Under certain very restrictive conditions, Hulks :s: attack is normal jump-cancellable. Before you get all excited, this is incredibly situational and I assume it can’t end up too useful because of its strict limitations.
Hulk’s launcher is 2 hits. To get the jump cancel, as best I can tell, the 1st hit of Hulk’s launcher must make contact, and the 2nd hit must whiff. My theory is that the 1st hit is actually normal jump cancellable but its jump cancel window overlaps with the active frames of the 2nd hit. Maybe the move was jump-cancellable by design at some point, and instead of being properly scrapped a 2nd hit was added. Or maybe its just a sick just frame (lol). Either way, since the 2nd hit tends to connect the 1st hit’s jump cancel property is rarely seen. Unfortunately, it seems impossibly hard to reliably get the :s: attack to work like this. I’d expect from max range it’d be easy, or from point blank it’d be easy… but it’s not. It boils down to working only in a sweet spot when possible, usually on blocking characters.
Because it’s jump-cancellable and pre-jump is cancellable as well, you can indeed JCxxSpecial Attack for a blocked :s: -> Gamma Charge for some extra blockstring action. Other standard options apply.
I’ve had tiny success getting a normal jump cancelled launcher on hit. This might lead to some extra comboability if you can keep the other character low-enough, fast-enough. Because the mechanic is so shaky, I haven’t investigated much further.
I did a quick, very unscientific test of trying to find the JC sweep spot against each character standing and crouching. Here are my results (there may be a few I missed):
standing
Storm Sentinel Magneto Spider-man
Deadpool Hulk X23 Wolvie Zero Joe Haggar
Tron Chun Arthur
Akuma Viper Trish Ammy Hsien-Ko
crouching
Storm Sentinel Magneto Taskmaster Spider-Man
Deadpool She-Hulk Wolvie Doom Zero Ryu
Joe Felicia Tron Spencer Morrigan Arthur
Akuma Viper Trish Ammy Hsien-Ko
The only characters I could hit it with any real consistency after just a tiny bit of testing, were , Ammy (point blank only), Spidey , and Sentinel. Aside from point blank Ammy, the other two just a couple degrees easier than the rest of the characters who are all roughly the same degree of difficulty (quite restrictive). These make sense because Spidey is extra low and Sentinel is extra wide. The other characters’ blocking animations just don’t lend themselves so nicely to this trick.
Anyway, I haven’t found much else to this, but I think it’s an interesting artifact that offers a tiny glimpse into some version long-forgotten.
At worst, mash up on your blockstrings if you accidentally chain out to S, which you shouldn’t be doing anyway.
At best, extend your blockstrings with uber specific setups. Go for unblockables with a low assist!?
Enjoy!
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