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

I’m still early in my learning process, so every bit of info helps me out. Ya know how it is I’m sure.

I would have just tested it out myself but I desperately needed to go to bed and stop playing, lol.

Yeah I always use Gamma Charge xx Tsunami just because I like the sound effect :smiley:

I always use jump cancel but if you think about it gamma charge builds some additional meter, doesn’t it?

Nope - you don’t gain any meter for whiffing attacks (including specials) in this game

you do get more hits from it the closer you are though, depending on the combo and how far they are, not to mention the push to the corner.

While this is true, there is no damage difference between dash xx TK Gamma Tsunami and Gamma Charge xx Gamma Tsunami.

Lately, I’m starting to think that you should rarely Gamma Tsunami if it won’t kill. It puts the opponent all the way across the screen and resets your pressure. You’re going to be able to kill them off of the next hit anyway, so why use the meter to put them in a better position?

This depends on the team and DHC options. For example, with Hulk and Dorm, using Gamma Tsunami -> Chaotic Flame does massive damage AND sets up guaranteed chip damage with a pillar afterwards (assuming the characters with loads of health don’t die). It also puts Dorm in a favorable position. I’d rather do as much as damage as possible with that one opening, rather than work for a second opening.

I was going to say this too. It works very well DHCing into Pool’s Happy Happy Trigger or Taskmaster Legion Arrows, or both if they have upper tier health.

If I happen to land midscreen during a combo I can dash, THC (Gamma TSunami, HHT, Legion Arrows) and since Tsunami recovers so fast I can dash over and continue the combo. Braindead easy midscreen combo for 3 bars and puts you over 1.2mil with your eyes closed.

I played around and added an extra s.:h: xx Gamma Wave xx Gamma Crush and DHC into HHT after that and broke 1.5mil for 5 bars lol.

Also, building on what Astaroth says, with my team of Hulk/Tron/Doom, Gamma Charge xx Tsunami makes it a lot more consistent to DHC into Lunchtime, which I’ll do:

a) If I know Lunchtime will guarantee a kill
b) If Hulk has red health that needs recovering
c) If I feel like Tron vs incoming character is a better match than Hulk vs incoming character

I also have a good set up on incoming characters with Tron backed by Gamma Wave assist, depending on how close I am to the corner. Call Hulk, super jump, air dash H just above entry height. Depending on timing, Tron will either cross up or not, and the Hulk assist will push them back into the corner on hit. This guarantees a dead character by doing standard Tron BnB (builds two bars) then DHC glitch into Hulk.

I’m sorry, I wasn’t clear. I was only referring to ending a combo with Gamma Tsunami. I don’t think that makes sense if it’s not going to kill. DHCing after a Gamma Tsunami has very obvious advantages in a lot of situations.

Oh yeah, agreed completely. If I don’t have more than one bar I’ll usually just dash over and go for a mixup when they roll. It is a complete pain in the ass to reset the fight at full screen.

Speaking of Gamma Tsunami… just found out a way to combo out of it. Is there anyone else that’ve done it before that i haven’t seen or is this a first? lol :slight_smile:
[media=youtube]9jgbHdEfQZg[/media]
Shitty iphone video…

I do something like this when I begin a combo with my back to the corner or nearly to the corner. My normal midscreen bnb doesn’t go quite far enough to go from corner to corner, so if I’m too far I do the following (A1 is X-23 otg, A2 is Akuma Tatsu):
HS ^ jMMS (land & dash immediately) A1 MS ^ HS (land & dash immediately) A2, Gamma Tsunami, H L-Gamma Wave xx Gamma Crush.

Also useful when I get an air throw in the corner, X-23 is dead, and I don’t think fast enough to charge for Gamma Wave:
Air throw, A2, Gamma Tsunami -> launcher & air combo into corner Gamma Crush. Basically using Tsunami as a Gamma Wave in situations that I can’t or don’t have charge.

I just picked up Hulk and I’m trying to learn 3 new characters and also figure out a midscreen relaunch combo. I’m debating between Hulk(charge or wave?)/Sent(charge)/Shulk(charge) and Hulk(charge)/Sent(charge)/Wesker(otg). With Shulk on my team I can land a very inconsistent Hulk relaunch:

:h::s:, sj.:l::m::m::h::s:, land, dash, :a1:, dash, c:h::s:, etc…

I really have to play with the timing because Hulk either lands too late or too far away to have time to dash and drop the OTG assist. Any thoughts on how to get this to be more consistent? Also thoughts on team? I’m leaning more with Shulk and Hulk wave assist. All these characters are new too me.

I’ve never tried She-Hulk’s otg with Hulk, but typically to get a midscreen relaunch you want to omit the jH from your aerial series. My midscreen combo is (A1 = X-23 otg, you can do the exact same thing with Wesker):

:h::s:, sj.:m::m::s:, land, dash, :a1:, :m::s:, sj.:h::s: then Gamma wave xx Gamma crush if you’re in the corner (you will be unless you were against the opposite wall when you started the combo)

I described a slightly different version of this in the previous post for going full corner-to-corner, though that’s OTG assist dependent.

I’m trying to use Hulk/X-23, but having a little difficulty with an OTG aircombo into DHC.

In the corner, air combo with Hulk into S, land, call X-23, then s. mp, mp Gamma Charge, LP Gamma Charge follow up, Meteor super, then DHC into X-23’s Weapon X.

Sometimes it works, sometimes it doesn’t. Anybody know why? Sometimes I don’t do the s. mp because the opponent sometimes recovers before the LP Gamma Charge follow up. Anybody know tips/better ways to do this? Why it doesn’t work sometimes?

You’re adding too many hits, and the end of the combo just adds more hits instead of damage. Instead, after the otg, just do S, sj.H,S, low Gamma Wave xx Gamma Crush.

Actually, I should be more clear. I understand about that aspect (hit stun deterioration taking effect). But even when the Gamma Crush connects, I am unable to DHC into X-23’s Weapon X. Does it have something to do with using the assist so close to DHCing that it won’t let me DHC into X-23?

I understand the combo you listed works, but I like mine for a little more flash and just wondering the reason behind DHCing works sometimes but not others.

Edit: I actually ignore the s. MP most of the time to avoid too much hit stun decay. Nevertheless, the above combo should work with S. MP in there (I believe).

I play Hulk and X-23. My corner combo is:

:h::s:, sj.:m::m: :h: :s:, land, :a1:, cr.:h: :s:, sj.:h::s: … at this point I call Akuma Tatsu, L Gamma Wave, :h:, L Gamma Wave xx Gamma Crush, but you can either just do L Gamma Wave xx Gamma Crush or find some way to make whatever your other assist is work.

Gamma Charge does some weird things in combos where it pushes your opponent too high in the air to be hit by the L followup, and I’m pretty sure that’s what is happening to you. If you skip the standing :m: and just go straight into Gamma Charge after the otg assist, it should work because you start hitting them while they’re close to the ground. But there’s no reason to do that combo, the one I mention above is better meter build and damage (with the Tatsu assist extension, does 950k for one meter).

It’s just timing. There’s a somewhat tight window for comboing from a fully hitting Gamma Crush into WXP. If you do it right, when you get the super flash for WXP, all you’ll see is a giant explosion and you won’t be able to see your opponent. Too late, and you’ll see almost the same thing, but your opponent (who is still hidden by the explosion) will already be grounded and you won’t hit. Too early, and X-23 will run against the wall briefly before catching the opponent as they fall; this works fine but does less damage. So if you’re unsure of the timing, do it a little early.