The MvC3 Hulk thread

Is it possible to hit OTG with his down-angled Air Gamma Charge? I’m not sure if you can do it on its own, or only as a follow up though. But yeah, could you just explore his combos options more in general? All we’ve seen so far is just ground string to launcher to air combo to Gamma Wave super.

Just a couple of questions:

Can he still cancel into the Gamma Crush from a Gamma Charge?

How are his Air Combo? Just standard 3-hit or can you add more?

I don’t know about air gamma charge hitting otg (I’ll check it) but here’s a little simple combo:

A,C,E,up,B,B,C,E,A1,qcf+A, A follow up, qcb+AA

A1 - some otg assist like Iron Man’s smart bombs
qcf+A, A follow up - gamma charge forward + forward
qcb+AA - gamma crush

It deals around 800.000 damage. I think that after assist we can do dp+B, B follow up, B, A, up, B,B,C,E,A1,qcf+A to extend it nicely.
I guess it only works in corner, but with gamma charge C, A you can cover great distance to combo into full gamma crush.

So yeah, he can cancel charge into crush. I don’t think he’s capable of longer air combos (longest I found A,B,B,C,E but doesn’t work in every situation/every character)

EDIT

No, he can’t hit otg with down-angled gamma charge (dp+B,B).

Without assist he can just do Gamma Quake instead of Charge into Crush.

j.A, j.A, A, C, E, up, B, B, C, E, dp+AA = 631,800 dmg

EDIT

better damage:

j.C, j.E, B, E, up, A, C, E, dp+AA = 660.100dmg

Works in the corner only.

We have to work on some midscreen combos cause gamma tsunami deals puny damage. The best one I have:

A,B,qcf+C, A follow up, qcb+AA = 622.800
Works almost from the center of stage.

You can do similiar combos close to the corner after his command throw. Just hit opponent with B or gamma charge.

I really haven’t found one I liked yet. I’ll test them all out tonight

TheSurefireGamer: Yes, he can still cancel gamma charge into gamma crush

Thanks for the post! And thanks a lot for the damage values too. A few questions:

How do you make j. E cause ground bounce? Do you need to start your combo with an air-to-air?

Do you feel like we’ve already tapped out Hulk’s combo potential, or is there more room to play with?

How good is his damage output compared to the rest of the cast at this point in time?

And finally, would you say he’s a good character?

You know, I’m new to marvel and it’s early so I can’t say for sure ‘that’s his limit’. But he doesn’t have too much options so maybe it’ll be just optimaization. It’s hard to say at the moment. I’m gonna mess with him some more cause I’d really like to have him on my team.

His damage output truly shines with otg assists where he can fully combo gamma crush. I must check some ideas but probably he’ll be able to deal around 950.000 dmg in the corner with one meter. With x-factor and dhc he’s pretty godlike in the damage department.
The thing is he got easy combos that lead to huge damage but it’s not like rest of the cast can’t deal similiar values with a little bit of work.

I want to think he’s a good character. He’s got the damage, he’s got some ways to move around, he’s got the range, he’s got stamina. I dunno how he will fare with heavy keep away, or against solid rushdown. He may be outshined by more tricky characters but he doesn’t feel weak at all. I’d say he’s solid.

big thanks for the info thus far guys!!!

Questions:

  1. Can you verify that his forward dash will hop over crouching characters (maybe not all over them, but some)?
  2. Can he attack during the hop portion of his forward dash and possibly get jumping attacks from it? Probably not but ya never know. If not can you check to see if he can jump cancel his forward dash?
  3. Can you still spin the joystick around for extra damage on his gamma throw? Anything new added to Gamma throw? I know he has an AA version now. Can he choose the direction in which he throws the opponent?
  4. What are the followup hits (if any) to the air version of his horizontal Gamma Charge? Can you tiger-knee the motion?

Any answers will be appreciated. I know some of these questions are terribly optimistic though lol.

This is exactly what I’m worried about; it’s only a matter of time until every characters’ combos have been maximized, and they’re going to rival Hulk’s damage output. Like X-23’s damage output is starting to look ridiculous, and she has no problem landing that first hit. From what I can see, unless I’m missing something, Hulk doesn’t really have any tools to “open” you up with. He’s not a mix up character and he doesn’t have safe pressure. I would say he’s probably better at zoning than anything else…but I haven’t played the game, so I can’t comment accurately.

Edit: But don’t get me wrong, I still have hope :razz:

-Hulk’s stamina is still good
-He dishes out damage like crazy
-Since MvC3 is VERY slow compared to MvC2, Hulk seems faster. Gamma Tornado is much better now, range and speed seem extended

Overall, something important to know about MvC3: Supers are not invincible. Meaning, if it’s not in the middle of a combo, don’t throw it out. You can EASILY get hit out of supers in this game, unlike MvC2.

Random tidbit, Sentinel’s super where the drones come at you, it’s INSANE chip damage, even for Hulk.

Good questions. I haven’t thought about this stuff :wink: I’m gonna check it right away.,

EDIT

Tofu Warrior’s question: It looks like j.E causes bounce only when it’s your first bounce in the combo. There’s similiar effect with aa gamma charge down-angled follow up. When you do sthg like A,B,gamma charge it will cause bounce, but when you do C (which provides bounce on it’s own),gamma charge, gamma charge will just strike them to the ground without bouncing.

Bronzefist questions:

  1. Dash goes over crouching characters like Amaterasu (actually if you’re close you can jump over her when she’s standing), Arthur and Joe. Likes of Cap, no.
  2. No, he can’t attack during his forward dash but yes, he can jump cancel it (he can jump cancel backdash too). I don’t know if it’s a common knowledge but he can’t crouch cancel his dash.
  3. I’m trying various motions and follow ups with tornado but at the moment answer to all questions is no.
  4. There are no air gamma charges per se. All versions start from the ground so tiger knee motion is useless.

Gamma Charge (qcf+A)

  • A - short dash
  • B - medium dash
  • C - long dash
  • A follow up - horizontal dash
  • B follow up - straight into the air
  • C follow up - goes back

Gamma Charge AntiAir (dp+A)

  • A - straight up short
  • B - straight up medium
  • C - straight up high
  • A follow up - up-angled dash
  • B follow up - horizontal dash
  • C follow up - down-angled dash

can any of hulks normal moves OTG after aircombo?
what are the differences between A, B and C Gamma Tornado?
can hulk still jump cancel the first hit of s.E? if so, maybe he can extend his ground combos in the beginning with something like…

c.A, c.B, E~jc, j.B, j.C, j.E, land, E, etc.

…depending on if it’ll yield better results.

Big thanks sir. I’m trying to wrap my head around the jump cancel for his forward dash. Does the jump cancel occur after he lands from his hop? Or can you jump cancel during the hop itself and get jumping attacks? Just trying to figure out if he has the equivalent of a KOF-style low jump. :slight_smile:

Also, can you test his Gamma Wave (charge b,f+Atk) in OTG situations? I’d like to know if he can OTG with it and buffer his supers from mid screen. I’m sure Gamma Tsunami will work, so I’m more interested in Gamma Quake and Gamma Crush. For example can you test:

air magic series–>:s:–>Gamma Wave (OTG) xx Gamma Quake (or Gamma Crush)

I think those may work in the corner, but I’d really like to know if they’ll work mid screen. Thanks again for the help sir!

I’m going into training right now so I’ll try to find some answers.

About his dash jump cancel. You can cancel it at any moment during dashing. Animation looks like Hulk instantly touches the ground and jumps. But his jump is so high that it’ll be hard to hit any grounded opponents immediately (maybe it’s possible on guys like Sentinel).

Oh, and about Hulk normals hitting OTG - no, he can’t do that. That’s why I think it’s important to have some assist like Iron Man’s Smart Bombs or Deadpool’s Katana-Rama.

I don’t really see the difference beetwen A and B Tornado. C grabs jumping opponents.

Nice, thanks! I’m wondering if he can use a jumping :l: in this situation for an instant overhead. I’m hoping that it (as well as his other jumping normals) will come out with very little lag. Just hoping he can make a viable mixup with the use of a lockdown assist.

This information is fantastic, it should be compiled and edited into the first post. Thanks for all your help and quick replies! A few more questions though :razz::

  • Can he chain his standing A or crouching A into itself?
  • Can he jump cancel any of his normals on hit or block, other than :s:?
  • I noticed that he can empty cancel his normals into specials. Can you try s. :l:, s.:h: xx Gamma Tornado, but cancel the st. C into the Tornado before it hits the opponent. It’s kind of like a kara-cancel I guess.
  • Anti-air Gamma Charge > Horizontal Follow Up: do you recover in time to do normals in the air?
  • Which of his jumping attacks cross up?

I was messing with his dash jc and it’s possible to nearly instant overhead some characters but it’s almost impossible to combo after j.A :\ Though on tall characters like Sentinel it works really well.
Another strange thing about dash jc I found: when I input ‘forward, dash, up towards (or backwards), dash’ very quickly Hulk kinda instant double dashes and then jumps. This jump is somewhat lower and maybe it’ll be more useful for instant overheads. But I don’t really undestand what’s happening and why it’s happening at all.

I don’t think you can add more dmg to Tornado in any way. Hulk always throws opponent back.

It’s possible to combo from OTG gamma wave into full gamma crush though there’s a little problem. When you’re finishing you air magic series with E and you’re holding back already then you gonna air swap characters, and if you start charging after pressing E gamma wave won’t even come out. So to do this you have to use really short air combo, like A, E.
And it doesn’t work midscreen sadly. Gamma Quake is too slow, and Gamma Crush won’t hit on the way up.

Regarding his s.E jump cancel - sadly it’s not possible.

I also tried sthg like this:

j.C, j.E, A, B, E, up, B, B, C, E, smart bombs, down-angled gamma charge

I thought it’ll cause another bounce so I can do another air combo and the finish with hyper, but sadly it doesn’t work :frowning:
Right now I’m out of ideas how to cross 800.000 dmg border without DHC and x-factor.

Looking at other characters damage potential Hulk’s still looking strong. Characters like Deadpool or Dante probably will have problem with dealing more than 500.000 dmg with using only one hyper.

EDIT

Wow. Another set of questions. I also noticed he can empty cancel his normals and I’ll see if we can work sthg out of this.

More answers:

  • He can’t chain his s.A or c.A into itself. He can’t even chain s.A into c.A.

  • He can’t jump cancel any of his normals. Not even s.:s:

  • s.:l:, s.:h: xx Gamma Tornado trick works. It’s a nice little reset. I also noticed that range od :m: tornado is better than on :l: version. It’s really good. But about this reset: I’m not sure if that will be useful. Why whould you go for a reset when you can have guaranteed damage? :h: tornado can’t grab bouncing characters as far as I know.
    Also he’s rather incapable of doing kara throws as his normals have great range but don’t travel at all.

  • Anti-air Gamma Charge > :m: follow up recovers in time! Nice idea :slight_smile: You can do j.:l:, j.:m:. j.:s: and on the ground follow up with another gamma charge > :m: follow up… but for the love of God I can’t hit them after that with anything more than j.:l: :\
    But keep in mind that my execution is horrible so it may be possible to combo something more. That would be sweet, as it already deals around 500.000 damage. With another j.:s: we could combo :l:, :m:, :s:, up, :m:, :m:, :h:, :s:, smart bombs, gamma charge xx gamma crush… that would be friggin awesome…

  • I think his best xup is j.:s: It’s not fast but it can be pretty ambiguous.

I was thinking it could be used as a tick throw set up on block, rather than a reset, especially considering Hulk can net 800 000 damage of s. :l: with an assist and 1 bar. I’m glad to hear it works though. As well, concerning Gamma Tornado, is it possible to throw your opponent into an assist like Doom’s Molecular Shield? That would give us some good combos midscreen off a long range command throw.

YES! I’m so happy to hear it recovers so quickly, I’m going to play around with this when the game drops. Sorry, I’m a little confused though, how exactly does that combo work? Anti-air Gamma Charge, :m: follow up, then do you land and launch them? Or after the follow up, are you continuing with an air combo?

not kind of, empty cancel is the definition of kara cancel.

Oh, I see.
I have to play some more with different assits and I let you know.

You do anti-air gamma charge, :m: follow up which goes horizontaly, you land, instantly jump towards them and do air combo :l:,:m:,:s:, on the ground they bounce and you can combo another gamma charge, :m: follow up, land, jump and this is the moment I have problems with. Most hits I can do after jump is j.:l:, j.:l: any other hits whiff :\

Oh, one more thing. If you start this gamma charge combo with s.:l:, s.:m: etc. it will be noticeably harder to hit full air combo. I also suggest using :l: version of gamma charge as it doesn’t go too high.

EDIT

I’ll have to see if we can use jump cancelled dash in this anti-air gamma charge combo. Maybe it’ll allow us to make a full loop straight to the corner where damage awaits.

Garg big thanks again for the answers. General question:

How is hulk’s Gamma Wave against other projectiles? Have you found that it beats (or loses to) other projectiles? Does it go under high projectiles like MODOK’s beam or Thor’s Mighty Spark? I’m not asking you test against every projectile, but I just would like to get a general impression. I planned on using it for my Hulk assist and I’m wondering if it’ll be worth a damn.

Also, try going into Hulk launcher after an OTG assist like smart bomb. That will work, correct? Sounds like he won’t be getting long OTG combos by himself and will need help with assists. Thanks again. I very much appreciate the responses.