Hercule (DBZ:B3)

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Strategy

So, PP with Hercule is good. It gives you mad frame advantage. You recover quick as hell. Poke with this to build Ki safely so you can fight back. >PP is the same but more range and just a bit slower. Both are safe from dodge+counter. Use PP at close range and >PP at mid-range. If either hits then proceed to juggle with >PP infinite until they TC, if they can't TC then combo into Rolling Hercule Punch before they can TC. If you catch them with >PP or PP while they are very low on Ki then proceed to pull off a bigger combo. Or score knockdowns with <P>P after PP or >PP and taunt.

All other starters suck, expect <P can be used if you are within it's range but outside >P range. Use <P>P- to get into >PP and PP range. But you can also use >P+K. Mainly use PP and >PP only. Build Ki so you can ground TC at first opportunity, if hit, before they juggle you. You can throw if you want to but you don't gain much from it. You can dash buffer a >>K from PP and >PP at the proper distance.

Other Stuff

Utilizing Nullifying Charge Attacks

A sub-strategy such as this could probably be better explained with a different character but whatever... Hercule is that strategist. You think he has a tummy ache but then... wack!... Megaton Punch fool.

Anyway... for this section I will be using Hercule's <P(>P). The second attack in the string charges, nullifies and NNR (no recovery rolling). Keep in mind that this pretty much applies to all nullifying charge attacks, however, more can be said about charge attacks that track side-steppers. Well first of all, your approximately 3 steps away from your opponent, and what do you know? Hercule has a starter with enough range to hit from there... <P. So you throw it out and want to follow it up with a charged (>P) but are not sure on what to do next...

-note- A * indicates that, that option can be followed by another nullifier to start the game over again. (only if you want to)

1. Opponent sits there blocking
-- Hit them
-- Cancel into throw
-- Cancel into poke
-- Cancel into a string
-- Buffer a back dash

2. Opponent pokes
-- Let attack fly once you see them attack
-- Cancel into block*
-- Buffer a back dash
-- Cancel into side-step*

3. Opponent attacks with a string
-- Let attack fly once you see them attack
-- Cancel into block
-- Buffer a back dash
-- Cancel into side-step*
-- Cancel into dodge-side-step*
-- Cancel into dodge-counter attack*

4. Opponent attempts a throw
-- Let attack fly once you see them attack
-- Break throw
-- Cancel into poke
-- Cancel into string
-- Buffer a back dash

5. Opponent fires ki blast
-- Let attack fly (auto-deflects)
-- Cancel into block*
-- Cancel into deflect*
-- Cancel into side-step*

6. Opponent back dashes
-- Cancel into ki blast
-- Buffer a dash
-- Buffer a dashing attack

7. Opponent uses a nullifying attack
-- Let attack fly (activates burst zone)
-- Cancel into one of the opponents options (1-10)

8. Opponent side-steps
-- Cancel into throw
-- Cancel into poke
-- Cancel into string
-- Cancel into nullifier
-- Buffer a back dash

9. Opponent transforms
-- Hope that they can't take full advantage of their guard break options.

10. Opponent fires deathmove
-- Cancel into poke
-- Cancel into string
-- Cancel into side-step*
-- Buffer a back dash (only vs. certain deathmoves)

Of course some options are better than others. If you have the upper hand then condition your opponent to make them do what you want them to. From there you will know which options will work best. Or study you opponent, learn and know what they are most likely to do and counter that.
Other Stuff: Omega Shenron can use his guard break, >K+G, in scenario 1. Some characters can buffer a dashing attack in scenarios 1-3 from a certain distance. Some character's have a nullifier that tracks side-steppers, they can let their attack fly in scenario 8. Cooler and Raditz are not likely to use a throw in any scenario.

Combos

K+G*, <KK~, >K*, K<K-, >PPPPP*, PPPPE [Rolling Hercule Punch] 1224 dmg. 1.4 ki gain

K+G*, <KK~, >K*, K<K-, >PP*, >PP^, >PP^, >PP^, >PP^, PPPPE [Rolling Hercule Punch] 1283 dmg. 1.6 ki gain

K+G*, <KK~, >PPPPP*, >K*, PP*, K<K-, <P+K^, KPE [Dynamite Kick] 1238 dmg. 1.6 ki gain

K<K~, >PPPPP*, >K*, PP*, PP^, PP^, PPPPE [Rolling Hercule Punch] 1167 dmg. 1.4 ki gain

>PPPPP*, >PP^, >PP^, >PP^, >PP^, >PP^, >PP^, >PP^, >PP^, >PP^, >PP^, PPPPE [Rolling Hercule Punch] 1036 dmg. 1.9 ki gain

>PP*, K<K~, <P<K^, >PP^, >PP^, >PP^, >PP^, PPPPE [Rolling Hercule Punch] 1154 dmg. 1.3 ki gain

PP*, K<K~, >PPPPP*, >KPPPE [Rolling Hercule Punch] 1088 dmg. 1.1 ki gain

<KK~, >PPPPP*, >K*, PP*, KKKE [Dynamite Kick] 1066 dmg. 1.2 ki gain

K+G* <KK~ K<K- PPPPE [Rolling Hercule Punch] 980

K+G* <KK~ K<K- PP* >PPPPP* >K* PP^ PP^ PPPPE [Rolling Hercule Punch] 1318