View Full Version : MvC2: Hulk Combos and Thread revisited
Deathfist
02-09-2003, 08:21 AM
PM from Pryde to me...
Re: Minor error [typo] in Hulk page by me
quote:
--------------------------------------------------------------------------------
Deathfist wrote on 02-07-2003 08:48 PM:
I need the Hulk help thread reopenned so that I can edit and add a few things concerning Hulk use. The corner combo airthrow lk, land, Call Guile, gamma charge, gamma crush is wrong. That will work, but it will do 137 damage and not 143. You need to use HK after the airthrow [This combo leaves Juggernaut with only 1 health from full BTW...].
I also have some interesting stuff about a team involving Hulk [BH-b, Hulk-b, Cable-b] too.
Thanks.
--------------------------------------------------------------------------------
just open a new thread listing that combo and name it "Hulk Combos" or something. what ever suits you.
Thank you Pryde. Let's see what strategies we can develop, combos we have, and other things we can do involving Hulk.
Deathfist
02-09-2003, 09:28 AM
I have a team I like to use for fun on players on occasion that involves Hulk...
BH, Hulk, Cable-b [This is a one touch kill team.]
-BH can kill you by infiniting you for 1 rep using Hulk-b to land it, and timing ducking lk into more of them to hit before you are able to mash out. You can tag in Hulk the same way and do an unmashable.
-If Hulk hits someone they are dead. Unless they are someone the combo won't work on they take 143 damage [assuming you have stamina lower than Hulk, see Hulk thread]. If you land any kind of hit you can possibly flowchart the opponent's entire team right out of the match. BTW, if they by some sick miracle roll away from Hulk's airthrow [practically impossible], Hulk can call BH and dashjump back into his face anyhow.
-Cable-b is there to help get the opponent in the corner with his assist [where Hulk's kill combo works the best], for counterassist purposes, and to ignite the infinite with BH. Sometimes a player may be too worried about AHVBx3 later and forget that the others can kill with 1 super now.
Don't feel intimidated to post here. Again, feel free to post stuff about Hulk, ask questions, make comments, etc...
Gammadynamite
02-12-2003, 05:15 AM
I've got a question. I've heard rumors about a MvC2 Hulk infinate. Something like (in corner) Launch , gamma charge(up,HK) , gamma charge (up hk). I'm yet to see this actually work .The only infinate that I have seen was the old MvC1 Hulk infinate. Can anyone shed some more light on this subject.Also if possible, are there any vids out there that have it ?????
Juggrknott
02-12-2003, 07:15 AM
I've never gotten more than 2 or 3 reps on that infinite, personally. It may very well work, but if you've got somebody in the corner like that it's a lot more reliable to just take your launch XX full magic series in the corner and maybe do some jab rocks XX Gamma Quake when you land (or something similar) to reset the momentum for you. Then continue with whatever. The basic moral of the story is that if you screw up that infinite, you'll probably just lose Hulk for your troubles in this advanced stage of Marvel play.
I have some interesting stuff with the Hulk, but I'm pretty tired of trying to put it into words just to have it nuked by a board crash or re-design. So I'll just check in and offer input periodically, and try to make it up to VA & show Gammadynamite some trix in person. Maybe he'll be more interested in conveying it on the boards than I am....
Thanks, & have a good one.
-Jugg
Gammadynamite
02-12-2003, 03:20 PM
Originally posted by Juggrknott
So I'll just check in and offer input periodically, and try to make it up to VA & show Gammadynamite some trix in person. Maybe he'll be more interested in conveying it on the boards than I am....
What makes you think I'll be the one learning new trix????
Juggrknott
02-12-2003, 04:16 PM
I didn't say they were new. I just said some trix.
Eh, forget it...... you got it all covered, man. :lol:
Forget I said anything about anything.
-Jugg
Romie
02-18-2003, 04:38 PM
c.lk, c.lk, gamma charge (horizontal) XX gamma quake is all you need.
Juggrknott
02-18-2003, 05:34 PM
A few notes.....
- It turns out that whiffed normals are a useful part of Hulk's ground game, sometimes yielding a slight difference in positioning that can make all the difference (not to mention making some moves come out more a bit more reliably than if they are done stand-alone). It also helps you out in the War on Meter™, which you need to at least hold your own in to have any hope of winning. Try whiffing s or c. HP/HK and c. LP, these are the ones I use most often. Just don't get predictable with it.
- j. mp does have a real, honest-to-goodness use; it helps a lot with your chipping rushdown. Marvel is very much a game of momentum, and you have to know how to keep the blockstun rolling when you get your opportunity to do so. J. mp is a critical tool to this end, especially against the wall. Add a set of drones on the side and you're good to go (save the obvious exceptions, like loaded Cable & such).
- Related to the "chipping rushdown" theme, try to think of fighting Cable/Sent on point as 143 pixels of chip rather than a whole lifebar, and you will probably find yourself having much greater success. It's still a tough fight, but the mindset seems to help you to not over-reach & get yourself killed trying to do it all @ once.
- People like to knock the Gamma Crush, but it's still a very useful assist killer. It's especially good against assisting Storm-a and Sent-y (very common), since they sit there for a good little while. For Team Steroids, I'll either DHC afterwards with HSF (then possibly try to launch) or glitched Headcrush..... ptfo assist. Just make sure the target assist has been properly "softened up" so that it kills them, otherwise it's probably not worth it. If it doesn't kill them, you can try to snap in the hurt assist if you can remember to in the heat of battle (I often don't myself). Obviously you don't want to try this against a loaded Cable unless you're feeling pretty ballsy or time is running out anyway....
More later.
-Jugg
Deathfist
03-03-2003, 10:11 AM
Hulk corner infinite:
1] Ducking hp [1 hit only]
2] Vertical Gamma charge, uf + lk [redirect], hold down immediately
-for the first hit I like the hk version for the first rep or 2 then shift to the lk one. Both work so play with it to find the one that works the best for you
-Second hit MUST be a lk variant.
-DO NOT forget to charge down or downback IMMEDIATELY after the entry of the redirect or you will fuck up the repeats by not charging long enough.
3]repeat step 2 indefinitely.
Originally posted by Juggrknott
I have some interesting stuff with the Hulk, but I'm pretty tired of trying to put it into words just to have it nuked by a board crash or re-design. So I'll just check in and offer input periodically, and try to make it up to VA & show Gammadynamite some trix in person. Maybe he'll be more interested in conveying it on the boards than I am....
Thanks, & have a good one.
-Jugg
There is an easy way around this problem. Copy your post to microsoft word before posting it or make it in microsoft word. That way when you post it if it gets screwed over it isn't a big deal.
A dirty trick you can pull on a Cable player [EXTREMELY RISKY] is to deliberately drop an assist when you are at point blank and he jumps back, while you dash forwards. Try to fly into him or over his head using the same dashwith a dashjump if he gets low in the jump [and you get scared of his elevation alittle]. If Cable AHVB while jumping back and you're real close, you can sometimes fit a hk gamma charge between his first AHVB and his second one even if you blocked. If set up properly you might even get him before his feet hit the ground. I've checked the frame data, and even done it myself. The best assist for this tactic is Jin-b. Cable-b makes a nice target too since EVERYONE hates him.
d3monb4n3
10-01-2003, 08:22 AM
I've actually been able to do 5 reps of the infinite. Probably could have gotten in another 1 or 2 but I got all excited and stuff:lol:
Magnetic Hail
10-27-2003, 03:23 PM
What are the properties of the gamma crush? Sometimes it connects and sometimes you fall the wrong way :(
I was playing spiral sent capcom with my sakura hulk tron team
I caught spiral and sent in sakura's super where she spins around going up while doing her hurricane kick, I then DHC'ed into hulks gamma crush and both I and the opponent knew it was death for spiral and major pain for sentinel but hulk missed either spiral or both then hulk then the other guy tagged in sentinel and wasted five meters with spiral assist chipping me a lot of life -_-.
Deathfist
10-27-2003, 03:50 PM
Originally posted by Magnetic Hail
What are the properties of the gamma crush? Sometimes it connects and sometimes you fall the wrong way :(
I was playing spiral sent capcom with my sakura hulk tron team
I caught spiral and sent in sakura's super where she spins around going up while doing her hurricane kick, I then DHC'ed into hulks gamma crush and both I and the opponent knew it was death for spiral and major pain for sentinel but hulk missed either spiral or both then hulk then the other guy tagged in sentinel and wasted five meters with spiral assist chipping me a lot of life -_-.
-Hold forwards and Hulk comes down further away.
-Hold neutral and Hulk comes down further away than center [I think, it's been awhile]
-Hold down and Hulk comes down in place
-Hold Back and Hulk comes down behind the starting point [generally useless].
Tanion
10-27-2003, 05:52 PM
[Mostly for Fun but it I guess it can be used with Top-Tier somehow...]
You can connect a un-mashable Gamma Crush off Colossus's Super in the corner. And most often it's a 1 hit kill [Sentinels gets 140 or so points of damage on level 2]. Alright here goes...
Corner Combo [can work anywhere too but use Short dash]
[Standard Colussus Combo] s.rk, magic series, Roundhouse Dash [most be roundhouse!!!], cancel into Power dive late [The opponent will still get hit but will be off screen]. Wait after the 8th hit and when you see Colossus... then cancel into Gamma Crush. Instant kill for character up to Colossus I believe.
You can try this combo from almost anywhere but you need to do a Short Dash instead of of Roundhouse. Won't kill a health'y opponent but it will do a nice chunk of damage.
--------------
Rogue - Hulk DHC
It has a random factor to it. Sometimes it will kill them and sometimes it will just do a nice junk of damage. Usually goes in your favor if you combo the the Good Night Sugah [GNS] then Gamma Crush. Here are the details....
GNS [wait for her to let go of the opponent then immediately cancel, this way you do not get the spiraling effect] then Gamma Crush and push forward.
Test it out on certain characters because sometimes you don't have to push forward. It works the best if you are heading toward the corner.
----------------
Anyways I'm trying to see if there are ways to connect a DHC Gamma Crush because since most people know that if you mash you will be able to escape it's awesome power. In theory a DHC'ed Gamma Crush should connect after a ad uf combo aided by Lightining Attacks to get them really high xx Lightning Storm. Also I believe if you cancel quick enough with Magnus after a ad uf xx Tempest then into Gamma Crush the remaining Tempest "orbs" will keep the opponent in the air and Hulk will damage the opponent on the way down.
I think assists that really help out Hulk are those that knock the enemy into BFE [Butt Fucked Egpyt] into the sky. Things that come to mind are Cammy's AAA, Capcom AAA, Cable AAA and Colossus AAA. Reason being is that you can pretty much get a free Gamma Crush after a connected s.hk or c.hp [I think s.hk sends them higher] then assist hits then Gamma Crush.
Gammadynamite
10-27-2003, 06:07 PM
Wow ... three hits in one day... ...IT...IS......ALIIIIVEE!!!!!!!!!!!!!
Dasrik
10-27-2003, 06:12 PM
Personally, I wouldn't use Gamma Crush at all, except on maybe a kamikaze quest to hurt the opponent's assist. Trying to combo it risks too much because of its unreliability.
Tanion
10-27-2003, 06:27 PM
Only time I use Gamma Crush is through a DHC or a connected high-flying AAA. It's kinda stupid to "randomly" do Gamma Crushes or doing Gamma Crushes by themselves since they have insane lag and it's mashable. I think some of the better uses for Hulk's supers would be his vertical super Gamma Quake since you can easily connect it from most of his normals since it's when he hits the floor it counts as a hit then the opponent is showered with rocks.
Gamma Wave IMO shouldn't be used unless you have Sent Ground, Storm Projectile or something that keeps them grounded as well as your back to the corner. Doing that shit mid-screen / getting close to the corner [opponent] is just a waste of bar. I would rank Hulk's supers like this...
Gamma Quake [Most often than not it's safe but not if your on a full screen away then your just Cable, Storm, Sentinel bait x_x]
Gamma Crush [great after connecting high-flying AAA's or DHC's that leave the enemy up really high in the air]
Gamma Wave [Pretty crappy if your back is not on the corner]
But I am curious if anyone knows a good use for Gamma wave aside from the usual assist xx Gamma Wave.
Gammadynamite
10-27-2003, 06:46 PM
Gamma Wave stops AHVB and Hailstorms...Gamma Wave = 1337
Dasrik
10-27-2003, 10:57 PM
Don't use Gamma Wave at all, except in an emergency need to clear the bottom half screen of crap (ie. an assist is in front of you getting kilt by HSF). Gamma Wave isn't worth it to hit with, it does like no damage.
Gamma Charge xx Gamma Quake is safe on almost all characters (even Cable) if you let the Charge move forward a bit before doing the Quake.
[MB2K]Mizter Ed
10-28-2003, 06:35 AM
Originally posted by Tanion
[Mostly for Fun but it I guess it can be used with Top-Tier somehow...]
You can connect a un-mashable Gamma Crush off Colossus's Super in the corner. And most often it's a 1 hit kill [Sentinels gets 140 or so points of damage on level 2]. Alright here goes...
Corner Combo [can work anywhere too but use Short dash]
[Standard Colussus Combo] s.rk, magic series, Roundhouse Dash [most be roundhouse!!!], cancel into Power dive late [The opponent will still get hit but will be off screen]. Wait after the 8th hit and when you see Colossus... then cancel into Gamma Crush. Instant kill for character up to Colossus I believe.
You can try this combo from almost anywhere but you need to do a Short Dash instead of of Roundhouse. Won't kill a health'y opponent but it will do a nice chunk of damage.
You must of seen me do that combo at one of the Florida tourneys. :lol:
I like to use the Gamma Wave off of the RK Gamma Charge if the opponents back is in the corner. Then if I'm feeling evil I'll cancel into Jugg's for a whopping 8 hit Headcrush.:evil:
Juggrknott
10-28-2003, 07:28 AM
Originally posted by Dasrik
Don't use Gamma Wave at all, except in an emergency need to clear the bottom half screen of crap (ie. an assist is in front of you getting kilt by HSF). Gamma Wave isn't worth it to hit with, it does like no damage.
Wrong; don't listen to this guy.... (j/k :p)
Gamma Wave vs. Gamma Quake is situational, and the biggest determinant is positioning - both before you execute the move and where it leaves the opponent after it lands.
If your back is to the wall, GW makes a lot of sense; it combos nicely from either jab or fierce Gamma Rip. You may also land a command throw, do an OTG s. Fierce (they can't roll [flying screen], only mash to get up quicker) XX roundhouse Gamma Charge XX Gamma Wave, and the game seems to reward you for this via giving you about 13 hits and sending the opponent all the way from corner to corner. :evil:
Gamma Quake is more conservative & all-purpose, and seems to work better overall if the opponent is cornered. The nice thing about GQ is that if it's pushblocked, the Hulk gets knocked back but the rocks don't. This makes GQ near-totally safe in the "opponent cornered" scenario I just mentioned.
Gamma Crush (GC) = assist killer. There are enough nuances about this super to write a small book on it, but since it is generally considered Hulk's least useful super (at least by the general public) & not highly regarded I'll just leave it in obscurity along with the rest of my bag of trix.... :lol:
________________________
It is generally much better to just say "I don't understand [insert move here]" than to write it off as useless.... ;)
Tanion
10-28-2003, 08:32 AM
Originally posted by [MB2K]Mizter Ed
You must of seen me do that combo at one of the Florida tourneys. :lol:
I like to use the Gamma Wave off of the RK Gamma Charge if the opponents back is in the corner. Then if I'm feeling evil I'll cancel into Jugg's for a whopping 8 hit Headcrush.:evil:
[MB2k]Mizter Ed: STFU! I thought I was the only one that knew about that Colossus / Hulk thing... damn. And I was feeling special. A lot of people were caught off guard with that shit since your technically out of the screen and can't get hit [Like when Storm runsaway] but for some reason your still in hit stun even outside the screen. But I have never seen anyone use non-top tier characters besides myself and a friend of mine who uses Megaman/Sakura/Morrigan. Pretty good actually... it's like top low-tier lol.
Juggerknott: Why I didn't know Jab XX Gamma wave was comboable. I guess I do it too slow or something because the guy always seems to be able to block it. It does nice chip though. Anyways I got a question though. If you hit the assist with Hulk's head in the beginning of the Gamma Crush, would the assist be laying on the floor? Or would he just bounce back and runaway safely? Anyways I think Gamma Crush is hella useful if you connect it with high-flying AAA's. Most often that not you will hit them somehow and it's usually in your favor.
^_^ But please share your bag of tricks please... trick or treat!!!
Buck Jones
10-28-2003, 08:50 AM
Originally posted by Tanion
Juggerknott: Why I didn't know Jab XX Gamma wave was comboable. I guess I do it too slow or something because the guy always seems to be able to block it. [...]
Not plain jab by itself, jab Gamma Rip (qcf+p). Sorry for any confusion.
You can combo any ground jab into a jab command throw, though (use negative edge for best results). Try it with a Commando call in between. ;)
[...] Anyways I got a question though. If you hit the assist with Hulk's head in the beginning of the Gamma Crush, would the assist be laying on the floor? Or would he just bounce back and runaway safely?[...]
If an *assist* gets hit by a GC at any point on the way up, they stay on the ground for what appears to be a set amount of time (about a second, maybe a little more). I don't think you can mash or do anything to truncate this set "time on ground".
Besides actually trying to attack Hulk on the way down, the only thing the point can do is get in between and pushblock, thereby (hopefully/ideally) buying the assist a little time to get up & leave. This is one obscure situation where character height actually matters; tall sprites like Sabretooth or Sentinel yield much better results on this than shorties like Megaman or Felicia.
This is all assuming that the point has his/her feet planted; if they try this in normal-jump mode it can still work, but there's a fairly good chance that the point may inadvertently guardbreak itself (which is quite the bonus for Hulk when it occurs... :evil: ).
_______________________
[EDIT: One last tip.... you can get a Hulk "double crush" anywhere (mid-screen or corner) with BH AAA in tow; just launch, call, super. Land this twice, and you (should) win. :evil:
Credit to Lord Doom for this tidbit (had to share that jewel with the Hulk players, Erik.... sorry.... :(:lol: )]
Dasrik
10-28-2003, 01:31 PM
Originally posted by Juggrknott
If your back is to the wall, GW makes a lot of sense; it combos nicely from either jab or fierce Gamma Rip. You may also land a command throw, do an OTG s. Fierce (they can't roll [flying screen], only mash to get up quicker) XX roundhouse Gamma Charge XX Gamma Wave, and the game seems to reward you for this via giving you about 13 hits and sending the opponent all the way from corner to corner. :evil:Umm... what?
Don't list combos that Do not Work (tm). You can only cancel Gamma Slam before the actual rocks come out, making the combo useless. And after Gamma Tornado, flying screen is activated so... YOU CAN'T DO SPECIAL MOVES. I thought everyone figured this out by now.
It is generally much better to just say "I don't understand [insert move here]" than to write it off as useless.... ;) Which WOULD be true if I haven't TRIED to use the move since I've been using Hulk from MvC1. Unfortunately, I happen to, um, know what I'm talking about. kthx.
Buck Jones
10-28-2003, 01:49 PM
Originally posted by Dasrik
Umm... what?
Don't list combos that Do not Work (tm). You can only cancel Gamma Slam before the actual rocks come out, making the combo useless.
False. You can easily cancel on the 1st rock, jab or fierce.
I suggest you try it again.
And after Gamma Tornado, flying screen is activated so... YOU CAN'T DO SPECIAL MOVES. I thought everyone figured this out by now.
There is a s. Fierce in between. That's why it works.
[EDIT: You must hold the joystick forward as soon as you land the command throw in order to be able to Gamma Charge after the s. Fierce. You must also allow them to actually hit the ground after the throw.]
Maybe you should actually try the combo before you jump on somebody trying to badmouth.
Which WOULD be true if I haven't TRIED to use the move since I've been using Hulk from MvC1. Unfortunately, I happen to, um, know what I'm talking about. kthx.
MvC2 Hulk does not = MvC1 Hulk (obviously); maybe that's why you think you can't cancel a Gamma Slam (thanks for the appropriate term, btw).
I don't doubt that you know what you're talking about, nor is it unfortunate. You say the move is crap, I say there are times where it is more appropriate than a GQ. Believe what you like.
I'm not interested in a pi$$ing contest about who's more old school with Hulk, I'm just trying to convey some information here and hopefully get some in return.
Thanks for contributing.
Dasrik
10-28-2003, 02:27 PM
Originally posted by Buck Jones
False. You can easily cancel on the 1st rock, jab or fierce.
I suggest you try it again.Okay, two things. 1. I tried it the first time someone told me about it. The LATEST you can cancel it is when the first rock begins to appear.
2. Even if it does work, it's still useless because Gamma Slam is useless. It doesn't combo from any of his normals and is hellaciously slow. And before you tell me "just try it", I've tried it extensively before.
There is a s. Fierce in between. That's why it works.
[EDIT: You must hold the joystick forward as soon as you land the command throw in order to be able to Gamma Charge after the s. Fierce. You must also allow them to actually hit the ground after the throw.]
Maybe you should actually try the combo before you jump on somebody trying to badmouth.Until I get a Dreamcast again, I'll give you the benefit of the doubt on this combo. But Gamma Tornado Flying Screen, as far as I know, doesn't last long enough to cause FSD no matter what. I do S.Short -> S.Fierce after Gamma Tornado from the corner, and I still can't do any special moves afterward. The only move that has FSD properties afterward AFAIK is Blodia Punch.
Buck Jones
10-28-2003, 02:44 PM
Originally posted by Dasrik
Okay, two things. 1. I tried it the first time someone told me about it. The LATEST you can cancel it is when the first rock begins to appear.
That's a far cry from "before the actual rocks come out". Makes a world of difference. So which is it? Can you cancel it or not?
I say you can (again, on the 1st rock), and I personally have done it about a jillion times.
2. Even if it does work, it's still useless because Gamma Slam is useless. It doesn't combo from any of his normals and is hellaciously slow. And before you tell me "just try it", I've tried it extensively before.
"useless" is so subjective.... I find it useful. Wonder who's right? :lol:
A lot of times people like to ignore/disregard a move, and then complain that a character "has no recourse for [insert move's purpose here]". This really smells like one of those kind of situations, or at least closely related.
"I don't really like this move" (for whatever reason) does not necessarily = "useless".
Until I get a Dreamcast again, I'll give you the benefit of the doubt on this combo. But Gamma Tornado Flying Screen, as far as I know, doesn't last long enough to cause FSD no matter what. I do S.Short -> S.Fierce after Gamma Tornado from the corner, and I still can't do any special moves afterward. The only move that has FSD properties afterward AFAIK is Blodia Punch.
I've done this about a thousand times if I've done it once, and the $h!t works. Next time you get a chance, try it exactly as I described as Juggrknott a few posts back.
Can a third party with easy access to the game (DC or arcade) independently confirm this for everyone? Please? I'd appreciate it....
Gammadynamite
10-28-2003, 03:36 PM
I'll sit down with all of the afformentioned stuff and see what I come up with.
Buck Jones
10-28-2003, 04:00 PM
Thanks very much, Dan. Good lookin' out..... :cool:
Dasrik
10-28-2003, 04:15 PM
If that combo works, then I might actually start using Hulk in serious matches. Shit.
Gammadynamite
10-28-2003, 07:06 PM
Okay........I got the Gamma Slam/Rip/wtf ever to cancel into the Gamma Wave EASILY. It will combo if you time it to right when the first rock hits. (input motion first and the screen should flash right when the first rock hits)
The combo with the command throw is a bit...wierd.
I got it to work with my back to the corner, but if your talking about doing it in the middle of a match out in the middle of nowhere, I don't see this working. I never got the s.Fierce to connect after the flying screen. It's a nice corner combo. If this is what you meant, then WOW...nice combo, but if your talknig bout running up and slapping your opponent after the flying screen, I need to see you do it with my own eyes.
Peace
-D-
EDIT: WOW...I had to re-read your post to fully understand what you were doing here. O.K.
Combo:
(with back to corner) s.Jab, Jab Command throw (charge foward), OTG s.Fierce , RH Gamma Charge , Gamma wave.
I totally forgot that the wave connects after a Gamma Charge.
This works. Anything else, I need to see myself.
Buck Jones
10-28-2003, 07:14 PM
Originally posted by Gammadynamite
[...] but if your talknig bout running up and slapping your opponent after the flying screen, I need to see you do it with my own 2 eyes to believe it.
Peace
-D-
No, never made that claim; I don't think that is possible. This is a back-to-the-wall combo only; you can be about a Hulk character sprite away from the wall *max* (about the range where the s. Fierce still hits) and still have it work.
Thank you very much for your efforts. :cool:
Gammadynamite
10-29-2003, 05:25 AM
O.K. .... yesterday i was messing around with Hulk for the first time in a while, I got Rod's corner combo to work (one of my new favs now), and I also noticed something that could be everything I need to start Hulk back up again.
LK Gamma Charge into Gamma crush .......is it unmashable???
Don't combo into the LK Gamma Charge, just a standard LK Gamma charge into Gamma Crush. It seems like everytime I do it, I get the "Flying Screen" that makes the Gamma Crushes unmashable.
Can anyone clarify this?
Peace
-D-
Tanion
10-29-2003, 06:59 AM
If you just mean a simple Lk Gamma Charge xx Gamma Crush and not... jab, Lk Gamma Charge XX Gamma Crush... I don't see where the difference is. Lk Gamma Charge doesn't deliver a flying screen nor does the Gamma Crush.... so I don't know where the crazy Flying Screen property comes from. And I think even though if you get Flying Screen somehow [command throw] I think the Flying Screen effects will get reseted after the Gamma Crush. That's why for unmashable Gamma Crushes you gotta hit the enemy in the air... you can't mash out of the air. ^_^
But I will try it anyways. But when I normally just do LK Gamma Charge XX Gamma Crush I don't get a flying screen.
Buck Jones
10-29-2003, 07:22 AM
Originally posted by Gammadynamite
LK Gamma Charge into Gamma crush .......is it unmashable???
Don't combo into the LK Gamma Charge, just a standard LK Gamma charge into Gamma Crush. It seems like everytime I do it, I get the "Flying Screen" that makes the Gamma Crushes unmashable.
Can anyone clarify this?
Peace
-D-
I never had much success with short Gamma Charge XX Gamma Crush on any level; it doesn't show up so well vs. CPU, but it's (generally) fairly easily mashed I'm pretty sure.
However, it's possible that if you cancel REALLY quick it will operate as you describe. The Gamma Crush is a strange beast that behaves differently depending on the opponent's positioning, so I am very hesitant to rule anything out straight away.
I will be glad to investigate this further when I get home from work.
Gammadynamite
10-29-2003, 07:59 AM
I'm talking just about a straight Gamma Charge(lk) into Gamma crush. I swear mine does a flying screen where the opponent follows Hulk up into the air, as opposed to just knocking him to the ground and waiting for hulk to land on him.
[MB2K]Mizter Ed
10-29-2003, 01:29 PM
I only use the Gamma Crush with this combo and its unmashable.
d+lk, d+lk (and call colossus aaa), RK Gamma Charge, [colossus hits], Gamma Crush.
Its a simple combo that does about 80% on an average vitality character (i.e. Cable). Also if they're in the corner you can delay the Gamma Crush slightly and it will become a 100% combo (or 90% on Sentinal).
I've seen the flying screen work from a LK Gamma Charge, but I'm not sure exactly how to land it everytime. If someone finds a way to land it, would it really be worth the risk?
Magnetic Hail
10-29-2003, 03:04 PM
I revived this thread :o it all started with my one post, hurrah for me:lame:
anyways back to hulk. I've noticed that if the ennemy is standing and you hit him with the gamma crush you can mash in for lotsa hits. if the opponent is lying on the floor it doesn't do as much damage. Is there anyway to combo into it without making the opponent lie on the floor ?
This arcade legend/god Alex, he was using bbhood (forgot witch assist) IM (projectile) and Hulk (don't know which assist)
He proceeded to build 3 meters then landed two crouching lk's with bbhood then did the triple team super...........Cruel Hunting + PC + Gamma crush = death or at least a 10% of life left.
Buck Jones
10-29-2003, 07:16 PM
Originally posted by Gammadynamite
LK Gamma Charge into Gamma crush .......is it unmashable???
Don't combo into the LK Gamma Charge, just a standard LK Gamma charge into Gamma Crush. It seems like everytime I do it, I get the "Flying Screen" that makes the Gamma Crushes unmashable.
Can anyone clarify this?
Peace
-D-
OK, as a Hulk player I find this interesting as h*ll.....
I tested it a little, and evidently you get the property described above only if you are close to the opponent in the first place and cancel from the short Gamma Charge really late, basically among the last few possible frames.
The opponent's character should be just at the peak of the knockback, and the animation is just about to change from upwards to downwards.
You'll know it worked when the character goes on an upward trajectory when Hulk hits them on the way up, instead of going straight to the ground like he was cut with a cue ball. It will either be a very sharp-triangled GC or possibly straight up-and-down (depending on how close Hulk was) and it appears to "autodirect" well.
I performed this on Cable only (for either 74 or 78 damage consistently, btw) and only for a little while, *plus* it's a CPU opponent that doesn't mash back, but it looks good.... as good as any launch-cancelled UGC that I ever did. And if it holds up, it would give a whole new evil use to the short charge & be very well "worth the risk", IMO.....
.....but I've been let down before, so I'm gonna research it further before I call it "all day" just yet. But this could be really great for old Hulk..... thanks, Dan! :cool:
[EDIT: nevermind, I'm a d00f.... :D:lol:]
[MB2K]Mizter Ed
10-30-2003, 06:57 AM
Here's an interesting tip for Hulk players. Did you know you can link a Gamma Crush from the Gamma Quake? Yes, but only in the corner with your opponents back to the wall. If you hit your opponent with the Quake (normally off the launcher or a RK Gamma Charge) if you mash all the hits, it leaves enough time to hit them with the Gamma Crush. Also during the Gamma Quake you can charge down and hit them with vertical Gamma Charge, and probably start the infinite [I haven't tried it]. I've never really put this to good use but maybe some else can.:)
DarkCloud
10-30-2003, 08:01 AM
Yea thats old but very risky i just want to know how to do Hulks inf in MVSC the exact buttons because im alil confused so please help:rolleyes:
Buck Jones
10-30-2003, 11:34 AM
Originally posted by Magnetic Hail
anyways back to hulk. I've noticed that if the ennemy is standing and you hit him with the gamma crush you can mash in for lotsa hits. if the opponent is lying on the floor it doesn't do as much damage. Is there anyway to combo into it without making the opponent lie on the floor ?
To my knowledge, there is no way to combo in a GC on a point character & have it remain standing. It strikes me as risky anyway, even if you could I'm not sure you'd want to, at least from a reliability standpoint.
Standing point + GC = dangerous
________________________
Thanks for that tidbit, [MB2K]Mizter Ed.... I'll kick that around some & see if I can build on it. :cool:
Deathfist
10-30-2003, 01:49 PM
Originally posted by DarkCloud
Yea thats old but very risky i just want to know how to do Hulks inf in MVSC the exact buttons because im alil confused so please help:rolleyes:
First page, 9th post on the page, by me.
1]Corner their ass, Dhp [1 hit]
2]Vertical gamma charge hk version for 1st hit.
3]UF redirect lk version, IMMEDIATELY hold down.
I'd go into more detail, like telling you why you use the hk version for the first upward gamma charge instead of the light one though it works, but I posted it in thread 1, and you might get confused again.
DarkCloud
10-30-2003, 02:26 PM
K thanks man and btw do you play online kaillera because of you want we can play. I got some other good hulk combos on my combo video i just was stuck on getting his inf but thanks alot and heres my aim if you need help setting up kaillera darkcloud5407.
Deathfist
10-30-2003, 05:02 PM
Originally posted by DarkCloud
K thanks man and btw do you play online kaillera because of you want we can play. I got some other good hulk combos on my combo video i just was stuck on getting his inf but thanks alot and heres my aim if you need help setting up kaillera darkcloud5407. Unfortunately I'm not on Kaillera and don't have AIM right now. What's also unfortunate is the fact you don't have the ability right now to accept private messages because I was going to send one.
Did you mean the MvC1 infinite or the MvC2 infinite? The one I gave you was the MvC2 infinite. [It may work in MvC1, but I haven't tested it in that version since I don't own it...]
DarkCloud
10-30-2003, 07:35 PM
Thats why i couldnt do it lol i was like WTF but then i calmed down but nah i want MVSC1 infinite so if you know please tell me thanks.
[MB2K]Mizter Ed
10-31-2003, 05:57 AM
Originally posted by Buck Jones
To my knowledge, there is no way to combo in a GC on a point character & have it remain standing. It strikes me as risky anyway, even if you could I'm not sure you'd want to, at least from a reliability standpoint.
I know you can use Jugg's Earthquake assist and land a GC while they're still standing or a Sentinal's Force assist.
Buck Jones
10-31-2003, 06:03 AM
I stand totally corrected, I forgot about that. Even though it's been awhile, I have a sparring partner that used to use Jugg-a for that very reason (which makes me feel x-tra st00pid...... :D ).
Reliability issues do remain, though; I wouldn't suggest it on characters with those quick-recovering "stiff" animations (Sent and Colossus come to mind offhand) or anybody with super armor. Don't get me wrong, it works more often than not, but for that 15% or so of the time where it doesn't it can really get you torn out the frame... :lol:
Thanks very much for the correction.
Deathfist
10-31-2003, 06:22 AM
Spiral-y can be used for fully reliable unmashable standing crushes.
dashjump lk,mk, land call Spiral-y, dlk,dmk, gamma crush whiffed, guide it to hit. Didn't mention it earlier [it's in the old Hulk thread. the second post on the first page has a link to it...]
You can also do air crushes with Jugg-a while we're at it and the damage boost is monsterous.
dashjump lk,mk, dash, dlk, dhk, call jugg-a, gamma crush.
Magnetic Hail
10-31-2003, 05:33 PM
I figured out two things today.
1. GC on normal or lightweight characters (usually normal or below average stamina) does enough damage as it is.
2. On big characters (usually higher stamina) I figured this combo with megaman assist that works on them heavy ones. c.lk. c.hp + megaman balance assist XX gamma crush, the megaman assist balances them in mid air and you can mash the gamma crush. Key thing I discover, don't know if it's accurate but when you do this combo, don't hold any direction on your way up, I don't know if it does anything but I miss it if I hold a direction on my way up. But on your way down adjust accordingly.:evil:
Deathfist
10-31-2003, 06:27 PM
OMG, I think I just found a new unmashable with Commando today. Test it out to see if you can mashout. I don't think you can.
Dashjump over their head, Call Capcom timed to hit alittle after you land, and dlk them so they eat Capcom. If it hits, cancell to a Gamma crush. It's one of those floating gamma crushes if done properly, but they float twice as high.
Buck Jones
11-01-2003, 05:36 AM
I had a couple more things I wanted to share before Hulk goes back underground into relative obscurity.... :lol:
________________________
- j. lp is a good little normal. Most people know that you have to land it deep on a grounded opponent in order to get it to combo into a ground chain. The valuable byproduct of this is that you don't have to play your "this clearly isn't an empty jump in" card until really late, which has some obvious benefits that you can take advantage of. So if you keep getting launched doing that same jump-in HK, give this a look.
- When you land a Hulk AC on a point, try interrupting it at the j. mk, pausing for a smidge & doing a j. HP, j. HK just before you hit the ground (the opponent will land first due to your delay). You can guide Hulk in the air so that he either stays on the side he started from, or goes behind the opponent for the cross-up. This acts as a reset, and you can tack on even more offense from there ( :evil: ). Don't get airthrown!
- When you land a Hulk AC on an assist, try the same pause after the same j. mk above, then try j. lk, j. mk again, land, relaunch, even more offense (there are a number of options here). Very few people are going to sit there and let you do it, so the opportunity won't present itself *too* much, but it does happen. It's also great for those times where you killed the point, but the assist is still on the screen (since Hulk is too slow to just keep launching the stranded assist until death like a lot of other characters can).
- Hulk's single short Gamma Charge upwards has a hidden purpose much like the j. lp I talked about above. Hulk gains a number of ground options when he is "not quite" full screen distance from the opponent, and this is a good way to quickly satisfy that condition ("tiger knee" j. HP is another, but it can sometimes give you a fierce qcf+p in error, which I hate. sj-cancelled j. HP kinda works too). For example, you can call an assist for bait purposes, then after gaining said positional advantage this way (looks innocent enough) you can do things like cancel a fierce Gamma Slam into a Gamma Wave if they bite hard, which you will probably find very useful when it lands.... ;):lol:
....especially since it will knock Sent out of HSF.... :eek::cool:
(trade guaranteed: if you're pressed for time, skip the fierce Slam.)
________________________
I want to thank everybody for their contributions, this little spark of interest has been good to see and I've learned a number of things because of it.
Gammadynamite
11-02-2003, 04:02 AM
Originally posted by Deathfist
OMG, I think I just found a new unmashable with Commando today. Test it out to see if you can mashout. I don't think you can.
Dashjump over their head, Call Capcom timed to hit alittle after you land, and dlk them so they eat Capcom. If it hits, cancell to a Gamma crush. It's one of those floating gamma crushes if done properly, but they float twice as high.
I do this same exact combo all the time, but I used Juggy glitched dash assist....The timing is a little more difficult, but......:rolleyes:
Peace
-D-
Rod: Sanford fucking Kelly (and Jwong) we're in VA this weekend. I chilled with Sanford and showed him your Corner combo. He was like .......:eek: :eek:
Buck Jones
11-02-2003, 06:30 AM
:)
[MB2K]Mizter Ed
11-03-2003, 08:20 PM
Does anyone ever use Hulk's anit air assist?
Personally I think its a terrible AAA, but does anyone have any good combos to go along with it? What about its uses?:confused:
Buck Jones
11-04-2003, 05:56 AM
I never used it competitively, but the major reason for not doing so is near-obsolete (Hulk AAA yields Gamma Quake team super, but I hardly ever use THCs anymore).
I tried it a time or two, never liked it. Plays like a watered-down, wannabe Colossus AAA. As you probably well know, Hulk loses his super armor benefit when his feet leave the ground, so it's surprisingly easy to stuff (advantage: Dash type (again) :lol: ).
I can see it setting up HOD, hailstorms or Blodia Vulcan.... I'm sure there are other (at least reasonably) good uses....
Deathfist
11-04-2003, 06:30 PM
Gamma Dynamite:
Thinking back, I do remember someone mentioning something like that with a glitched Jugg-b. That seems kinda risky to me, but sweet if it works.
I was doing one of my Cable-Cyc-b patterns with Hulk-Capcom-b and decided to randomly fire out a Gamma Crush. Finding out that one of my Cable-Cyc tricks off an AC was transferrable to Hulk-Capcom in the form of an unmashable had me tickled pink.
Actually, the Cable-Cyc crossfire is a part of a cute scrub owning tactic I created that's actually kinda amusing.
Buck Jones
11-04-2003, 08:20 PM
Originally posted by Deathfist
I was doing one of my Cable-Cyc-b patterns with Hulk-Capcom-b and decided to randomly fire out a Gamma Crush. Finding out that one of my Cable-Cyc tricks off an AC was transferrable to Hulk-Capcom in the form of an unmashable had me tickled pink.
Hulk + Capcom-b = b0mbsac, they work together *so* well.
I like to do launch + call Cap (first hit connects) XX gamma charge u, uf (both RH)..... best near the wall.
________________________
Does anybody else....
- use the j. lk or an OTG s. lk when you go for Hulk's launch & trade on the first hit, knocking Hulk backwards & the opponent towards you in that weird way (I hope y'all understand what I mean)? Anybody develop this at all?
- use the upwards RH gamma charge x2 right up against the wall after a launch, then land on the ground before they do and OTG s. Fierce XX RH gamma charge XX gamma wave? Is that mashable? I realize that if you landed this you could have landed the infinite, but this is something I stumbled on awhile ago that hurts & looks pretty good too, and you don't have to keep up reps :wasted:
- try to kick Sent's arm/fist with a j. HK sometimes when he tries to rocket punch you from distance? Or (cautiously!) try the same on his legs when you *know* he's going for stomps?
- still have a bit of trouble with Cable? I need some tips for that b@stard.... :bluu::mad::lol:
Just wondering..... I look forward to the panel's responses.... :D
Deathfist
11-05-2003, 08:10 AM
Other fun shit with Hulk-Capcom, try this...
Dashjump lk,mk, land, call Capcom+dlk,dmk, Gamma charge, any super except Gamma Crush.
-The Capcom assist hits at the same time as the dmk, but Capcom's knock-back is neutralized completely by the gamma charge. This just inserts Capcom-b into your standard ground series for damage.
Normal Jump Combo
Jump, lk, Call Capcom, mk, hold uf, lk,mk, hp.
-Every shot but Capcom is a high hit.
-If they eat the first part they eat the second, and get blasted up so the whole thing works.
-Cut it short at the hp so you can dlk, dhp them into the air.
-If they guard-push, dashjump over their head so Capcom hits in the back.
-If they block all this, jump on them again or replace the hp at the end with hk, or come down low.
-There are alot of timing alterations that cause various results in the combo, so fiddle with it.
-Works best with Cable-b [Comboability], Jin-b[safety], but will work with virtually any AA including Capcom. I think this would be fun with Jugg-a.
The Captain Storm sets up the floating crush on DHC-ins. Experiment more with it.
Here's the Corner unmashable I mentioned from the previous thread. [I put the combo, then listed the assists that work in it at the call point, then a survivability index]
-dlk, dmk, Call Capcom, gamma charge immediately, gamma Crush.
Outside the corner, substitute the Crush for a Quake super for almost the same damage once used to it. Perhaps I can insert Storm as the third character to Hailstorm turning it fatal again, not sure.
Here's something for a team I'm experimenting with. It's hella risky, but cute.
Jin-b, Hulk-b, Capcom-b
Jin-b's hp and Hulk's tag-in almost always combos perfectly [AKA popup] Very rare if ever does it not combo perfectly. If you tag in Jin-b and it hits, you can go dash [if outside the corner], dlk, hp, tag and it will combo.
Corner Combo
Tag in Jin-b, dlk, hp, tag in Hulk, Call Capcom and Gamma Crush.
When done properly this combo is 8 hits, and kills outright.
Captain_Combo
11-05-2003, 05:22 PM
What are the motions for the jab command throw and can u describe what the jab command throw looks like please if anybody knows how to do the jab command throw please post thanks.
Captain_Combo
11-05-2003, 05:33 PM
Was is the motions for the command throw and can u describe what the command throw looks like please if anybody knows how to do the jab command throw please post thanks.
Deathfist
11-05-2003, 05:33 PM
Originally posted by Captain_Combo
Was is the motions for the command throw and can u describe what the command throw looks like please if anybody knows how to do the jab command throw please post thanks.
HCB+p. It can be blocked. He reaches forwards, grabs their face with 1 hand, spins them around a bunch of times then lets them go [causing them to switch sides]. If your back is to the wall, that means OTG opportunities as it's a flying screen move [no rolls].
[MB2K]Mizter Ed
11-05-2003, 10:09 PM
Originally posted by Buck Jones
- still have a bit of trouble with Cable? I need some tips for that b@stard.... :bluu::mad::lol:
Cable is THE most difficult opponent for Hulk. Here's a few stats that might help alittle.
Cable players tend to play a run-away game against hulk, and tend to back themselves into the corner. Don't let his ass out whatever you do. If you know he's about to super jump out of the corner hit him with a Gamma Quake to bring him back down.
Remember: If Cable don't have any super bars he can't hurt you. Lay the smack down on that biatch!
I can't think of anymore at the moment, cause its been a while since I've used the golly green giant.
Pimpin Smurf
01-03-2004, 06:15 PM
*revive*?
You can connect gamma crush off of rogues throw assist for A LOT more damage then it normally does. (With good timing, the best you can get is 12 hits for 123 damage vs cable)
The best timing for it, is when she says POW...just use gamma crush and aim in the direction where she is going to throw them. Hulk comes down on top of them with the meteor landing massive damage ;D. Takes some practice to get the timing and distance from Rogue right, but i can land it almost every time after i connect with the rogue assist now :D.
Dasrik
01-04-2004, 03:16 PM
Originally posted by [MB2K]Mizter Ed
Cable is THE most difficult opponent for Hulk. Not really. I'm sure Cable could be annoying for Hulk, but not the way most people play him. Generally, if you have a full meter, the match is okay because you can keep gamma charging and chances are you will hit him at least once, and that's all you need. From there, you need to keep jumping in and pinning him down, chipping as much life as you can. A Sentinel who only does low fierce, fly xx unfly is way more difficult than Cable for me.
Buck Jones
01-04-2004, 06:06 PM
Sent more difficult? I think that's safe to say.
By a whole lot? Not really....
________________________
Hulk can't really GC on Cable unless it's "blockstun guaranteed". Period. Uncomboed Gamma Wave is also near-useless.
Cable simply pushblocking various & sundry other moves often gets Hulk fried. Easily one of his top 3 "be careful!" 1v1 matchups (Mag & Sent being the others).
Getting to Cable requires a smart mix of over the top & under his feet. (Wave)dashes are actually a little better than GCs, since they advance just as well & at least you might get your block if you need it.
Either way, Hulk is going to have to basically be patient & wait for a sloppy grenade/viper beam in the event he can't force some results via rishdown. Generally speaking, the clock is against you the whole while. No free ride, that's for sure.
Dasrik
01-05-2004, 04:48 AM
I don't think Cable can push Hulk's Gamma Charge and shoot him in the middle of Gamma Quake. I know as Cable I've tried to do it to Zaza's Hulk too many times and failed. The trick is to cancel at the right place. You can't push the rocks, you'll push HULK away but the rocks stay falling in the same place. It doesn't look like it should work, but it does.
In any case, if Cable ever superjumps, you have free calling to find your way to him, either thru GC (cancel into quake if he throws grenade) or superjump past him as he falls (if he forgets he has viper beam, this actually works, a lot of Cable players don't use that move anymore. Even if he does viper beam you, you can block it, land and gamma charge.
Buck Jones
01-05-2004, 05:59 AM
Fair enough; Hulk GC XX Quake is safe for the reasons you mention.... but now Hulk just became a meter hog merely for the small benefit of some momentum and a few lousy chips.
You're *already* working at a deficit; it's not really safe to whiff much of anything in an effort to get meter, and therefore your opponent's top tier squad will have an average of 4 bars to work with compared to your 2 at most any point during the match. Unless you were so far ahead that you were pretty much going to win regardless, you're probably not in a position to squander meter that way.
I've lost more than a few games because ultimately I did too many "CYA" Gamma Quakes and found myself with not-quite-one-meter at critical junctures of the mid/endgame. So this isn't just something I'm saying for the sake of debate, I've lived it.
It's a fairly viable option, but far from a flawless one.
________________________
Of course, this is all assuming that your gamma charge is "blockstun guaranteed"; try that $h!t full-screen and die. :p
Dasrik
01-06-2004, 07:56 PM
Dude, that's why I always play my Hulk teams in the order of:
battery/useful projectile assist
Hulk
AAA or Cable
The battery has to be able to set the pace of the match, without requiring the help of an assist like Sentinel (you COULD put Sentinel in the third slot, but IMO unless your zoning game is incredibly strong or your name is Duc Do, I wouldn't go for it). What I mean when I use a vague term like "set the pace" is to build a lot of meter while doing not so good damage/chip safely. In Megaman's case (the guy I usually stick on the first slot), he wants them to eat a couple of buster shots and maybe a combo or two before he starts trying to bring Hulk in.
That way, when Hulk gets in, he's usually got 3 meters to work with (five if you're incredibly fortuitous and get a tag-in) versus someone who hasn't scratched you much at all and is trying to win. That means he's a lot likely to overextend himself and open himself up for a GC xx Quake. With your tons of meter, you can afford to go for it a lot more often than you could if you were starting Hulk or failed to build up meter.
You have an AA on your side to cover you if they get close. Alternately, you can have Cable. If Hulk can't do much to get a safe GC, then if your CAHVB skills are good he can always use the threat of that to give him a lot more room to run around.
And as for whiffing normals, I know all about when it's safe to do that and when it's not. I took Hulk against Striders and WMs in MvC1 and came out on top, and that's without a Charge xx Quake weapon to use. If you superjump and pass Cable by, there's nothing he can hit you with to stop you from whiffing noramls short of Psimitar (which can be seen coming and will probably whiff regardless).
Buck Jones
01-06-2004, 08:19 PM
Yeah, I suppose with proper team order & a good "get Hulk in" plan you can mitigate a lot of the problem I outlined. I can appreciate a different perspective on it, it's certainly a tough nut to crack. That's the best thing about hearing about a character you play from other people.
Still, doesn't all that seem pretty damn elaborate just to beat a Cable who's supposedly "not so bad"? Yes, Sent is tougher overall, we both seem to agree on that.... but this is no walk in the park either, not even close... which was the original point of debate. Doable, but difficult.
After fighting Mixup's Mag, I can't say I'd rather see something like that.... but give me your average Storm to fight over that b@stard Cable any day.
________________________
I realize that you're knowledgeable & experienced as far as SF; I understand that you know about whiffing & all. Didn't mean to come off like I was playing you for a moron. No offense intended.... sorry 'bout that.... :D
[MB2K]Mizter Ed
03-28-2004, 10:29 AM
*revive*
I would just like to point out that Hulk's wave dash is top tier. I use that alot to get in against Cable.
Dasrik
03-28-2004, 12:31 PM
Hulk's wavedash is terribly slow. If you need to get close fast, gamma charge xx quake is better and unshootable (don't worry about meter, if you're playing right you should have a lot).
Lord Doom
03-30-2004, 05:53 AM
To revive that Cable discussion, I think Cable can punish the Gamma Quake if its mid-screen. It just requires some timing if I remember. Its been a long time since I put this to use(I rarely will ever play Cable anymore, I like the big dudes), but I'm pretty sure Cable can push block Hulk away before the Gamma Quake. While it won't make him completely avoid the rocks, what I remember doing is actually taking the outskirts of the Quake(1 or 2 hits) and then recovering in time to try and land a super. Not completely sure if it works or not, but it is something I've tried and I think has worked for me before.
As for wave-dashing, I generally use his wavedash as part of habit I guess, but I've found that if placed well his short GC is a good move to get across the screen, especially if blocked. It has a deceptively short recovery time and when coupled with a decent assist(one that covers ground) is pretty safe.
[MB2K]Mizter Ed
03-30-2004, 04:03 PM
Cable can punish Hulk after the quake, and I've learned not to do that anymore against Cable. If Cable push-blocks the GC right when it hits then it gives Cable enough space for an AHVB. Its much safer with his wave dashing.
Dasrik
03-30-2004, 04:13 PM
You're not doing it right.
You have to let the gamma charge go a bit after it's blocked to do gamma quake - this gives Hulk extra momentum even after being pushed to do the quake on top of Cable. This always works unless you're doing it from full screen - in which case you're gonna have to gamma wave which is only sort of safe.
DeathFromAbove
06-03-2004, 12:43 PM
[/resurrection]
Re: Hulk vs Cable
I've had decent success doing dash-jump toward HP to get close. His dash jump goes a long way, and I keep getting throws on Cable as he tries to jumpback, often connecting the followup OTG afterwards. When whiffed, I've escaped with minimal damage, mainly being hit by Scimitar and sometimes Capcom or an LP Viper beam.
Having said that though, I'm still getting raped by Cable on the whole. Aside from lucky breaks like this or random GC connecting, I can't get/stay close. Is there any use in SJ'ing against Cable/assist?
Lvl.3
06-14-2004, 04:12 PM
This is a question for the players who use "big guys". What "Biggs" team well with Hulk? Only two I can come up with are Col and Sent.
I also think Iron Man goes really well with Hulk as well (death/near death combos), though he is not a "big".
Gammadynamite
07-07-2004, 02:58 PM
Can't belive you left out Juggy.
Ed would throw in Thanos, but thats all him......I'm not much of a Thanos fan.
Gief due to the assist--> gamma crush
Ummmmm.......pretty mych any of em can be used effectively with hulk.
Mix and match em until you find somethin you like.
Juggy / Hulk / Collossus (Team Strong) is a good team if you understand how they work together.
Hulk / Sent / Capcom (Team Gamma) is also a fun team for myself
----------------------------------------------------------------------------------
As for Cable vs. Hulk
Seriously GC - Gamma Quake is great, but why waste the meter unless your gonna make it count? I'm not much of a fan of the wavedash either .......... you gotta have crazy ass reflexes to not get caught by an AHVB while doing it.
I'm a big fan of the dashing normal jump............covers alot of ground, and pressures Cable. Even just an empty jump into blocking is helpful in getting that fucker in the corner.As stated before the chances to catch a jump back Cable with an airthrow is pretty good too.....unless your opponent is just being a dick:p
Other than that.........not much to say until I replay the match again........
Peace
-D-
m1kekim
11-26-2007, 07:58 PM
I'm using Hulk / Doom / CapCom all Beta (jp version). The THC is good off a launch, but any DHC is possibly safer and should almost kill. I'm playing in training mode so I'm not sure if you can mash out of DHC. Hulk can hold his own with rocks and CapCom's AA. Rushing down is pretty decent cause all you need is one launch, or one air throw to kill if you have meter. The team chemistry isn't bad. I see people using Hulk Doom a lot and somtimes I see Hulk CapCom so I figure this should work.
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.