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

Ah yes, I forgot mid-post that we were in Devil Trigger, so we could end the combo with Thunderbolts. Yeah, those will definitely make it do more damage than Million Dollars.

Btw, do you know if you can do Thunderbolts following a ground bounce from Beehive? If so, then I think the better Sentinel Drone follow-up is :df::h::h::h: xx :f::h: xx :atk::s:, :a1:/:a2:, :qcf::h:, (drones hit), j.:s:, :dp::m: xx :dp::m:, fly, Thunderbolts.

granted all the dante stuff, the combo’s just like that cuz a) million dollars will kill just about anyone not dead besides the likes of thor b) its supposed to be a more hulk oriented combo c) i’d drop that dante one 9 times outta 10…mostly C

Yeah, I think you can do it post ground bounce but Hulk already used the ground bounce.

These Dante combos are very good for a Hulk team as you can use them to combo from a raw Gamma Crush that you’re using for the invincibilty for a hell of a lot more damage than just million dollars.

While this is true, Devil Trigger is still the route to go unless it’s the last character for the following reasons:

  1. Hulk and Dante both get to recover health while Dante is doing his thing.
  2. If you have not used your 2nd assist, you get to do that, meaning you get to build a slight amount of extra meter
  3. If you use Million Dollars and kill the opponent before the final hit, the next character will come in the moment that Million Dollars finishes, meaning that Dante does not have time to switch to Hulk or use Acid Rain for a mix-up against the incoming character

Ground bounce gets reset by Sky Dance allowing you to do a 2nd one after Sentinel assist.

faultydefense is referring specifically to the combo that the discussion was revolving around.

Hulk and Dante do make a good pair though in terms of DHCing after Gamma Crush though. If it hits, Dante gets to follow up with a HUGE combo. If it is blocked, wait until Hulk hits the ground, then DHC. Due to the huge explosion covering Dante, the opponent has to blindly guess whether Dante will go for a c.:l: or teleport, j.:h:. It’s a tough situation for the opponent and often results in me killing that character.

You guys have some pretty hefty Hulk combos in here, but one thing I was doing after Gamma Crush is DHC to Hail Storm, then as soon as the ice comes out, DHC into Chaotic Flame.

I seem to remember getting over 1.15 million this way, and I didn’t even have as good a Hulk combo as FaultyDefense posted. Using some of the stuff he was using I might be able to break 1.2 million.

Let’s face it, 1.2 million is enough to kill everybody. Yes, Thor has more health, but who really used Thor?

Hey guys!! I wanted to know what did you think about Hulk Anti-Air Gamma Charge as an assist? Is it only effective to cover your main character against opponents coming from the air, or can it be used for extending combos? I got bored of dealing with Ryu’s Jumping S which seems to have a quite impressive priority against my attacks…Hulk is angry!!:mad:

I personally don’t like AA assist for Hulk for a few reasons. My characters can’t use it during combos and cannot start combos with it. Additionally, I find that Hulk’s Gamma Charge (non AA) works as a pretty solid anti air on it’s own as long as the opponent isn’t’ super jumping.

Depending on your character, you can use it during combos, but there aren’t that many that can.

Thank you Liquid!! Indeed, it seems that you are a Gamma Charge ground version assist user! Why don’t you use the Gamma Wave? Is it too slow as an combo extending OTG assist?

I use Gamma Charge over Gamma Wave for the following reasons:
[LIST]
[]Has faster start-up
[
]Has armor
[]Allows for ridiculous corner pressure in which a hit from Gamma Charge results in a full combo
[
]Fully scaled, it still does 48k damage with knockdown, making it a really good corner combo extender (both of my other characters can self OTG several ways, so I don’t really need Gamma Wave’s OTG)
[]Edit: Forgot - I have a trick I like to use when a DHC with Dante doesn’t quite kill a character. Instead of DHCing into Doom, I’ll let the combo finish, jump in the air with Dante and call Hulk assist. If the opponent hard tags, Hulk gets hit out of his attack, but Dante get’s a free j.:s: (and full combo). If they don’t hard tag, they take 48k chip damage and die. Win/win. This setup comes up fairly often and is by far my favorite use of this assist.
[/LIST]
I have used Gamma Wave in the past and am considering using it again for a couple reasons.
[LIST]
[
]I rarely use Gamma Charge outside of combos and corner pressure, unlike when I used Gamma Wave
[]Gamma Wave still fits as a combo extender for Dante and actually allows me to guarantee a corner situation when I’m ready to use Million Dollars (important for DHCs on my team)
[
]While it’s extremely hard to start a combo from a Gamma Wave hit, it can be very disruptive
[*]Gamma Tsunami THC tricks with Dante’s long Million Dollars hyper (not really that important, but a nice option to have)
[/LIST]

Anyone ever mess around with hulk tac after a relaunch 4 ex: Hulk smash (st.H)> S > M> ( delay) M > S > ( land, dash call otg assist in my case x-23) cr.H > S> sj.H > sj.S + direction for TAC and rarely i get the tac and others i get just S; i’m lost to y i would get a air S when i’m holding a direction +S for tac but maybe there is a rule i overlooked…

I’m pretty sure you use one of you bounces when you do Hulk combo’s, like s.H causes a ground bounce I think. Meaning you can’t TAC down because the ground bounce has already been used.

You can use down TAC even if you’ve already used your ground bounce. However, you cannot TAC until a specific amount of time has passed since you called your OTG assist. This time varies on a per character basis and is probably the recovery time of the assist.

For example, if I use Dante to OTG and relaunch, I can start charging Gamma Wave when I go into the air because there is no chance of a TAC. However, if I’m doing a corner combo and call Dr. Doom and do a relaunch, I have to be careful because certain combos I have cause Doom to recover in time for me to accidentally TAC if I’m charging Gamma Wave.

I hope that clears that up for you.

I did not know this, but it makes sense considering that I sometimes use Dorm as an assist and when I TAC with hulk Sent comes out instead of Dorm and when I TAC again Hulk comes back out. Which is actually pretty interesting now that I think about it. I think this may open up some possibilities.

Yea thx for the info, i was messing around in training mode trying to step-up my combos damage cuz this game is pretty much touch of death.

If anyone has seen vids of hulk doing 950k + off of the following with 1 bar of meter: Air throw (back to corner), st.H with hulk’s back to the corner( no command throw opp into the corner combos) please dear god let me know. If anyone wants to know what assist i’m working with i got x-23 otg n sent on drones.

Is it me or is Full Metal Gamma Double the hardest hulk combo ever? i keep droppin it on the way down on the 9 or 10 hit coming down with 2nd gamma charge. Imo mastering the timing of DP+L~M, land, dash xx DP+H~H, leads to hulk doing big damage.

Question: How do you jump cancel into Gamma Tsunami, and is it worth doing?

I assume you’re talking about jump canceling a dash into Gamma Tsunami. Press :atk::atk: for the dash, then :qcf::uf::atk::atk: for Tsunami. It usually adds 2 (or 3?) hits to Tsunami which is a hefty amount of extra damage.

It’s not hard after you practice it and it’s definitely worth it.

I always wondered, does Gamma Charge go further than his dash? Cause you could hyper cancel gamma charge for an additional hit if it’s longer, maybe.

Gamma Charge does carry Hulk farther. However, they both result in the same number of hits on Gamma Tsunami. It comes down to personal preference. In laggy online games, I usually use Gamma Charge, but I usually use jump cancel in face to face games. Gamma Tsunami isn’t a big part of my game to be honest.