The MvC3 Hulk thread

Wow, this the Hulk’s most damaging solo combo discovered so far, and it’s really creative too. I’m going to jump into training mode right now and practice, thanks for posting!

You can’t hit confirm a j.:h: after a j.:l:, it doesn’t give enough hit stun. Chances are, your instant overheads are always going to hit unless your opponent anticipates them and is just holding back. If he’s doing that, react accordingly and hit him with a low.

You actually can confirm j.:h: after a j.:l: because you can chain another j.:l:.
Still I was to excited and haven’t thought of one problem - when Sentinel blocks your overhead he must block high, which means he’s standing and you can’t crossup standing Sentinel so that mixup is useless :\

Yeah that combo is really creative. God, I hate links :stuck_out_tongue:

Here is a short video that i uploaded just to show u what i meant about the s:m: and about comboing after the grab.

[media=youtube]y1hhwE0JXeA[/media]

Just messing around with hulk today and found couple things u might find interesting although partially discussed here

We know that u can cancel his dash animation by inputting a tiger knee command. A tricky technique to mixup with gamma charge is to dash and then input the command grab with ub. Most people would he wary of pressing buttons if u had attacked them twice before with gamma crush and assists.

Also s :m: has weird cancellation properties. If u whiff it u can cancel it into the command grab and it will reach significantly further than normal. So u aren’t cancelling its startup bit rather its recovery and u can bait some low attacks etc.

Lastly all versions of command grab can be otged by an assist. Just dash immediately after grab ends call assist and jump towards opponent. Hulks command resets give him extreme versatility and I think I’m gonna explore him a little more in depth

Can you (or whoever) explain a little bit more the techniques/combos described here? They sound interesting, but the description is a little hard to follow.

Good point! I totally forgot about that, I stand corrected. Does the second j.:l: cause a lot of hit stun scaling?

A couple things

  1. Kara canceling S. M gives you a huge boost in range. I was able to cancel into M command grab and grab iron man from about a half stage away.

  2. How fast does Hulk’s dragon punch come out? I think it’s 1 to 5 frames. In the corner, I was able to combo gamma crush into dragon punch.

  3. If you press down back and let go of it for a split second and then press down back again you will hold your charge. This means you gamma crush out of dash and after a crossup. While midscreen, I was able to do H. Dragon punch. All the way and then hit iron man back down, and then gamma crush. For those of you who don’t know H dragon punch H(when you do all 6 hits) usually has you cross up when you hit the ground.

Would that mean it’d be possible to do Gamma Crush, :f::d::df:+:l: > :h:, Gamma Crush in the corner? :wow:

theoretically. I haven’t been able to get it to work yet because after you start a combo the gamma crush pushes you really far back for some reason :confused:

I’m trying to gamma crush -> :m: Kara :dp: :h: -> gamma crush but it isn’t easy to pull off in the slightest

Edit: actually the above combo is possiible but doing it at the end of a huge combo isn’t possible

How much damage does it do? My guess is probably around 700 000?

I’ve been messing around with using :h: Gamma charge :h: ender to carry people to the corner. It gives a hard knockdown and they are only able to tech. Doing so in the corner means they have to tech either in place at the wall or into you. If they tech into you they are in perfect range for both a Tornado throw into the corner, or a forward j.:s: crossup. You also have :m:/:h: if they try to attack.

Also, if you hit :h: charge up close, some characters f.air tech after puts them behind you where doing a s.:h: will hit behind Hulk and cross them up. Very confusing for the opponent.

Also been trying to mess around with hitting charge, :m: ender and different AA charge variation to see if I can get some good wakes afterwards like air throw resets.

so hulk without assists can actually combo into gamma crush without a corner.

cmd throw > M gamma charge (immediately start charging back) > L followup (both obviously whiff and are to bring yourself at the right range)> L gamma wave xx Gamma crush.

384.800 dmg.

unless I missed something that’s now max dmg for solo combo off of cmd throw.

@Tofu:I have no clue since I couldn’t get it to work lol

Half screen? thats a slight exaggeration i would think. IF so, please post a vid.I have one up and thats about as far as i could grab someone i suppose. Also, have you tried jump cancelling your dash into the throw? that stuff has given me good mileage

:atk::atk: :hcb: ub + :m:

That’s amazing, I’m definitely working this into my game because I don’t have an OTG assist for Hulk. Speaking of throw combos, for anyone who might not know, you can combo a raw Gamma Tsunami after either back throws. It does max damage because they’re on the ground right in front of you.

:m: xx :f::d:::df:+:l: > :h:, :l:, cr.:h: xx :d::df::f:+:h: xx Gamma Crush also allows him to combo into Gamma Crush without a corner or assists. The timing is pretty specific at places, but it definitely works on characters as small as Zero. Remember, no :l: follow up here. There’s no point in doing this combo though, it doesn’t do as much as damage as other combos after AA Gamma Charge, H Follow Up.

ah yea, I specifically meant from a command throw. I know you can combo into crush without assists from normal combo starters.

True true, my bad :slight_smile:

you’re not using any OTG assist though? what about an assist that helps you relaunch after OTG wave?

I’m having a really hard time getting Hulk’s normal gamma wave out faster. I counted like 2 secs for holding back then releasing it. But i look at vids. for example Josh Wong’s Hulk, he gets it out in an instant after doin a move. Can some1 help me figure this out?

You can charge when doing other stuff like falling down, or during gamma charge.

I’m pretty sure it’s nothing new (Tofu already posted something similiar?) but here’s a little corner reset:

j.:h:, j.:s:, c.:h:, :s: + :a1:, up, j.:m:, j.:s: then after landing hcb+:h: (mash), :atk::atk: + otg :a2:, j.:h:, j.:s:, c.:h:, :s:, up, j.:m:, j.:m:, j.:h:, j.:s:, :atk::atk: xx qcf+:atk::atk:

:a1: - I’m using Sentinel drones but other similiar assist will work to.

Full damage from 2 combos is about 950k so I guess it’s only useful when you don’t have a meter to finish your standard corner combo.

With the right timing on some characters you can squeeze one j.:h: in first combo for additional damage.

Oh cool, it’s an anti-air Gamma Throw reset! Kind of like the one Justin Wong uses with She-Hulk. The only thing I’m worried about is that will they be able to tech forward to avoid it?

Hulk is my OTG assist. :razz: I use Hulk mainly for his assists and DHCs, he takes on a support role for my team. His Gamma Wave helps Wolverine and Tron Bonne get in on their opponents quickly. I can OTG with Gamma Wave off any of Wolverine’s throws into good damage and meter build. Tron Bonne can do a lot of corner combos midscreen with the help of OTG Wave. I can DHC into Gamma Crush after any of Wolverine’s air Fatal Claws, which means I can can kill low health characters off stupid shit like instant overheads you can’t react to.

I’m not exactly maximizing Hulk’s potential but I get by with him. I also zone with him more than I rush down. I still consider him my “main,” but sometimes I never even get a chance to use him.