The MvC3 Hulk thread

You ca get away with 1.5 seconds if you hold back RIGHT AFTER you press :s:, then wait until the second bounce of your opponent. That’s how I calculated it in the Danger Room, but I’m not big on frames & such, so don’t consider it dependable.

Ok Ill practice using this visual que tonight tonight. Thank you

Sanford Kelly plays Hulk. That’s awesome.

How are you guys usually approaching with Hulk? Jump cancelled dashes? Charge?

I cover with Sentinel drones usually. Otherwise I have some trouble. Wish I had a better answer for you.

Hold up, noted MSS user Sanford Kelly is playing Hulk now? Wow…didn’t expect that.

Jump-Cancel Dash. Hulk’s Gamma Charge is not as quick as it was in MvC2, and it doesn’t cover as much ground. Plus, if timed right you’re assist could hold them down as you cross over with Air :s:

Then, it’s SMASHING Time!

To tell the truth I’m quite disgusted with the level of Hulk play in tournaments. I expect more from the likes of Sanford.
No extended combos, no command throws, sometimes no dash before tsunami, no combos that lead to the corner :\

Kelly, Mike - read this topic :wink:

do tourny player hulks even do OTG gamma wave to gamma Crush? Didn’t really pay attention to the mvc3 tourny

I agree with Gargooletz, I don’t think Hulk’s full potential at high level has been unlocked. That’s not to say that I could do better, but top players aren’t incorporating all the cool shit he can do. I see a lot of st.:h: spam; don’t they know it’s all about st.:m: spam now? :coffee:

He played him in the team tournament, but that doesn’t necessarily mean he mains him.

Josh Wong also played Hulk in the team tournament, and he placed third in singles. :wow: Again, don’t know if he’s part of Josh’s main team because I couldn’t watch the stream then, but I’ll check the archived stream later today.

Edit: Yes, Josh Wong used the Hulk in loser’s finals against Justin Wong. So there you go. I wonder if the Hulk will stay good, or if other characters will eclipse him as the game develops.

A lot of people don’t use standing M as much because many characters can crouch under it and spam hulk with low L, which will ultimately give them a free launcher into combo.

Some characters may eclipse him, but I see Hulk staying high on the Danger List, simply because you can’t slack off against him. It takes a huge combo to even get him close to half-health, and just charging in recklessly will get you smashed very quick. Plus his Gamma Charge still has Super Armor, and if given the right assist, it’s hard to play keepaway against him.

I just hope people don’t start whining about how Standing :h: should be nerfed and blah, blah, blah…

I use it in the corner, since I know most people will try to jump over Hulk and it comes out quicker than his Standing :h:

So what all has super armor? s.:h:, s.:m:, and which version of gamma charge? Also, hypers?

Only anti-air gamma charges have super armor (on the way up). Hypers do not but Gamma Crush has tons of invincibility.

I believe aa gamma charges will become the key to Hulk’s game. They have much better startup than :h: and :m: and on top of that :h: follow up leaves us safe on block.
It’s impossible to punish Sentinel’s c.:m: xx :s: with Hulk’s normals so maybe aa gamma charge will be the answer. We have to test that because right now Banner’s matchup with Sentinel is just horrible.

Don’t know if anyone else has mentioned this, or even how useful it is outside of the scrubby group I mess around with, but figured I’d share something I’ve been using against Sentinels here.

Lately I’ve been using Hulk’s j.l as an instant overhead, followed by his j.s. It doesn’t combo, but the j.l puts them in hit or block stun just long enough to be a bit of a distraction for the j.s ambiguous crossup. If you do the j.s immediately once you’re able to, it hits from the front. If you wait just the tiniest fraction of a second, it hits from behind. Have some Doom rocks tossed at them, to make it even better.

I think Hulk has the tools to deal with Sentinel. The j.:l: instead overhead leads to more damage than any other instant overhead in the game; I can do 750 000 midscreen with 1 bar and the right assists, 900+ in the corner. Added DHCs or X-Factor kill him outright. Also Hulk’s s.:h: beats Sentinel’s :s: clean with the right timing, it’s one of the few moves that can. With the right assists, Sentinel can’t do anything after an AA Gamma Charge > :h: Follow Up; I always just press s.:m: + Tron’s Gustaff Fire and I’ve never lost that exchange. Once I have him scared to push buttons, I’ll go for command throws, instant overheads, lows, etc.

But I definitely agree that AA Gamma Charge is the secret.

Do j.:l:, j.:h: instead; it combos and you can combo after it.

check out this corner combo I came up with, what do you guys think?

[media=youtube]el8s-hMcybY[/media]

^^^
Nice combo, dude! Definitely going to play with that.

Got another one for you guys. This is sort of interesting, and I kind of came up with it by accident. It uses Doom’s Hidden Missiles assist and requires a little explaining, so here are the steps:

  1. [whatever opening you want–jump-in S, s.H, etc.]

  2. Launcher (2-hits): the important part here is that on the second hit of the s.S launcher, you call Doom the instant before you sj.cancel the launcher to follow up for the air combo.

  3. Standard MMHS air combo.

  4. Land. IMMEDIATELY dash forward and (since you can’t cancel Hulk’s dash) buffer in Gamma Charge H to come out as the dash ends.

  5. The missiles will otg, and you will make contact with a SINGLE hit of your Gamma Charge.

  6. Cancel quickly into Gamma Crush for full damage.

Mid-screen: approx. 650-670k dmg depending on step 1.

If they wind up near the corner (which happens about 85% of the time), the timing is much easier, and you can do the “ONE MORE TIME!” follow-up on the Charge for more hits and damage, but the above version is mid-screen-compatible.

This, IMO, also opens up a wealth of ways to up Hulk’s pressure game, since you don’t actually have to go for the Gamma Crush, but can instead just end your air combo standing right next to the enemy and ready to do whatever (including mix-ups involving command grab or whatever).

Enjoy!

hella nice dude! Excellent work, i’ll start practicing that.

You don’t get it. It’s not supposed to combo. You can do instant overhead j.:l: and if it hits go for j.:h: and j.:s: or whatever but when Sentinel blocks j.:l: you can wait just a little bit and go straight for j.:s: which will cross him up, or press immediately to hit from the front. It’s a really great mixup.

I spend some time in training and you’re probably right. Hulk’s not hopeless against Sentinel.
I’m probably sticking for now with a team Hulk/Sentinel/Wesker. Though I’m not sure what Hulk’s assist is the best.

RE: people not doing proper combos with Hulk

I was at WGC in Cannes recently and the French hulk players were pretty beast. Always punished with L M AA Gamma crush air L M M L launch, kara command throw, did crush before tsunami for extra damage, otg wave into crush in the corner etc.

A guy with Cap America/Hulk/Morrigan got 3rd place doing that kinda stuff, I’ll see if I can find the vid :slight_smile: