This fight is rarer than ever nowadays, but I’ve certainly seen it enough to be able to speak on it.
The 3rd character is largely irrelevant, at least beyond how they interact with Doom assist. The only real exception is Cable, who will probably come in loaded no matter how quickly you get rid of Strider, and (a patient) Cable/Doom is still formidable. Sent is no walk in the park either. Anybody else shouldn’t be too much of a problem.
The reason you still see this team occasionally is because it can work very well when executed properly, especially on “bigmen” characters. However, the average S/D has visible holes in their version of The Trap, and that’s what you want to exploit.
At the beginning of the fight, you just want to carefully work down Strider without getting too far behind; pushblock to help slow the pace on his rushdown. He has a lot of priority & speed on his blade, so don’t look for too many super armor bailouts. Don’t chase him too hard, and watch out for his quick teleport which gives Hulk’s laggier ground moves a lot of grief. So be sure to (super)jump enough. Air jab/short = really good tools in this fight.
In this beginning stage, I like to go after Doom off the side with either assist-covered fierce Gamma Rip (for disruption & general harassment) or Gamma Crush (for big damage/finishing off). Most S/Ds call Doom fairly indiscriminately at the beginning just to control space, so the odds of softening up Doom & possibly getting rid of him this way are pretty good. Use gamma charges as needed for optimum positioning (as always).
If you’ve been able to get rid of Doom this way, great, you’re ahead of the game. If not & your opponent has gotten about 4 levels, get ready to deal with The Trap.
When the orbs start, I generally SJ, clap at peak of jump, blocking descent, repeat (steer clear of Doom AAA as much as possible, of course). After 2 reps of that, 1 lvl worth of orbs should be (nearly) gone, the opponent didn’t get to teleport behind you, and he only got 4-5 chips for his trouble; optimal outcome.
If you are on the wall with Hulk, you may just want to hunker down there & block. You will get pinned in due to blockstun & eat a lot more chip, but he still can’t teleport behind and as long as you don’t let the orbs/rocks in this is still acceptable. Don’t sit there all day, though…
Don’t forget that when you do your Gamma Crushes, the Hulk hits an opposing point/assist on either side of him when the super starts & he “bricks up”. This is important, and you should think of this whenever Doom (or any other assist) ends up right behind you. This concept is very noticeable/important in this fight, and shouldn’t be ignored.
So in closing, if you kill Strider early, you win. If you kill Doom off the side, you win. Watch the clock, and watch his meter! If you get S/D offbeat with his levels &/or he starts his trap too early, it makes things alot easier. So force him into burning unplanned meters where possible & prudent.
This is all assuming you have some decent assists in your corner, mind you; a lone Hulk vs. S/D is way tougher (bordering on hopeless).
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