The MvC3 Hulk thread

I’ve had a lot of luck with omitting the j.:h: from the air combo. Just do j.:m:, j.:m:, j.:s:, then immediately dash and call the OTG assist at the same time. Then you can do whatever (relaunch, Gamma Crush, whatever) pretty comfortably.

Is any one else having a great time s.c soencer’s bionic arm? So fun!

The secret to beating armoured normals is to hit them twice in quick succession; the first hit absorbs the armour, and the second hit actually hits Hulk. Some characters can do this more easily than others. For example, Chun Li can mash cr.:l: fast enough to accomplish this. As well, Wolverine and X-23’s s.:m:s hit twice, so just pressing that button early enough will beat Hulk’s s.:h: (unless he cancels it into Gamma Crush). The oldest trick in the book is to stick out any normal, then cancel it into a special/super invincible start up. You gave him good advice when you told him to call assists, especially slow moving, multi-hitting projectiles like Sent Drones or Arthur’s Dagger Toss. If you’re coming at him from the air, basic air chains should be fast enough as well.

It’s just a matter of being creative :slight_smile:

Got a few questions about Hulk…

Can Hulk OTG with Gamma Wave into Gamma Crush anywhere on screen (in close proximity) or can it really only be done in the corner?

Which part of Gamma Charge has Super Armor? The whole thing or just the follow up afterwards? (Im asking about both versions)

Only anti air gamma charge has super armor on its first part. Window of super armor is pretty weird so it’s not as reliable as s.:h: or :m:.

I guees he can otg into crush anywhere on the screen but in which situation will you get hard knockdown in close proximity outside the corner?

airthrow. but timing is hella tight and doesn’t work on everyone.

Im not sure, I was just asking if it would be possible, if I were to actually be in that situation…

Also, another question: Could Hulk’s Gamma Wave assist be considered a useful OTG? Because I was thinking it wouldnt be all that great if the opponent wasnt in the corner…

It’s technically the longest range OTG assist in the game, but its slow start up limits its usefulness.

More points for the Hulk/Taskmaster team up.

Hulk hitbox is so large that Taskmaster is called just behind him and so you can use hulk as a meat shield against projectiles characters while task punish them with h. arrows safely.
Dont works with beams, obviously.

With the same assist you also can try to “zone” people out with gamma wave and h arrow. Gamma wave nulls most projectiles in the game and h arrows deals excellent damage even on chip, this forces people to get closer to Hulk and attack.

Placed 2nd in a mid-TN tournament using MODOK (or Wolverine or Skrull)/Hulk/Sent. My Hulk play was pretty good, but nothing too fancy. I used some Xfactor Gamma Crush punishes to win a few matches, and buffered Gamma Crush during other super flashes. Other than that, simple solid Hulk play.

Vids will be up within the next week or two.

Technically I think Mystic Ray is the longest range OTG.

Gamma wave works as an OTG depending on the character/combo. I use it with Spidey after Spider sting, s.:h:, spider sting, OTG wave, web throw. It also works after most air series in the corner.

Not sure if anyone was aware but if you catch and assist with Gamma Wave H, you can continue to hit the assist with it without them jumping out. Chances are your opponent is going to turtle is low, but you might be able to get 2 - 3 extra gamma waves in there before they jump out.

I knew this but I always forget to use it in a match. It also works with the hyper tsunami. (i’m pretty sure) and you could cancel one into the other for quick damage or kill. (H. Tsunami into G. Tsunami)

I just discovered that with certain teams it might be in interest to use Hulk’s Wave assist to essentially give Hulk a level 3 super that hits OTG. I haven’t tried it with a lot of teams but was joking around in the so called lab last night and discovered this with Hulk/Hseinko/Spiderman I believe and then I tried it with my team Hulk/Sent/Tron the damage is good but not substantially more but I think some other teams could probably make real use of this like if you were running a team of Hulk/Ironman/Sentinel that photon cannon would probably really up the damage. Can basically do any bnb but after the air s knockdown you can land and just press both assists and Hulk’s wave will lift them up like normal.

If nothing else you can get some style points for it especially if you do the s knockdown, activate xf, p1+p2

Kind of the opposite of flashy. Try holding back right after the s, using that for regular gamma wave, gamma crush, then DHC. early if it goes into a beam or sentinels energy ball, late if the goes into an OTG hyper like hsien-Kos. Plus you won’t end up wasting meter if you only need 2. Plus you can XFC from gamma wave or rocks into whatever hyper you want.

Im aware you can do those things and I’ve gotten many wins with it toiletface. But how often do you see a practical way to do a team hyper combo off the ground? That to me is flashy, if not a little cocky.

If I(as Hulk or any other character with an air command grab) were to Read some one’s air tech and air grab them on the very first frame they can attack after the air tech;what can the opponent do to avoid the grab?

Things I already know:

  • they can call in assists during the tech but most assists will be gone by the time Hulk’s animation is over since he’s invincible the whole time and the animation is extremely long.

  • If they have an aerial move that is invincible on frame 1 they can avoid it(For Example, Sentinel’s aerial hyper combo)

is there any type of aerial move that is automatically invulnerable to grabs?

Hulk doesn’t have an air command grab

think he just means the anti air command grab.

yeah, I meant anti-air.