Back to UMvC3 – Gamma Tornado Madness!

Hulk fighting Thor

Hey everybody, it’s been a long time since I’ve talked about UMvC3, probably because I haven’t played the game in forever, but I picked it up again the other day to smash some things and started working on my Thor/Hulk/She-Hulk team. I freely admit that I’m not great at this game, and opening up people with Hulk can be a huge chore because he has trouble destroying grounded opponents on his lonesome.

He doesn’t have much of a high-low game, he’s lacking in the quick poke department, and it’s rare to find a smart player getting slapped around by st. H. That being said, Hulk does have one tool in his irradiated arsenal that opens up unwary enemies for free: the heartbreakingly under-utilized Gamma Tornado command grab.

It really helps that you can kara the bastard, and it definitely surprises fools who expect yet another st. H and suddenly find themselves wrapped up in Hulk’s grimy mitts. However unless Hulk is packing the right assists, the best he can get is Gamma Tornado into Gamma Tsunami for really blah damage, or maybe Gamma Tornado into Gamma Wave L into Gamma Crush for better damage. But when you’ve got She-Hulk and Thor on your side you can shoot for much much better punishment.

That first example is just the cousins dishing out the pain, while in the second Thor whips out his big hammer to help out and push the damage into character killing range. Maybe what’s more important about these setups, and really the entire Hulk/Thor corner madness, is the reset potential. After the final Gamma Wave into Mighty Spark the opponent is incredibly vulnerable. They are airborne and because Hulk is just waiting there, he can either try to air grab, or depending on which way they tech, he can Gamma Tornado H their asses. See below.

From that distance Hulk can snag the enemy out of the air regardless of how they tech: forward, neutral, or back. Of course invincible air supers, air dashes, and some mashed attacks can mess up the strat, but if they don’t expect it they’re getting yoinked out of the air and killed. Also, you can scare them into blocking by kara-ing st. H. When they see that monster hand coming down to crush them what can they do besides block? Super armor forces them to respect it, and by the time they realized it, they’ve played right into your big green hand. And the best part? If they’re not dead yet, they will be.

There is something that you need to keep in mind however, and that’s the distance that Hulk tosses his unfortunate foes with the Gamma Tornado. The L and M versions chuck them pretty far away, about two Hulk dash hops. This allows you to combo and get them right into the corner. However the AA version doesn’t toss them half as far away, and you barely need one hop to combo off of it. Thus you get less distance on your combos and won’t get the same corner pressure, but hey if you’ve landed a Gamma Tornado reset, like I said, they’re dead regardless.

Go forth my fellow Hulk players, go and smash!

Follow me on Twitter at kingofbreaker for comics, fighting games, and graduate school stuffs!


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