The MvC3 Hulk thread

After an extended combo? How? Other than L, M xx Gamma Crush, s.H xx Gamma Crush, etc.

H->launcher->combo
h-> gamma crush

hulk smash all

srsly love me green guy

:h:,:s: Crush does decent damage and you can DHC without as much damage scaling.

As my BnB I’ve been using :l::m: AA :l: Charge, :h: followup, c.:h::s:, j.:m::m::s:, Shulk torpedo OTG, Dash :h:Charge for about 570k. Or end with Crush for 700somethingk. I’ll check damage # tomorrow. A lot of damage for one meter.

Anyone have some good damage XFC combos? Esp. hit confirmable stuff like :h:, XFC and extended combos.

for the dp l-m combos, like the hulk rejump, im finding it hard to get it started since the range on his normals (compared to a lot of other characters) suck. any useful tips to get in and rejump these fools? (besides assists, I use sentinel force, keeps them crouching to miss it and I can gamma tornado, or go into amiguous jump crossup S)

After H, I just do S, jump MMHS, land, dash canceled tsunami for 610,000 damage.

in most cases you can throw a Cr.H into S, after the st.H for a little more dmg

Thanks! I’ll try that.

Is DP Gamma Charge H follow up safe on block?

I think Bronzefist might have already said this, but yes. j.S is a pretty good crossover. Lately I’ve been using it with Wesker for unblockable setups. IT works wonders.

I’m having a lot of trouble getting in vs. keepaway. I’ve tried using well-timed Gamma wave, but I usually have to end up superjumping in on Magneto, Deadpool, Chris, etc. Part of the problem is I don’t have a great cover assist (Shulk torpedo and Dormammu hole).

Idead?

If you’re using Hulk and She-Hulk, you NEED a great projectile assist. I think Dormahmmu has another projectile-like assist (like Blackheart had in MvC2, but I can’t remember the name of either). Other than that, I suggest switching out the Demon for someone who can cover the Gamma Cousins better…

I don’t know if it’s been mentioned before, but I haven’t seen it in this thread yet. At least not in the first 15 or so pages.

Gamma Tornado… press the same button repeatedly to spin them around longer for more damage.
If this has been mentioned before… sorry. This was never mentioned in the strat guide either.

FYI stand medium punch> sent launcher and is a free cancel into whatever.
Also since his S makes him crouch somewhat it goes under sents jump S alot. For a free punish (It looks weird went it happens like a cross up)

canceling standing M into DP then H follow up really hurts sent since hulk is at +5 after that follow up.

In a nut shell Standing M as a anti air is really really good because of the super armor.

edit: meteor smash can be done on reaction to HSF and catch him 100% of the time, also if they choose to DHC its not many DHC if any that wont get punished.

keep it on a low…Dont want a flood of hulk players all of a sudden. :rofl:

That’s some really good anti-Sentinel technology, thanks, I’ll definitely work that into my game! But doesn’t Sent’s launcher have hyper armour, meaning it can’t be interrupted? Also don’t forget that Hulk’s j.:l: can be used as an instant overhead on a crouching Sentinel, and you can combo that into j.:h:. When you land, just go into your BnB of choice.

I think st.:h: is a better anti-air because of its ludicrous hitbox; it hits in a huge arc that starts behind his head and it looks like it comes out faster too. I would like to know the start up for those two normals, if anyone has the guide, that’d be much appreciated.

well i think the reason Hulks stand M works so well against his launcher is because his M Hyper armor starts really early and last longer than his Stand H. Also the reason I figure it beats sents Launcher is not only because of the above but the fact that it seems like his standing M is active longer than sent’s hyper armor on his launcher. Combine those two together and There you have it.

With his standing H if you time it wrong you can get punished really hard, Standing M is a bit easier to Anti air with because of the longer hyper armor and active frames…

imo

edit; I think its just that M hyper armor starts a bit quicker so you can do it more on reaction to things.

Guide says that s.M has startup of 13 frames (-10 on block) and s.H 15 frames (-15 on block).

s.M is really good. Only problem with it is that you have to cancel it without any confirmation of hit when s.H leaves you so much time to decide what to do next.

EDIT

s.M armor starts at frame 3, s.H at frame 6 and Sentinel’s S armor starts at frame 12.

St.M is really good when paired with a nice assist to cover a getaway when it doesnt connect, ive been using sent drones along with my St.M, which I cancel into Gamma Charge, which you can easily hit confirm into L follow up xx Gamma Crush, or just H follow up to reverse out of there, in any case the drones should be hitting to cover your escape…and jesus can I say that Gamma Charge L Follow up RAPESSSSSSSSSSSSSS Assists, IDK how many times ive killed an assist off of one Gamma charge L follow up Gamma crush DHC to finish the job, awesome character.

Sentinel’s launcher has hyper armour, which is different from super armour in that it can absorb an infinite amount of hits. What prevents his launcher from being broken is that the hyper armour kicks in very late, during the move’s active frames. That way you can stuff it during its start up, but once it’s active you have to block it. It’s unsafe on block though, so this is a good time to call an assist and approach again.

You can learn about that more [media=youtube]ob43uHHEGOY[/media]

Awesome, thank you so much for these figures! I love frame data :razz:

You have lots of time to hit confirm s.M into Gamma Charge, but the damage is bad and it doesn’t give you good positioning. That’s why I’ve started canceling all of my s.M’s on hit or block into DP+L > H. If they block it, I’m at +5 frame advantage and if it hits, I can go into a really damaging combo. I’ve found that most people press buttons after blocking an H follow up, so I just throw out another s.M to tag them. Once you know they’re anticipating a s.M here, the mix ups can begin. A lot of people get desperate and call their DP assists, but this is easily countered with a reaction Gamma Crush. It seems pretty safe, I’ve never been punished for it outside of the corner.

That’s the best thing about Hulk. He has a lot of really safe ways to put pressure on his opponents, and everything leads into big damage. Pushblocking kind of hurts him, but with good assists and some creativity, he can easily get back in.

Does anyone know the exact charge time for gamma wave.
That super beasty corner specfic combo requires me to use Gamma wave as an OTG after a BNB aircombo ending with j.:s:
Obviously I cant hold back when I press :s: or I get a team air combo.

Im just a data whore so Im looking for precise numbers here, not ~1.5-2 kinda thing.

just to add to the s.M discussion: the guide says s.M can whiff over some crouching characters and can’t combo into S at far ranges.