I’m not really sure that She-hulk vs Hulk is in Hulk’s favor. I play She-hulk and he doesn’t really give me much trouble. She-Hulk has the slide to punish slow moves and command grabs to punish blocks. She even has a couple of moves with Super armor herself.
This is why I hate relying on outside sources (i.e. my cousin). I thought his health was 850,000. And you’re right, that would mean it would take 3 BnBs to put him down. So it would be better to go with Hulk’s extended combos (i.e. His OTG Assist Combos).
As for Wesker’s location, that changes when he faces the Hulk. With most characters he can wreak havoc from that distance. With the Hulk that’s the range for Gamma Charge, and while it ain’t as quick as in MvC2, you can still catch him by surprise. As for his ranged assists, I haven’t seen many Weskers use 'em, since some can slow up his timing on Combos. But switching SMASH (Standing :h:) with AA Gamma Charge :h::h: can solve that, since it’s invincible on the way up.
Best Match-up: Tron. Practically nothing besides her Drill can stand up to SMASH! And she NEEDS assists to close the gap, which she also needs to do since her projectiles basically just hold or disrupt.
Worst Match-up: She-Hulk. A good She-Hulk can counter EVERYTHING Hulk throws at her. In some cases, it’s just best to tag out and let someone else wittle her down…
Hulk’s :h: AA charge isn’t invincible. It has armor from frames 6-11 though, as do his :l: and versions. I’d still rather use :l: charge :h: since its easier to combo and generally keep pressure. Normal charge I’m not so keen on. It’s nice because it covers range quickly, but it’s also pretty punishable unless you use the :h: finish, and if you do you can still be hit by projectiles and hypers. Plus it does crappy damage then puts you further away where Hulk doesn’t want to be. I’ve messed with using :h: charge :h: and hit confirming into tsunami > DHC. It’s alright it you have meter to burn.
Tron’s projectiles hold so she can land drill. If you get hit by them you’re probably going to get drilled into a combo.
How the hell do I deal with Amaterasu? She can outright punish anything I do and I cant seem to beat her…especially with that damned 5 hit fierce combo of hers…
Assists help you get in, then they help you open up her defenses. Remember, one hit on Ammy and she dies. Strong defense helps here, but finding that one opening helps even more.
Just looked at the frame data. At worst, Berserker Barrage is -8 on block. Hulk’s fastest attacks are only 9 frames, so you don’t get a guaranteed punish.
Ah, yes, if they are close enough. A normal throw should get them. Good catch. It can’t be punished by any of Hulk’s normals, specials, or hypers though.
I apologize. I was wrong. Hulk’s dp Gamma Charge has a startup of only 5 frames. It will easily punish it. I just tested it in training mode and punished it every time with each different version of dp Gamma Charge.
It also depends on spacing though. Wolverine has to be right against Hulk to be punished. Otherwise, you whiff the dp Gamma Charge.
Yea…I end up punishing with throw a lot with hulk because his stuff is so slow. I haven’t really tried using it yet, but gamma charge AA is 5 frame startup. It’s Hulk’s quickest attack and should punish most stuff his normals don’t.
Honestly, it sounds “noobish,” but when I know a move is leaving the opponent very close to me and it’s negative on block, I’ll mash that H and back to get the throw. It takes practice, but you can start telling when you can grab and when you can’t in relation to your opponent’s moves.
How do you guys deal with Spencer? Having him gliding in the air is a pain in the ass and since I only play online for the time being I don’t really know what to do vs him.
I don’t have much experience vs Spencer, but intercepting his path with a sj.H works for me. He’s not the faster attacker, so super armor seems to work well in the matchup.
I actually see Morrigan as a tough matchup. Up close, she has multi-hitting normals that kill super armor. From far away, she has projectiles. In her “mirror mode,” you just have to super jump and block, because her fireballs will hit you from one angle or another.
Chun’s lightning legs are a nuisance, but not unbeatable. She likes to tri-jump for mixups, so beat it out with a st.M, st.H, or dp Gamma Charge + followup.
Remember, neither of these characters have much health, so one combo should kill them instantly.
This is a tough match-up since Morrigan can be both effective from close & far off. But it’s not as tough as you think if you watch for patterns she’s forced to make. First, watch for her air-dashes. They’re slow coming up to you but she can cancel into her Air:s: which is multi-hit and shreds through SMASH (standing:h:). Instead, counter with an Anti-Air Gamma Charge or, if you’re bold and she’s low enough, try to catch her with Gamma Tornado:h:, then mash out. At the least you can get a Gamma Wave/Tsunami out of it. At the most, if you have an OTG assist, you can crush her mercilessly. Soul Fist is an annoyance to Hulk. One blast is below-average in damage, but once she starts spamming them there is a problem. If she throws them while grounded, counter with Gamma Wave. If she starts playing Keepaway in the air with them, use the time to quickly dash under her. When she falls, meet her with an Anti-Air Gamma Charge, if she insists on staying in the air, wait until she’s about to throw a Soul Fist, and bring her down with Gamma Crush.
Morrigan’s Hypers are hit-or-miss at best when it comes to the Hulk. You’ll most likely see her “Mirror Mode” Hyper so she can put out more damage. If she activates it from Full-Screen, do a Gamma Wave/Tsunami then immediately take to the air with an assist covering you. Try to come down on her with air:s: for a cross-up. You’ll usually only see Shadow Servant end her combos, but on the off chance she throws it out at random; Block, Gamma Charge xx Gamma Crush. Her last two Hypers are perfect examples of hit-or-miss. Her Missile Hyper comes out very slow, giving you a chance to block even if it’s in a combo. If she does it in the air, block. On the ground close range, counter with Gamma Crush. On the ground from a distance, counter with Gamma Tsunami. Her Level 3, Darkness Illusion, is her most dangerous attack. It can be done in mid-combo with no worry about damage scaling. But if it’s done randomly or out of desperation, it can be stopped with a well-timed Gamma Crush.
Basically though, decide what strategy she’ll use against you (either keepaway or rushdown), and react accordingly. She has a lot of attacks, but a couple of BnB combos will send her back to the Underworld.