Speaking of this, I notice in some vids, Ice Storm does’nt exactly cover the entire stage on the screen like in MvC2. It’s now like a 45 degree angle just starting above her head. I forgot which one but they had jumped over the whole thing. If that’s true then players should be able to avoid it much easier than in MvC2. Most of the vids I just see them blocking.
I’ve yet to see someone jump and avoid the whole thing. In fact I’ve seen someone still get chipped when they super jumped in the corner. Granted–it wasn’t alot of chip (like staying on the ground and blocking it), but it was definitely there.
Dang I gotta find that vid.
Yea man I’d be happy to be wrong. Post up the vid if you find it.
Minor thing that had me rofl:
Marvel vs Capcom 3 Preview for 360 from 1UP.com
Watch the Felicia vid. At 2:25 Hulk tags in Thor for a DHC and calls him “Goldilocks!”
Ok cool, I thought I seen it recently it’s DiosX vs Marn. I time stamped to to get to the point. Marns Viper is Super Jumping just as its activating it and you will see it misses at a specific angle. Of course for some reason Marn dashes back and gets hit when he falls down :P.
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I forgot to mention in my last 2 post it was a Super Jump so normal jump obviously won’t avoid it. But you can see in the vid it’s at an angle so if they become predictable we can Super Jump it or even Gamma Crush Storm for abusing it. In theory of course.
Cool man thx! I think he woulda still took some chip after falling from the super jump, but it still woulda been greatly reduced. Perhaps characters that can prolong their air duration (via flight, lightening attack, drill claw, etc) can avoid it entirely? More stuff to test lol…
Nice Hulk action
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i think chun li can avoid it with triple jump. >:)
jamzy was pretty good. i was hopin hulks angled gamma charge would be an overhead but its still a good move.
That tournament had some decent videos - loved the hulk stuff there.
so his 3 assists are a forward charge - an up angled charge - and the rocks he pulls up from the ground yeah?
trying to figure out which assists i’m using for him.
I’m wondering what can be done to increase hulks overall speed and safeness on block. I have seen videos where the person used gamma charge to cancel the lag of slower normals. I think the trick to having an effective hulk in the long terms is going to be using gamma charge to have unpredictable spiratic movements that can lead to serious damage.
I seriously need to get my hands on this game to work on movement with Hulk and Spider-Man. I’m going to make those two look so fast.
That’s a good discussion question.
The first thing that comes to mind is that Hulk’s forward dash and back dash are incredibly fast, cover a lot of ground and I think they can be jump cancelled? Either that or they have almost no recovery, allowing Hulk to jump right away. Off of jumps, he can do instant air claps into other air normals. I wonder which normals he can jump cancel in block.
Hulk can empty cancel his normals into specials, TvC style, which I think will be very useful in speeding him up and making him safer. Since Hulk’s buttons are so slow, you can visually confirm whiffed normals into Light Gamma Charge; if it hits, confirm into a second tackle for surprisingly good damage. If it’s blocked, Gamma Charge away to make it completely safe.
In a recent Wake Up Shoryuken episode, Keits said that Hulk’s super armoured st. C is so godlike that people will start running up to him and just block to bait it. He suggested that Hulk players always cover their st. Cs with assists that lock their opponents in place, like Chun’s Lighting Legs. If they do bait it, they can’t punish you but if it hits, you can confirm into a launcher. He said once people start doing this, Hulk will become a lot scarier and a lot safer.
I would really like to know the properties of horizontal Air Gamma Charge; can it be Tiger Kneed? Can you be punished on whiff? Does it recover quickly enough off super jumps to allow you to do normals afterward? Hulk’s speed and safety in the air would be dependent on the answers to those questions.
I also think Hulk has a lot of potential to be very very quick and very very safe if people make creative enough use out of his Gamma Charge. Combine that with his huge damage output and I’m extremely interested in this character.
I feel that he has the potential to be succesfully, and in extension terrifyingly, in your face at all times, hopping and Charging around like a madman, comboing you for big, simple damage, knocking you down to Earth and Charging right back over to you to start it all over again.
I’m thinking of running Sentinel/Dormammu/Hulk on a team with Hulk’s AAA assist and Sentinel’s drones. Hopefully that will help him get in and keep the opponent occupied with blocking once he is in, but at the same time I wonder if he’d be significantly better on a team less desgined for everyone to be strong and more centered on him (i.e., get him a low hitting assist for instant air clap unblockables, etc). Hulk’s pretty much going to be on his own when it comes to making mix-ups with that team I mentioned, and, although I have faith in him and see a lot of potential, I worry that he might not be able to get much done by himself. So, maybe he’ll need a whole different team, a Hulk/Wesker/Ammy kind of team. It’s just too bad I’d have no interest in that team.
I’m optimistic he can rape face pretty much on his own, though.
This is the exact configuration I’m thinking of playing myself, right down to the assists. The concerns you brought up are interesting, I never really thought about the team having problems in that regard but it makes sense. I was worried that having two giants on a team will make them susceptible to hard counters by pixie teams. I guess we’ll have to wait and see.
I’m all about maxing out Hulk’s potential.
Having Dormammu on the team was really just a relic of an old team I’d considered… basic theory fighting: Dormammu keep away, Hulk AAA. I’m considering V.Joe or Tron Bonne instead now. It’s all about them Viewtiful Handjobs and Drill Assists, duuude.
I like V.Joe more, though. It’s has a lot to do with his size and the insane combo’s I can see him doing with his triple jumps and (fingers crossed) possible loops on standing opponents. Again though, I don’t think his assists would help Hulk much, though…
So far the team im thinking of reppin is hulk/zero/sentinel. my assists so far are: gamma charge anti air and sentinels ground assist from mvc, but i have no idea what i should use for zeros assist. does anyone have suggestions??
That’s funny cause I was thinking about something similar the other day–what if Hulk could cancel the hop portion of his ground dash? Meaning that if you did a normal attack during his hop, then it would give you the jumping version of the attack. That would be stupidly awesome, but it probably doesn’t work since we would have heard about it by now…
However if he can in fact jump cancel (or jump right away) after his dash then that will be awesome as well. Clap will be a great application, however Hulk’s jumping light kick was really good in the previous games IIRC. I think it maybe a better alternative given the faster start-up. It’ll hopefully lead into combos as well (I dunno if you can do :l:->:s: as a combo-able air air series).
Plus I still would like some confirmation on whether his forward dash will make him hop through people. I’m guessing it doesn’t since nobody has brought it up recently. However perhaps it can hop over some crouching characters?
I’d like to see/hear some more info on horizontal air Gamma Charge as well. Maybe he can use it at the end up an air series? I wonder if it has it’s own followups like a down-forward charge for a ground bounce?
i wonder if hulk can otg with gamma crush
Ware wa Hakumen.
Hey has anyone noticed that in some Hulk gameplay videos that his dash jumps over crouching characters?
Thinking about Akuma/Trish/Hulk. I haven’t played the game nor have I played a vs. game before, so I’m not very confident with the assist and team synergies, but I’m wondering if you guys have any idea about how well Hulk’s assists and DHCs would work with Akuma’s and/or Trish’s. I feel like with the low amount of health the other two characters have, Hulk might be a nice character to tag in to take some heat while the others recover, and maybe to clear a path with the quake assist. I’m not sure how viable it is, but I love Hulk’s damage and his ability to tank for the weaker of my team. Any input on how his moves might work in combos and bread n butter punishes/assists?