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

Hi Hulk players!!

As the title of my thread says, I have a hard time to connect anything after the quite famous:
Low Gamma Anti-Air-> Medium 2nd Gamma Anti-Air-> Jump Low-> Jump Medium-> Jump Medium.

It seems that it is possible to connect with crouch Medium or crouch Strong but I don’t get the timing.

Any ideas guys?

Thank you in advance!!

Puny the Banner.:slight_smile:

Try doing this AA Gamma charge -> AA Medium gamma charge -> j.L j.M j.S

The j.S makes them bounce off the ground giving you time to combo with cl.H

i have a slight variant of this that does 953(team is hulk, sent(rocketpunch), task(hoz arrows) )

Air HS land c.hs sj Air HS land rocket punch assist cr.hs sj Air HS land gamma wave gamma crush. Guess i’ll toy with arrows see if i can do something similar to what you have goin on. GS tho man.

Quick Question…

If I want to self OTG using gamma wave at the end of Hulk’s BNB so I can crush, what strength wave should I be using and about when would you recommend charging? I’m having some trouble with it and usually end up doing an aerial change (early) or completely missing the wave (too late).

Thanks!

Just hold down-back right after the air S. You then have a second or two to stand on the ground and charge. Always use the low wave since it’s faster and does the same damage in the corner.

i vary which one i use based on which assist i’ll be using - for example i’ll use the light one if i’m comboing into iron man assist but the heavy for captain america to make sure i’m hitting with it on the return hit - but i suppose i could just do the light one LATER…

meh. it works.

but he’s right - light is faster and does more damage in the corner.

Just playing around with DHCing to Dante Devil Trigger, using the untechable knockdown from crush hyper.Doing this does more damage than DHCing to million dollars and lets you build some more meter from assists used after DHC. Here it is:
[media=youtube]A9A-5wpn5jk[/media]
cL-cH-S super jump M-M-H-S (charge back) b,f+L xx qcb+AA DHC qcb+AA df+HHH-fH xx A+S S land Hulk jump (assist OTGs) S land dp+M xx dp+M Sentinel qcb+L xx H (drones hit) jump S land dp+M xx dp+M xx(before last hit) qcf+AA

Here’s an example of DHCing to DT from an air throw:
[media=youtube]WocOGwPyZlg[/media]
jump Throw qcf+AA DHC qcb+AA wave dash twice dfHHH-fH xx A+S S land Hulk (assist OTGs) jump S land dp+M xx dp+M Sentinel qcb+L xx H (drones hit) jump S land dp+M xx dp+M

Question about that: What’s the best air combo follow-up? Been trying s.M xx L AA Gamma Crush, M follow-up, j.L, j.M, j.S, c.H, S, sj.M, sj.H, sj.S and a super follow-up but the combo seems to fall apart after the sj.M into sj.H due to hitstun deterioration.

Instead of trying to do the sj.m sj.h sj.s just do sj.H, sj.S doing the sj.M will probably knock them out of it. You gotta remember that the AA gamma charge is a multi-hitting move.

Since you’re playing around with Dante / Hulk, I thought I might also add that you can actually do a launch combo off air throws by using Dante’s Crystal assist. The timing on it is pretty tight, but can usually be done by just mashing assist as you finish the throw. You won’t be able to use the Gamma Wave assist once Dante goes into Devil Trigger, but it’s worth it as long as you’re close enough to the corner that you can Gamma Wave L -> Gamma Crush after your launch combo.

Got a 946 K combo using Sents rocket punch, and Akumas Tatsu. If anyone’s interested I’ll post it.

Drones seems better for his combos in my experience, you can do combo into S+Sentinel super jump H-S land jump H-S in the corner, and there’s midscreen set ups.

Well I use the rocket punch for an Akuma setup as well, so it works. I also got sick of using drones, and have Sent. get caught with noobs spamming hypers. This way he is still contributing in the combo department for both characters, and he’s guaranteed for an anchor.

Hello all, Corner: j.M c.L c.M AA Gamma Charge H~H s.L s.M A1(Hidden Missiles) sj. M sj. H sj. S land (missiles hit) S sj H sj. S land A2(Samurai Edge) S sj.S land gamma wave L xx Gamma Crush. I was just wondering about this combo, if they’re are some possible tweaks that could be made for more damage(maybe swapping a couple moves or if i should use a diff combo altogether perhaps) etc. Also most otg work i prefer wesker. Oh and i think i got the missiles timing down for full screen and mid screen combos, still they’re tricky at times and can be unforgiving -_-. Anyways all tips are welcomed and would be helpful thanks.

Do you know the damage of this combo? Also, how often to do actually start combos successfully with j.:m:? I don’t think it’s very usable as a jump-in because the limited range on the attack makes it really easy to air throw Hulk out of it.

1,019,900 and ya the j.M isn’t very reliable, i can use j.L(you think j.L would be way to go?) instead giving up sum damage but a little more reliable. Other times i don’t jump in at all and just start with c.L if i can sneak it in. I wish i could start combo out with wesker also use him at end but not enough time and sometimes i do just ending with gamma wave xx crush, trading samurai edge for intro instead of end otg. Still i enjoy combos using doom/wesker with hulk

Without combo familiarity with Hidden Missiles, I’m not sure how much could really be improved on your corner combo, though the s.:m: before calling the missle assist could be a c.:h: for a slight increase in damage. What are the inputs and how much damage is your mid-screen version of that combo? Tonight, I’ll bring both combos to the lab and see if I can optimize them at all.

I do like j.:l: a lot more in general for use against non-aerial opponents, but I tend to use j.:h: and j.:s: more often than Hulk’s other airborne attacks.

Ya replacing s.M with c.H and adding another c.H after missiles breaks 1 mill when everything hits right. Also j.H j.S can be used in similar combo but without AA gamma charge i believe.
Managed to replace with better overheads and still keep 1 mill thanks.

One mid-screen is j.H j.S land s.L s.M A1 S j.M j.M j.S land (missile) c.H S j.H j.S land A2 c.H S j.S gamma wave xx crush 1,014,300 . Also this combo can be easy to drop without right timing, missile go off screen etc. but not awful if u get time down.

Another is AA Gamma Charge H~H s.L c.H A1 S j.M j.M j.S land (missile) c.H S j.H j.S land A2 c.H S j.S gamma wave xx crush 939,200. In the air for the 1st part of midscreen combos j.M j.H j.S can be used with right timing sometimes i get the missiles to land but i found j.M j.M j.S much more reliable.

Here’s two that starts off with SMASH! :mad: mid-screen: s.H A1 S j.M j.M j.S land (missile) c.H S j.H j.S land A2 c.H S j.S gamma wave xx crush 930,300. Corner: s.H A1 S j.M j.H j.S land (missile) c.H S j.H j.S land A2 c.H S j.S gamma wave xx crush 946,700.

Might as well throw in full screen (the jump can be optional i guess depending how far in the corner you are, really the jump in is awkward i like to just start c.L) j.L c.L c.M A1 S j.M j.M j.S land (missile) S j.M j.M j.S land A2 c.H S j.S gamma wave xx crush 880,200.

P.S.- I’ve had to edit mid screen combo #1 several times -_-…going back and forth from just adding c.H after missiles or edge only. Just to find that it’s possible to use two c.H after otg but it whiffs on 2nd c.H with edge if timing isn’t right. Using c.H right when missile hits and using c.H right when edge hits is best way to try to get it. Regardless . Using c.H only after missile seems to be the most forgiving so far. Also the damages listed are the highest i got, results may vary but are usually in that range.

For this first combo, again you can change s.:m: to c.:h:, but that’s it.

For the second combo, you aren’t using a ground bounce. I’m thinking you could add a s.:h: before the first re-launch. If that causes the opponent to pop-out of the combo somewhere, then I’d just replace the c.:h: after Wesker assist with s.:h: for the little bit of extra damage and meter gain it’ll give.

Other than that, I couldn’t further optimize anything. Good work.