Hey guys i spent some time in the lab today and I was messing around with SHulk’s wall jump drop kick, the one that creates a wall bounce. This can actually have some really good application because of drop kicks persistent hitbox while it drops.
Midscreen:
(~621,800 dmg): Dropkick xx Runners Start > Torpedo xx runners start cancel xx j.M, j.H, j.S, s.M, S, j.H, j.S xx TACc xx c.H, S, j.M, j.M, j.H, j.S, Torpedo, Emerald Cannon
-Combo Generates 1.25 meter, Costs 1.00 meter
-Take your time hitting L for the first torpedo, you can wait forever, and the deeper you are the easier the j.m after the cancel is.
(~604,100 dmg) Dropkick xx 2 quick dashes xx cr.H, S, j.H, j.S xx TACc xx c.H, S, j.M, j.M, j.H, j.S, Torpedo, Emerald Cannon
-Combo Generates 1.10 meter, Costs 1.00 meter
-MUCH easier, but sacrifices damage.
-More damage is possible, but for the sake of consistency I stuck with the two dash cr.H.
Corner:
Same stuff no dashing… pretty simple.
You can probably squeeze more damage out of these combos somehow, I wasn't able to land a relaunch before attempting the TACc and to be honest it probably isn't worth it anyways. It is possible to DHC into a bunch of other characters off the Emerald Cannon because it doesn't wall bounce. Test it out and post the team stuff in the other thread. I use Tron and I can get to 952k with 3 meter (building one) and I can DHC BACK to SHulk to bring it to 1,012,400. Anyone willing to try this out and see if it can be improved?