^Nice, I’ve always liked the way you formatted the Dorm thread. This could be rather useful
Awesome stuff, and yes, I’ve always liked your Dorm thread setup.
So. You guys have any general strategy to fighting Zero? I’ve gotten past a lot of Hulks bad matchups and have formulated a strategy against almost every character but Zero seem just impossible to beat. He’s always in the air chucking plasma at and running away and if I take a hit, he’s able to confirm into a full combo. Even when I catch the little fucker, his normals beat everything I can throw at him. The only way I’ve ever really had any succes in catching a Zero is air throw but since his j. H is so godlike, I often get teched out. My team is Hulk, Deadpool, Sentinel and pretty much every one of them lose against Zero (Deadpool can probably hang with him the best though) so they’re not much help either.
I also have a bit of trouble against Ammy for sorta the same reasons… But since they’re nerfing airdashes, she probably won’t be nearly as big of a problem as she’s right now.
I also have problems with Zero, he can out zone hulk or stay in hulks face with no real problem. The main thing is that if you manage to get a hit on him, you will most likely kill him with one combo. Just remember to push block and use your assist’s to make it tough for zero to keep pressure on you.
Yeah, I’d say Zero is one of his toughest matchups. The multi-hitting fully charged buster singlehandedly ruins the matchup. As a result, your choice of assists will make a HUGE impact. I’d recommend Disruptor or Doom’s Plasma Beam.
Luckily, Zero won’t be able to zone as much in Ultimate. Our couple of buffs will help us too.
Id recommend pressing H less. Lol
Couldn’t tell you the last time I played a really good Zero, but I agree the matchup is a rough one, especially if he’s got some nice assists backing him up.
A friend of mine recently picked him up on point (with Doom and Taskmaster backup) and I sorta just went about business as usual. Since Zero is made of wet tissue paper it worked pretty well, as one touch obliterates him. Jump in defensively and look for air throws or risk pressing a button; hopefully you have the assists to help you work off that. My Hulk/Deadpool “unblockable” setup kinda helped, and having Wesker gun after any airthrow was a huge boon. Again, I dunno if my buddy really understood much outside of “shoot buster, use godlike normals” into “long-ass 700k meterless combo”…but I somehow bodied him pretty badly every time.
Yeah, I kinda guessed that a beam assist was my best bet. Thanks.
What are everyones thought on the damage buff gamma tornado has received?
It was needed considering the risk involved. If you guess wrong, you lose a huge chunk of your life, and vice versa. It’ll be interesting to see how his command throw combos will change now, since he has wallbounces.
I can actually see people going for more corner resets now, I’m so hyped now, we only have 2 weeks till can get our hands on that new hulk.
The little bit of extra damage doesn’t matter that much if it still scales combos after as severely as it did.
What DOES matter is that it floats higher now, allowing you to combo off of it in the corner easily with an OTG.
Reposting here from the other thread…
So I got the game last night and seeing how Hulk was my main in Vanilla, he was the first character I tried out.
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His solo damage has been DRASTICALLY buffed. I didn’t realize how much extra damage his modifications would bring. In Vanilla, Hulk’s damage one a standard BNB ending in a super was about 600-650K. In UMVC3, with the Impact Punch and the wall-bounce from AA Gamma Charge -> M, that standard assist-less combo ranges from 790K-950K. WITHOUT AN ASSIST!
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Due to the aforementioned changes, an OTG assist for Hulk is much less of a requirement this time around. He still NEEDS an assist to apply pressure and get in, but an OTG assist is not mandatory. (Or so it seems so far)
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The Impact Punch is…pretty fucking good. It can lead to all sorts of mind games. Combined with the right assist and the additional armor on Gamma Charge, Hulk has options for punishing opponents. Cancelling into AA GC -> H or Gamma Tornado will be a very viable means of applying pressure.
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He “feels” faster. I cannot put my finger on it, but he just feels…quick.
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Hulk always was a beast in the corner, but I feel he will be even strong in the mid-range in this game.
Overall the changes are really beneficial to his game. I need to reserve my final judgment after I get some games under my belt against real competition, but Hulk seems to have taken a step in the right direction.
I’m kind of agreeing with this so far. I was surprised by how well Hulk can do midscreen without assists. I also didn’t know that st.M -> Impact Punch was possible until today. That adds a bit more time to hit confirm.
On the otg thing, he still uses those air throws, so that’s important. Plus, random unblockables are always nice. I’d say that, now in Ultimate, it is up to the player to decide whether he wants an otg assist or another lockdown/get-in/any type of assist. But, you’d be passing up free damage, and who wants that?
Glad someone else said this. He definitely felt faster to me, but nobody had commented on it so I thought I was crazy maybe. Not sure in what sense he might be faster; I haven’t looked at the frame data to see if any normals have buffed startup. It felt to me more like his jump arcs were quicker and less floaty.
And yeah, Astaroth is right about needing an OTG assist for air throws. Hulk has so few ways to open people up that you can’t sacrifice the damage potential from full combos after air throw.
My god that Incredible punch is so sweet! its essentially 2 hits of armor now since you can cancel s.M into it. Having the shortened time on gamma wave will take some taking use too though. Also I don’t know if its just me but I can’t use down-back charge for gamma wave anymore. I actually have to press back for it to work, anyone else hitting the same wall I am?
You can charge down-back just fine, but you can’t input down-forward. You have to do straight forward for it to work. No idea why they changed that, but if you get used to it it’s no big deal.
Corner combo I came up with an OTG assist (Right now I am using Ghost Rider)
cr :l:., st. , Impact Punch -> :h: AA Gamma Charge ->:l:, cr. :h:, :s:,
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, :h:, :s:, :a1:, Impact Punch (Full Charge), cr. :h:, :s:
This does 769K and builds 1.35 bars.
If you cancel into Gamma Crush, it pays for itself and does nearly 1 million damage.
There’s so much you can do with the Impact Punch. A lot of options.
Trying something like this mid-screen…
cr :l:., st. , Impact Punch -> :l: AA Gamma Charge ->:l:, cr. :h:, :s:,
,
, :s:, :a1:, Impact Punch ->, :l: AA Gamma Charge ->
, Gamma Charge -> :l: -> Gamma Crush??
Just to build bar…Pretty sure this will net a decent amount. If you can get into the corner, you might be able to do some more things if HSD has not kicked in.
My problem with most of the new “fancy” stuff is that it takes the opponent out of the corner. Yeah, it may kill the opponent, but the next incoming character has too much room to breathe. In actual matches, I’ve still been sticking to my vanilla combos that kill AND keep them cornered, which is much more preferable.
Midscreen though, Impact Punch is pretty awesome.
Recorded this earlier dunno if its anything new but i certainly like it - if you’re not positioned perfectly remove the j.m after the wallbounce.
Here’s another
Timing for the j.s is super tight - dangerous damage!!