You're Puny Like BANNER! (MvC3 Hulk Combo Thread)

Thanks, I’ll try that. I only started using the duo recently and hadn’t thought about relaunch into sj. H. I just tried relaunch into sj. MP, sj. H which wiffs because of decay.

Everyone else already covered pretty much everything, but I want to add this in for anyone who isn’t aware. Gamma Crush has hard knockdown on hits hits and OTG on the last couple. Depending on the hitbox of the opposing character and the exact placement (height and distance from Hulk), the opponent sometimes hits the ground after the 6th or 7th hit and Hulk continues hitting them anyway. The significance of this is that other characters cannot DHC successfully when this happens.

This is one of the reasons why the game seems fickle as to the exact timing of DHCs after Gamma Crush. Fortunately, ending a combo with Gamma Wave L xx Gamma Crush instead of some of the less damaging enders puts them at a height that will allow for DHCs more consistently.

This isn’t practical or anything, but I thought it was funny that Hulk could kill Thor with 1 bar:

[media=youtube]OsMaETBcPy8[/media]

Sickest thing I’ve ever seen in my life. So good!

Mid-screen (also corner) combo off st.:h: (656,600)

st.:h: :dp::l::m:st.:l:st.:m::qcf::h:xxGamma Crush

Mid-screen combo off st.:h: (633,300 or 756,900 with a gamma wave xx gamma crush in the corner)

st.:h: :dp::l::m:st.:l:st.:m::s:sj.:m:sj.:m:sj.:h:sj.:s: land gamma charge or dash cancel-xx-gamma tsunami

Corner combo (767,300) should work midscreen too, but I haven’t got it down yet

st.:h: :dp::l::m:jump toward j.:l:j.:m:j.:m: land:s:sj.:m:sj.:m:sj.:h:sj.:s: wave xx crush

Hi there!

I seem to be having a bit of trouble with the combos involving Gamma Charge. It says I’m supposed to be able to combo into it off of cr. L, cr. M xx AA Gamma Charge H xx M (after 2 hits), but for some reason the first hit of Gamma Charge whiffs completely after the crouching M. Also, I tried just comboing off of the Gamma Charge alone, and it says to dash after you land, but when I dash the characters is grounded before I can continue the combo. Could someone please tell me if there’s something I’m missing or what I’m doing wrong? I’d really appreciate it, thank you.

First, what is the “it” that you’re referring to? With Hulk, you’ll almost never be able to do part of a combo, dash, then finish the combo due to his inability to cancel his dash, so no idea what you’re talking about there. The only combo situations where dashing is appropriate is after an aerial series into hard knockdown (you can dash, call OTG assist and relaunch or just dash and Gamma Tsunami) or after using his command grab (same idea basically, get close enough to OTG with assist or get more mileage out of your Tsunami).

As for the first combo you mention, that’s a sort of difficult combo that does a little better damage than his bnb. I don’t want to say it’s impractical, but it isn’t that useful. It’s much trickier than his other bnbs, and since Hulk does so much damage, there isn’t much incentive to try and squeeze out more.

^^ That’s not true at all, you can jump cancel his dash into special moves.

And this has what use in combos, exactly?

I was mostly calling bs on not being able to cancel his dash, but if you need examples you can dash up vertical gamma charges, dash up gamma wave xx gamma crush, dash up tsunami, dash up quake all after a hard knockdown if you weren’t quite in the corner. I dunno what else to tell you. The uses are pretty obvious.

One of us doesn’t know what he’s talking about. In what situation can you hit your opponent, dash up, then AA gamma charge and get it to combo? The only one I can think of is after a ground bounce from AA Gamma followup H or jS, and in neither case would you ever want to do that. Everything else Hulk can do is minus frames on hit, and he can only dash out of the neutral state.

How is it even remotely possible to dash forward and cancel that with a gamma wave (hint: it’s not)? I covered dash up Tsunami in the original post that you objected to. Try reading before you post a snarky comment next time.

Thanks, but I know what I’m talking about so I guess you’re forcibly the one who doesn’t have a sweet clue.

All those things I mentioned are possible. Some require an OTG assist, some can be done off ground bounces, but all have uses. Maybe you just aren’t as good as you seem to think you are? Dash up Tsunami is day 1 shit and I doubt you’re even talking about jump canceling it. Try to think a little bit beyond that. I mean, I know Hulk isn’t exactly a popular character, but if this is what the average person on these forums knows, then it’s no surprise that Hulk tech has stagnated.

If you insist on being an insufferable little shit I see no reason to have a discussion, but at least try to know what the hell you’re talking about before going on a tirade.

Get back to me when you’d rather learn something than spout out more garbage.

No answers to any of the points I made. Maybe you could tell me (or better yet, make a video to educate us all) some of the uses for dash cancelling Gamma Charge AA within a combo, which is the circumstance of original discussion. Better yet, I’d love to see a video of a dash cancelled Gamma Wave. Also, calling me names and accusing me of going on a tirade seems hypocritical, but whatever, man. U mad, etc.

Hi, if you could link or type out the full combo you are referring to we might be able to help more. From what you said above it sounds like you may be doing the first AA Gamma Charge a little to slow if it whiffs.

You can cancel dashes into Gamma Charge by adding :uf: at the end of your input. Also, I believe there are a few older combos that may no longer work due to a change in Gamma Charge against airborne opponents.

If your combo has already been going on for a while, you can’t get a full air series after a relaunch. In that case it can be more damaging to dash vertical gamma charge and then do the L followup. This is especially true if you haven’t already used your groundbounce because it does significantly more damge than j.S or st.H and leaves you in a better position (than s.H) to combo another vertical gamma charge afterwards (leading to another hard knockdown which you link a gamma crush after).

Dash canceling can also be helpful to land one of Hulk’s grabs. Dash + assist into :hcb::ub:+:atk: gives you a semi-safe throw attempt. Dash cancel into vertical gamma charge~ :l: followup allows you to keep the pressure on when you’re a litte bit further away etc etc.

I’m not going to spoon feed you every instance of applications you obviously haven’t thought of, but they’re there.

Dash Gamma wave is perfectly doable because of the enormous buffer window put into the game especially for shitty players like you. It mostly gets in the way when trying to do tight fly/unfly combos, but in Hulk’s case it actually helps him buffer charge moves off a dash like Redbeard said.

Next time, don’t assume people are giving you shit for no reason. They might actually know something you don’t.

I assume you mean H followup (note that instead of calling you an asshole shithead moron who is terrible at all videogames, I understand what you probably mean). Also I guess you’re talking about air series -> OTG assist? Otherwise not sure what relaunch situation this is. Anyway, there’s no reason to dash cancel there, you can air series, hard knockdown, dash, call assist, and recover in time to do anything you want to do.

Of course. We were never talking about this, we were talking about using dash cancels within combos.

You’re talking about charging down-back, releasing to neutral or forward, dashing, and quickly inputting up-forward and :atk: to jump cancel the dash into wave? I haven’t tried it but it’s probably possible, thanks for explaining. Though I can’t think of how that would be of any practical use. But Redbeard doesn’t seem to be talking about that so maybe that’s not what you meant? I don’t know.

Whatever yeah, :h: followup.

And, yes, there are times when the only way to combo something is to dash cancel it.

You’re using the wrong Gamma charge, you should use AA gamma charge L xx M. Also the reason you can’t combo after is because you don’t need to dash.
The way the combo looks is like this J.M, cr.L, cr. M XX AA Gcharge L XX H that causes a ground bounce.

Though the combo you have written is started different, its usually like this st.L, cr. H XX AA Gcharge L XX M land j.L, j.M, J.S walk forward cr.H, S etc etc.

You can only combo after either anti air gcharge that end in either H or M, the normal charges don’t allow you do combo unless you hyper cancel. Hopefully that will help you out.

Personally, I don’t use any combos like the one found above in actual matches. If you hit the opponent with anything, just go into launcher, j.MMS, dash + otg assist, relaunch, j.HS, Gamma Wave xx Gamma Crush (can be extended with the other assist). No point in going for stricter combos when that one kills most of the cast instantly.

EDIT

This only applies to vanilla Hulk though. In UMvC3, I’m assuming his wallbouncing Gamma Charges will add a bit to combos without hurting the hitstun too much. In fact, I’m thinking combos will end in blahblah, H dp Gamma Charge (one hit), M-followup, st.H, Gamma Wave xx Gamma Crush.

[media=youtube]UDksFGZ5hSI[/media]

Hulk 3 Wall bounce combo with my team