamma Tsunami. There’s no worry about him hopping too far after the Gamma Crush because the Gamma Crush is the last thing you do.

I think you’re right as far as Air throw, Gamma Wave L, Gamma Crush, XF, Gamma Wave L, Gamma Crush not working.

Makes a great assist punisher, too.

My bad, nothing that I’ve been talking about comes from an air throw… it’s all off of a regular ground to air to ground combo.

Edit: And no doubt your scenario is right. Going right into XF from the Air Throw would keep proration of dmg down.

Ah, that explains the mutual confusion. Depending on how long your combo is, you might be able to do a ground to air to ground combo, Gamma Wave L, XF, :s:, j.:s:, Gamma Wave L, Gamma Crush for a ton of extra damage too. I’m able to do 2 launches in my BnBs and depending whether or not I used a ground bounce to start the combo, I can do 3 launches.