MvC2: Hulk Combos and Thread revisited

Re: Re: My new unmashable

Cable is THE most difficult opponent for Hulk. Here’s a few stats that might help alittle.

Cable players tend to play a run-away game against hulk, and tend to back themselves into the corner. Don’t let his ass out whatever you do. If you know he’s about to super jump out of the corner hit him with a Gamma Quake to bring him back down.

Remember: If Cable don’t have any super bars he can’t hurt you. Lay the smack down on that biatch!

I can’t think of anymore at the moment, cause its been a while since I’ve used the golly green giant.

revive?

You can connect gamma crush off of rogues throw assist for A LOT more damage then it normally does. (With good timing, the best you can get is 12 hits for 123 damage vs cable)

The best timing for it, is when she says POW…just use gamma crush and aim in the direction where she is going to throw them. Hulk comes down on top of them with the meteor landing massive damage ;D. Takes some practice to get the timing and distance from Rogue right, but i can land it almost every time after i connect with the rogue assist now :D.

Re: Re: Re: My new unmashable

Not really. I’m sure Cable could be annoying for Hulk, but not the way most people play him. Generally, if you have a full meter, the match is okay because you can keep gamma charging and chances are you will hit him at least once, and that’s all you need. From there, you need to keep jumping in and pinning him down, chipping as much life as you can. A Sentinel who only does low fierce, fly xx unfly is way more difficult than Cable for me.

Sent more difficult? I think that’s safe to say.

By a whole lot? Not really…


Hulk can’t really GC on Cable unless it’s “blockstun guaranteed”. Period. Uncomboed Gamma Wave is also near-useless.

Cable simply pushblocking various & sundry other moves often gets Hulk fried. Easily one of his top 3 “be careful!” 1v1 matchups (Mag & Sent being the others).

Getting to Cable requires a smart mix of over the top & under his feet. (Wave)dashes are actually a little better than GCs, since they advance just as well & at least you might get your block if you need it.

Either way, Hulk is going to have to basically be patient & wait for a sloppy grenade/viper beam in the event he can’t force some results via rishdown. Generally speaking, the clock is against you the whole while. No free ride, that’s for sure.

I don’t think Cable can push Hulk’s Gamma Charge and shoot him in the middle of Gamma Quake. I know as Cable I’ve tried to do it to Zaza’s Hulk too many times and failed. The trick is to cancel at the right place. You can’t push the rocks, you’ll push HULK away but the rocks stay falling in the same place. It doesn’t look like it should work, but it does.

In any case, if Cable ever superjumps, you have free calling to find your way to him, either thru GC (cancel into quake if he throws grenade) or superjump past him as he falls (if he forgets he has viper beam, this actually works, a lot of Cable players don’t use that move anymore. Even if he does viper beam you, you can block it, land and gamma charge.

Fair enough; Hulk GC XX Quake is safe for the reasons you mention… but now Hulk just became a meter hog merely for the small benefit of some momentum and a few lousy chips.

You’re already working at a deficit; it’s not really safe to whiff much of anything in an effort to get meter, and therefore your opponent’s top tier squad will have an average of 4 bars to work with compared to your 2 at most any point during the match. Unless you were so far ahead that you were pretty much going to win regardless, you’re probably not in a position to squander meter that way.

I’ve lost more than a few games because ultimately I did too many “CYA” Gamma Quakes and found myself with not-quite-one-meter at critical junctures of the mid/endgame. So this isn’t just something I’m saying for the sake of debate, I’ve lived it.

It’s a fairly viable option, but far from a flawless one.


Of course, this is all assuming that your gamma charge is “blockstun guaranteed”; try that $h!t full-screen and die. :stuck_out_tongue:

Dude, that’s why I always play my Hulk teams in the order of:

battery/useful projectile assist
Hulk
AAA or Cable

The battery has to be able to set the pace of the match, without requiring the help of an assist like Sentinel (you COULD put Sentinel in the third slot, but IMO unless your zoning game is incredibly strong or your name is Duc Do, I wouldn’t go for it). What I mean when I use a vague term like “set the pace” is to build a lot of meter while doing not so good damage/chip safely. In Megaman’s case (the guy I usually stick on the first slot), he wants them to eat a couple of buster shots and maybe a combo or two before he starts trying to bring Hulk in.

That way, when Hulk gets in, he’s usually got 3 meters to work with (five if you’re incredibly fortuitous and get a tag-in) versus someone who hasn’t scratched you much at all and is trying to win. That means he’s a lot likely to overextend himself and open himself up for a GC xx Quake. With your tons of meter, you can afford to go for it a lot more often than you could if you were starting Hulk or failed to build up meter.

You have an AA on your side to cover you if they get close. Alternately, you can have Cable. If Hulk can’t do much to get a safe GC, then if your CAHVB skills are good he can always use the threat of that to give him a lot more room to run around.

And as for whiffing normals, I know all about when it’s safe to do that and when it’s not. I took Hulk against Striders and WMs in MvC1 and came out on top, and that’s without a Charge xx Quake weapon to use. If you superjump and pass Cable by, there’s nothing he can hit you with to stop you from whiffing noramls short of Psimitar (which can be seen coming and will probably whiff regardless).

Yeah, I suppose with proper team order & a good “get Hulk in” plan you can mitigate a lot of the problem I outlined. I can appreciate a different perspective on it, it’s certainly a tough nut to crack. That’s the best thing about hearing about a character you play from other people.

Still, doesn’t all that seem pretty damn elaborate just to beat a Cable who’s supposedly “not so bad”? Yes, Sent is tougher overall, we both seem to agree on that… but this is no walk in the park either, not even close… which was the original point of debate. Doable, but difficult.

After fighting Mixup’s Mag, I can’t say I’d rather see something like that… but give me your average Storm to fight over that b@stard Cable any day.


I realize that you’re knowledgeable & experienced as far as SF; I understand that you know about whiffing & all. Didn’t mean to come off like I was playing you for a moron. No offense intended… sorry 'bout that… :smiley:

revive

I would just like to point out that Hulk’s wave dash is top tier. I use that alot to get in against Cable.

Hulk’s wavedash is terribly slow. If you need to get close fast, gamma charge xx quake is better and unshootable (don’t worry about meter, if you’re playing right you should have a lot).

To revive that Cable discussion, I think Cable can punish the Gamma Quake if its mid-screen. It just requires some timing if I remember. Its been a long time since I put this to use(I rarely will ever play Cable anymore, I like the big dudes), but I’m pretty sure Cable can push block Hulk away before the Gamma Quake. While it won’t make him completely avoid the rocks, what I remember doing is actually taking the outskirts of the Quake(1 or 2 hits) and then recovering in time to try and land a super. Not completely sure if it works or not, but it is something I’ve tried and I think has worked for me before.

As for wave-dashing, I generally use his wavedash as part of habit I guess, but I’ve found that if placed well his short GC is a good move to get across the screen, especially if blocked. It has a deceptively short recovery time and when coupled with a decent assist(one that covers ground) is pretty safe.

Cable can punish Hulk after the quake, and I’ve learned not to do that anymore against Cable. If Cable push-blocks the GC right when it hits then it gives Cable enough space for an AHVB. Its much safer with his wave dashing.

You’re not doing it right.

You have to let the gamma charge go a bit after it’s blocked to do gamma quake - this gives Hulk extra momentum even after being pushed to do the quake on top of Cable. This always works unless you’re doing it from full screen - in which case you’re gonna have to gamma wave which is only sort of safe.

[/resurrection]

Re: Hulk vs Cable

I’ve had decent success doing dash-jump toward HP to get close. His dash jump goes a long way, and I keep getting throws on Cable as he tries to jumpback, often connecting the followup OTG afterwards. When whiffed, I’ve escaped with minimal damage, mainly being hit by Scimitar and sometimes Capcom or an LP Viper beam.

Having said that though, I’m still getting raped by Cable on the whole. Aside from lucky breaks like this or random GC connecting, I can’t get/stay close. Is there any use in SJ’ing against Cable/assist?

This is a question for the players who use “big guys”. What “Biggs” team well with Hulk? Only two I can come up with are Col and Sent.

I also think Iron Man goes really well with Hulk as well (death/near death combos), though he is not a “big”.

Can’t belive you left out Juggy.

Ed would throw in Thanos, but thats all him…I’m not much of a Thanos fan.

Gief due to the assist–> gamma crush

Ummmmm…pretty mych any of em can be used effectively with hulk.

Mix and match em until you find somethin you like.

Juggy / Hulk / Collossus (Team Strong) is a good team if you understand how they work together.

Hulk / Sent / Capcom (Team Gamma) is also a fun team for myself


As for Cable vs. Hulk

Seriously GC - Gamma Quake is great, but why waste the meter unless your gonna make it count? I’m not much of a fan of the wavedash either … you gotta have crazy ass reflexes to not get caught by an AHVB while doing it.

I’m a big fan of the dashing normal jump…covers alot of ground, and pressures Cable. Even just an empty jump into blocking is helpful in getting that fucker in the corner.As stated before the chances to catch a jump back Cable with an airthrow is pretty good too…unless your opponent is just being a dick:p

Other than that…not much to say until I replay the match again…

Peace
-D-

I’m using Hulk / Doom / CapCom all Beta (jp version). The THC is good off a launch, but any DHC is possibly safer and should almost kill. I’m playing in training mode so I’m not sure if you can mash out of DHC. Hulk can hold his own with rocks and CapCom’s AA. Rushing down is pretty decent cause all you need is one launch, or one air throw to kill if you have meter. The team chemistry isn’t bad. I see people using Hulk Doom a lot and somtimes I see Hulk CapCom so I figure this should work.