Does anyone think Hulk could be a good anchor in UMvC3 because of the universal buffs in XF? With Tron and Haggar assists getting nerfed, Hulk’s AAA is very tempting. Having Hulk in the back with AAA and sitting on XF3 (with a speed buff) sounds like a good strategy, IMO.
Largely depends on how fast XF3 will speed him up. Plus, it only lasts 20 seconds now. From what I’ve seen, Hulk will still be a terrible choice for an anchor.
Is it even safe to assume he’s getting a speed boost? I know they said they’ve normalized X-factor across the board, but I took it to mean that characters will be less extreme, not necessarily that every character would have the EXACT same speed boost/damage boost.
General statements tend to reference most characters, but not all. For example, it’s currently pretty accurate to say “In MvC3, X-factor provides a temporary speed and damage boost” since only 2 characters are outside of this description. To say that x-factor has been normalized does not directly indicate that all characters will have a speed boost.
Neo g told me a few things, not sure if they were already covered for umvc3?
He has a new punch that causes wall bounce. It has armor too. Funny thing is that niitsuma had no clue this move existed.
His gamma charge now has armor. Not sure how many hits it can absorb.
Thanks to the ass hat that cut in line and let me test none of this.
Ooohhh, wallbounce! That adds a bit of combo-ability. For example, instead of Dark Hole, st.H, low Gamma Wave, Gamma Crush, I could add the new move between Dark Hole and st.H. Interesting.
i didn’t see it wall bouncing in any of the videos, and i’m skeptical on the gamma charge armor…afterall, it had armor before, it just wasn’t very useful because of the active armor frames.
but hulk improvements would make me happy, because hulk is so fun to play hahaha
Agreed on both accounts.
Video evidence of UMvC3 change to Hulk S? Check this out.
Change to Hulk S?
Spoiler
Skip to 2:19
[media=youtube]5-qSk3yy2wI[/media]
It doesn’t look likeskisonic’s S cancel, but Hulk is clearly able to jump after the S much faster than he can normally right now. Has anyone experienced this in MvC3? Is this a timing/hitbox/character size thing or a change?
It’s the same as skisonic’s. I noticed this earlier as well when I watched Max’s breakdown. In the breakdown video, the first hit of :s: is blocked while the second hit whiffed, which is exactly how skisonic explained his finding.
It might be my eyes, but it looked like both hits connected - you can see the white sparks that pop up during block stun. I think giving Hulk having a consistently jump cancelable S on block would be a fun change - blocked S into jump cancelled Tornado Throw ? Yes please
Anyone have any thoughts on the usage of AA gamma charge L second gamma charge M as a cross up?
So I got to play my main team at evo which is x-23/hulk/ammy and hulk was the only character i noticed with the most changes. His j.S seems a lot slower… and I mean a LOT slower. Perhaps the same for his j.H, too (either j.H has more recovery frames or j.S has more startup frames or both). It really sucks. Hulk’s air game is already terrible and j.S never had a huge amount of priority. It gets stopped by stuff like magneto s.S and before it can even come out, Sentinel’s air normals will beat it 90% of the time.
Hyper armor s.H was nice and very much deserved for a character who gets eaten alive by instant overheads.
btw, I halfway agree that Hulk is a point character. He can play point, but I like him as first assist more because Hulk is a meter user (granted he’s not as dependent on it as say Morrigan, thank goodness). Sure he can build meter by getting smacked around enough, so I guess it’s kinda 50/50 for me. Sometimes I run him on point, but X is better with him assisting.
How is Hulk a meter user? He can do 1mil+ damage combos without DHC for only 1 meter (while building around 1.75). The only time Hulk remotely becomes a meter user is if you don’t have an OTG assist because you have to end your mid-screen combos earlier.
I watched the video again a couple times and I don’t see what you’re seeing. I see the block “sparks” and the guard shield animation for only 1 hit. Additionally, there’s only enough hit-stop for 1 blocked hit and the opposing character seems to be lower than what I remember that hit-box even being able to hit.
As far as taking a blocked S into a jump cancelled Tornado Throw - that does sound pretty scary, but that seems like it would be extremely hard. That’s a lot of motions to fit into a 4 frame jump, especially since the game is so strict about :hcb: inputs unlike SF4. Practice makes perfect though - and perfect in this case is very scary! I’ll definitely remember this and try it out.
He might be talking about when hulk throws out unsafe moves and it gets block you can cancel into hyper. For example lets say Gamma charge blocked canceled into gamma tsunami or quake. That is the one way hulk might need to hog up meter, I’ve wasted a lot of meter on matches because I couldn’t punish moves and needed to keep hulk safe by hyper canceling.
I see. We’re all guilty of this at times, but frankly, this is bad play. All of Hulk’s unsafe normals can be cancelled into Gamma Charge Anti Air to make them safe and even Gamma Charge has the retreat 2nd to make it safe against all but a handful of characters. Some players might realize they can reach Hulk with a beam hyper or something and full-screen like that, but those players are asking to get hit by Gamma Crush. It’s a mistake they’ll make once and then they will not even attempt to punish Gamma Charge retreat 2nd with Hyper anymore.
The only time I can really see using a lot of meter with Hulk is to punish certain assists with Gamma Tsunami.
I found some neat Hulk tricks that are maybe old, I don’t know. Never seen anyone do them. My team is X-23/Hulk/Akuma (X-23 or Hulk comes out first depending on the matchup, they really work well together).
First I was using Gamma Quake DHC -> Dirt Nap xfc -> guaranteed unblockable murder on anchors as they enter in the corner. This happens a lot since Hulk builds meter so well. The Quake is kind of a luxury since X-23 can do meaty attacks into Dirt Nap on her own, but it makes it trivially easy, and it’s necessary in the case that I used X-23’s assist in the combo that kills the 2nd character since she can’t get out and activate it in time.
I was thinking about other similar setups, and the one I came up with is basically a 1 meter Dirt Nap (in that it’s unblockable and (maybe?) unavoidable for incoming 3rd characters). Slightly late/non-meaty Gamma Quake as anchor enters, xfc, call X-23, jump HS into corner bnb. The slightly late Gamma Quake is to ensure that your opponent lands on the ground so that the high/low unblockable works. In the corner with any level of X-factor, this is a guaranteed kill. This should work with Wesker or other otg assists as well. Xfc -> invulnerable hyper is the only way out that I can think of.
OK, nevermind, that second one doesn’t work unless your opponent is dumb (which I guess the first 5 or 6 people I tried it on were). You can’t push block Gamma Quake normally, but you can pushblock it as soon as you xfc it. It seemed a little too good to be true.
Hey guys, in the new Dr. Strange / Nemesis GC trailer, you can see Hulk’s new move. Here’s the link to the exact spot and the full video (skip to 1:05 for Hulk)
Spoiler
[media=youtube]p73vsHDHe_g[/media]
It’s seems that you can charge it (here’s the uncharged version that we saw before just for comparison) and it has some type of armor (which may be due to charging). Charging also gives it a wall bounce. Damage seems to be close to the same between the charged and uncharged versions, conveniently demonstrated on Haggar in both videos (what did poor Haggar ever do to Hulk?)
New move is so tough looking…“Huuuuuuuuuuuuuuuuuuuulk… SMASH!”
Also, may be old, but it seems that if you can keep up the timing, you can rapidfire Gamma Waves at a downed assist in the corner and infinite them out.
Was playing against a Wolv/Sent/XXX team last night and Wolv called in for Sent Force :uf: assist while in the corner, but I had just started a barrage of :h: Gamma waves from about half screen off the corner to lock him down (and I knew the assist was coming as that was this players MO) and the Meaty Gamma Wave knocked sent down, and I got about 5 loops of Waves on him taking him down to 1/4th health before I lost execution. It seems that the Waves cause enough “juggle” off the ground that he just kept getting hit by it. Wolv was locked into place along with it, but was blocking.
Anybody ever gotten this off, too?