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== Combos == | |||
=== Solo Combos === | |||
<code><nowiki>2L > 5M > 6M xx 236H > L xx 214XX (644,000 for 1 bar, builds ~0.4 bars of meter)</nowiki></code> <br> | |||
<code><nowiki>2L > 5M > 6M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236H (whiff) xx 236XX (damage varies, builds ~0.6 bars of meter)</nowiki></code> | |||
As basic as it gets. Deals okay damage, but much less than Hulk is capable of with assists or Gamma Wave extensions. Nice if you catch an assist character and want to delete them quickly. <br> | |||
<code><nowiki>2L > 5M > 6M xx 623X (2 hits) > M, 623H (whiff) > H, 5M > 6M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236H (whiff) xx 236XX</nowiki></code> <br> | |||
<code><nowiki>2L > 5M > 6M xx 623X (2 hits) > M, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236H (whiff) xx 236XX</nowiki></code> <br> | |||
<code><nowiki>2L > 5M > 6M xx 623X (2 hits) > M, 623H (whiff) > H, 5M > 6M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, [4]6L xx 214XX</nowiki></code> <br> | |||
Basic solo extension on a grounded confirm. Despite appearances, You can do the wallbounc extension even if 2L catches from long range. If you use the Wall Bounce while close to the corner, catch with 5H instead of a 623H (you won't be able to make it whiff). If the Launcher combo ends in the corner, you can end with OTG Gamma Wave into Gamma Crush for more damage, or go into Gamma Wave Extensions (see below). | |||
<code><nowiki>63214H (Airthrow), dash jc. j.5L > j.5H > j.5S, land, short walk forward, 5M > 6M xx 623X > M, 5S sjc. etc.</nowiki></code> | |||
Solo confirm off anti-air command grab. Keep in mind you consume Ground Bounce on the throw conversion with j.5S, so you won't have it later. | |||
[https://youtu.be/dX5sAb3MJOo Combos off counterhit j.5H] <br> | |||
==== Gamma Wave Extensions ==== | |||
When spaced properly, a Gamma Wave in the corner will hit twice, with a slight delay between hits. This gives Hulk a very large amount of frame advantage, allowing him to link afterwards for an OTG relaunch. This is easiest to do with L Gamma Wave, which has shorter recovery, and its shorter startup also gives Hulk additional time to reposition. As a general rule, the sweet spot for a Gamma Wave extension is with Hulk is when he is standing directly in front of the knocked down opponent, without "shadowing" any part of their hurtbox himself. | |||
Gamma Wave extensions are typically tacked on to the end of any combo that knocks down near the corner, and can extend in various ways. However, extensions can vary depending on hitstun deterioration and also are not consistent between characters, requiring Hulk players to have a thorough understanding of these quirks to utilizie them effectively. The typical Gamma Wave follow-ups are: | |||
*Gamma Charge Anti-Air (623X) - Very fast at 5f startup, deals great damage and gives Hulk access to both his Wall Bounce and Ground Bounce follow-ups if he hasn't already used them earlier. Most common and important. | |||
*5S Launcher - If Hitstun deterioration is still low, lets Hulk get a full relaunch into another knockdown for more Gamma Waves. Even if hitstun is heavily decayed, 5S sjc. 236X or 5S sjc. Snapback via Tiger Knee input can still add some extra damage. | |||
*5M / 2H - Doesn't work on some characters and requires strict timing. Basically extra damage before canceling into Gamma Charge if it works. | |||
*5L - If Hitstun has deteriorated so much that no other extension is possible, force opponent to air tech for a reset. | |||
*Snapback - Easiest link at 1f startup. | |||
*Gamma Crush (214XX) - This one may be obvious, but it's worth noting that this placement guarantees that Gamma Wave will never still be active after the first hit of Gamma Crush (as is prone to happen with some characters like Frank). | |||
[https://youtu.be/itPwR-XjdIg?t=322 Video Timestamp of Comboman's Tutorial], talking about Gamma Wave Extensions. | |||
The typical Gamma Wave setup to end most combos is: | |||
<code><nowiki>(Anything that knocks down in the corner)[4]6L, 623X > H, [4]6L, 623X > M, land, 5H xx 236XX</nowiki></code> <br> | |||
But other extensions may be tailored to the specific combo and opponent. The Hulk Compendium below is a full resource on different Gamma Wave Extensions for every character in the game: | |||
<youtube>1UczH7zkJYo</youtube> | |||
=== X-Factor Combos === | |||
TBW | |||
=== Sample Team Combos === | |||
[https://youtu.be/qy8DdcbeeTQ Hulk/Dante/Sentinel] <br> | |||
[https://youtu.be/4T1W_I7vfDg Hulk extensions with Magneto, Doom, Shuma, Strange] <br> | |||
[https://youtu.be/OqwElHyfAk8 Hulk/Nemesis/Sentinel Combos] <br> | |||
[https://youtu.be/Yk66wu9v1Zk Hulk/Hsienko/Dante] <br> | |||
[https://youtu.be/tmJ54ielkUk Hulk/Shuma/Strider] <br> | |||
[https://youtu.be/EE5OyuJzfgs Hulk/Shuma/Haggar] <br> | |||
[https://youtu.be/ny3aWEFqNSY Hulk hard tag to Arthur ft. Sentinel] <br> | |||
==Beginner Combos== | ==Beginner Combos== |
Latest revision as of 11:17, 15 December 2023
Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Combos
Solo Combos
2L > 5M > 6M xx 236H > L xx 214XX (644,000 for 1 bar, builds ~0.4 bars of meter)
2L > 5M > 6M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236H (whiff) xx 236XX (damage varies, builds ~0.6 bars of meter)
As basic as it gets. Deals okay damage, but much less than Hulk is capable of with assists or Gamma Wave extensions. Nice if you catch an assist character and want to delete them quickly.
2L > 5M > 6M xx 623X (2 hits) > M, 623H (whiff) > H, 5M > 6M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236H (whiff) xx 236XX
2L > 5M > 6M xx 623X (2 hits) > M, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236H (whiff) xx 236XX
2L > 5M > 6M xx 623X (2 hits) > M, 623H (whiff) > H, 5M > 6M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, [4]6L xx 214XX
Basic solo extension on a grounded confirm. Despite appearances, You can do the wallbounc extension even if 2L catches from long range. If you use the Wall Bounce while close to the corner, catch with 5H instead of a 623H (you won't be able to make it whiff). If the Launcher combo ends in the corner, you can end with OTG Gamma Wave into Gamma Crush for more damage, or go into Gamma Wave Extensions (see below).
63214H (Airthrow), dash jc. j.5L > j.5H > j.5S, land, short walk forward, 5M > 6M xx 623X > M, 5S sjc. etc.
Solo confirm off anti-air command grab. Keep in mind you consume Ground Bounce on the throw conversion with j.5S, so you won't have it later.
Gamma Wave Extensions
When spaced properly, a Gamma Wave in the corner will hit twice, with a slight delay between hits. This gives Hulk a very large amount of frame advantage, allowing him to link afterwards for an OTG relaunch. This is easiest to do with L Gamma Wave, which has shorter recovery, and its shorter startup also gives Hulk additional time to reposition. As a general rule, the sweet spot for a Gamma Wave extension is with Hulk is when he is standing directly in front of the knocked down opponent, without "shadowing" any part of their hurtbox himself.
Gamma Wave extensions are typically tacked on to the end of any combo that knocks down near the corner, and can extend in various ways. However, extensions can vary depending on hitstun deterioration and also are not consistent between characters, requiring Hulk players to have a thorough understanding of these quirks to utilizie them effectively. The typical Gamma Wave follow-ups are:
- Gamma Charge Anti-Air (623X) - Very fast at 5f startup, deals great damage and gives Hulk access to both his Wall Bounce and Ground Bounce follow-ups if he hasn't already used them earlier. Most common and important.
- 5S Launcher - If Hitstun deterioration is still low, lets Hulk get a full relaunch into another knockdown for more Gamma Waves. Even if hitstun is heavily decayed, 5S sjc. 236X or 5S sjc. Snapback via Tiger Knee input can still add some extra damage.
- 5M / 2H - Doesn't work on some characters and requires strict timing. Basically extra damage before canceling into Gamma Charge if it works.
- 5L - If Hitstun has deteriorated so much that no other extension is possible, force opponent to air tech for a reset.
- Snapback - Easiest link at 1f startup.
- Gamma Crush (214XX) - This one may be obvious, but it's worth noting that this placement guarantees that Gamma Wave will never still be active after the first hit of Gamma Crush (as is prone to happen with some characters like Frank).
Video Timestamp of Comboman's Tutorial, talking about Gamma Wave Extensions.
The typical Gamma Wave setup to end most combos is:
(Anything that knocks down in the corner)[4]6L, 623X > H, [4]6L, 623X > M, land, 5H xx 236XX
But other extensions may be tailored to the specific combo and opponent. The Hulk Compendium below is a full resource on different Gamma Wave Extensions for every character in the game:
X-Factor Combos
TBW
Sample Team Combos
Hulk extensions with Magneto, Doom, Shuma, Strange
Hulk hard tag to Arthur ft. Sentinel
Beginner Combos
Core Combos
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.