Yeah, it’s been known for a while, though having the point character locked into place is odd. I’m pretty sure Wolvie could have stopped you, but he probably didn’t know wtf was going on lol.
Yeah, I rarely utilize this technique unless I’m at full screen distance and even then, good players won’t let you get more than 1 or 2 Gamma Waves before they realize they need to stop you. If they don’t super jump, you can sometimes use Gamma Tsunami to push them back while dealing some good damage to the assist and then get another Gamma Wave or two in.
quinotegut: As far as why it works, it’s actually because Gamma Wave causes soft knockdown, but soft knockdown functions as hard knockdown against assists. So you hit them with it, it knocks them down into an OTG-capable state and then you hit them with an OTG that knocks them down into an OTG-capable state again, etc.
Speaking of rapid fire Gamma Waves, there’s a charge input trick I learned from SF where you can press back, forward and back again before you hit the attack. The back,forward execution won’t get disrupted and holding back just a little bit earlier allows you to get another charge faster. Since MvC3 is already such a fast game, it’s only slightly noticeable here though.
As a former Bison player in SFIV I’m accustomed to rapidfire charge inputs.
But thanks for the clarification and being kind about somebody bringing up old tech.
By the way it’s “Quixotegut.”
That’s nice to know. I generally dislike charge characters so I was not aware of this technique. Even without it, you can rapid fire Gamma Wave H without pauses in between the waves, but it should be nice for more rapid Gamma Wave M’s or L’s.
My apologies. I’m not sure how I got an ‘n’ instead of ‘x’
I’m sure he didn’t know what to do in that situation… silly Wolverine players.
new hulk move has one hit of armor but hits really hard hahaha near the end over and over
Good share. I wish we knew if it’s unblockable when fully charged.
If you can get hit out of it with jab spam if you hold it down too long, then what’s the point?
TBH, it looks like a wasted move (to me, as of now) unless there is something more to it. It’s basically . If it is unblockable upon full charge, like Liquid mentions above, then it’s worth it. But
is still a bit more guaranteed it looks like.
With Nemesis in UMvC3, I feel like he will be either better than Hulk or worse, no in-between. As a result, one of these characters can be ignored altogether. Why use one giant chunk of a hitbox when the other one is better?
Has anyone else thought of this?
While I understand that sentiment and see where you’re coming from, I disagree. While I have yet to see Hulk’s hyper armor s.:h: in video, the fact that Nemesis is another bruiser with super armor suggests to me that the hyper armor buff is a reality. I think if you want crazy scary bruiser rushdown where you’re afraid to even attack, I think Hulk will still be your man. If you want a scary bruiser that can’t rush down quite as well but is capable of shooting rockets across the screen, then I think Nemesis will be more for you.
That said, if Nemesis has an OTG assist, I will probably play with the idea of dropping Dante and playing Hulk / Nemesis / Doom. As it is, I know Ghost Rider has an OTG, so I’m currently looking at him as an interesting prospect.
Edit: Wanted to add a few more thoughts:
It’s really possible for them to make both characters play very differently even if they are the same overall classification. For instance, which would you play if Nemesis outshines Hulk is most ways but doesn’t have an air throw that leads into a combo? Seeing as Hulk’s Gamma Crush is the most damaging DHC option for many teams - he’s very likely to not be outshined in every aspect.
Great minds must think alike, because I was thinking of using Ghost Rider for the otg assist. And supposedly, Nemesis does have his otg rocket as an assist.
I understand your points though. It’s just, at this point, I don’t see why anyone would use Nemesis over Hulk. Hulk has better movement and a smaller hitbox, all while dealing the same damage as Nemesis.
As far as the great minds thinking alike - I’m not sure if I believe that. If it were, there’d be much less innovation in the world. However, I assume you’re probably like me and take a look at every character with an OTG and consider if he’s a good fit for Hulk. That’s just being a great Hulk player.
Right now, I agree with you as far as the Hulk having better movement and having a smaller hitbox. I expect Hulk will actually do MORE damage than Nemesis. That said, I’m not discounting the fact that Nemesis is confirmed to be able to self combo after his command throw (which seems faster than Hulk’s throw), has seemingly even more range on some of his normals than Hulk, and is capable of zoning from the air. If Nemesis is capable of comboing after his ground and air throws - it’d be hard to say he isn’t better than Hulk even without the crazy hyper armor :h:.
Assists could also play a big role. It’s uncommon for me to use Hulk’s assist outside of combos, but if Nemesis has some good assists, then who knows.
Haha! Exactly. The moment I saw Ghost Rider use an otg move, I instantly wondered if it was an assist. Then I thought of possible Hulk/Ghost Rider teams.
I haven’t seen Nemesis whiff his command throw yet, so I have no idea how fast it recovers on whiff. I think that alone is a HUGE thing to consider when comparing him to Hulk.
Lol at people that don’t block low against Hulk…
Also, what is the difference between L Gamma Tornado and M Gamma Tornado? Is it range?
Range and speed. Speed difference is just a few frames, so you can’t tell by “eyeballing” it. Range difference can be tested in training.
The L version also throws the opponent much further. Far outside of the range of any OTG assist.
[S]Pretty sure :l: tosses them a little bit farther away than does. Every time I use :l: and go for dash xx jump A1, I come up short on distance.[/S]
Edit: Liquid beat me to it.
Wow, I’ve actually never noticed that or tested it. Guess I use the M version way more…
Yeah, I personally think it’s completely pointless to use. The increased throw distance eliminates a combo follow-up and weakens the Gamma Tsunami follow-up.