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|notes= An infamous normal in UMvC3, standing H not only has a huge hitbox that can potentially smash foes behind Hulk (when hurtboxes permit), but it's groundbounce/hardknockdown properties gives Hulk ample time to confirm an action afterwards, sometimes even on trades! As it's armor doesn't start until frame 6, the move isn't necessarily going to save Hulk in every situation. As it moves Hulk forward slightly, standing H.png is worth Kara canceling into other moves. For instance, Kara-H.png into G.Tornado will effectively increase it's range and fool foes who were expecting to block (this works especially well when you condition foes to block by bullying them with Hulk's armor and low). Standing H can also option select into ground throws, making Hulk one of the most dangerous start of round characters! | |notes= An infamous normal in UMvC3, standing H not only has a huge hitbox that can potentially smash foes behind Hulk (when hurtboxes permit), but it's groundbounce/hardknockdown properties gives Hulk ample time to confirm an action afterwards, sometimes even on trades! As it's armor doesn't start until frame 6, the move isn't necessarily going to save Hulk in every situation. As it moves Hulk forward slightly, standing H.png is worth Kara canceling into other moves. For instance, Kara-H.png into G.Tornado will effectively increase it's range and fool foes who were expecting to block (this works especially well when you condition foes to block by bullying them with Hulk's armor and low). Standing H can also option select into ground throws, making Hulk one of the most dangerous start of round characters! | ||
}} | }} | ||
{|class="wikitable" style="width:1100px;" | |||
|- style="font-weight: bold;" | |||
|style="width:200px; font-size:115%;" align="center"| <b>Gamma Wave</b><br><small>{{#motion: [Charge] f + atk }}</small> | |||
|style="width:50px;"| Version | |||
|style="width:150px;"| Damage | |||
|style="width:100px;"| Guard | |||
|style="width:70px;"| Startup | |||
|style="width:70px;"| Active | |||
|style="width:70px;"| Recovery | |||
|style="width:70px;"| On Hit | |||
|style="width:70px;"| On Block | |||
|style="width:150px;"| Properties | |||
|- | |||
|align="center" rowspan="7"| [[File:Hulk_bChargefL.png|230px]][[File:Hulk_bChargefMH.png|230px]][[File:Hulk_bChargefMH.png|230px]] | |||
| {{#motion: l }} | |||
| 40,000x2 (76,000) | |||
| {{#motion: - }} | |||
| 19 | |||
| 23 | |||
| 34 | |||
| - | |||
| -1 | |||
| {{#motion: Proj Otg softknockdown }} | |||
|- | |||
|colspan="9"| Of the three strengths of Gamma Wave, L is arguably the most useful overall. It's quicker startup affords Hulk much more time than M.pngorH.png to position himself properly before attempting G.Charge(AA) extension. Also this Gamma Wave is only -1f on block, making it one of Hulk's safest options. Try to make it a habit of buffering this move during the blockstrings you wish to end safely. | |||
|- | |||
| {{#motion: m }} | |||
| 40,000x3 (108,300) | |||
| {{#motion: - }} | |||
| 23 | |||
| 28 | |||
| 36 | |||
| - | |||
| -5 | |||
| {{#motion: Proj Otg softknockdown }} | |||
|- | |||
|colspan="9"| The M strength of Gamma Wave covers a moderate amount of distance, but without as much commitment as the H strength. Because of the larger coverage, this and the H.png strength of Gamma Wave can be looped indefinitely on assist characters that are caught (naturally you would avoid being reckless with this as the foe can still get up and rush Hulk). | |||
|- | |||
| {{#motion: h }} | |||
| 40,000x4 (137,400) | |||
| {{#motion: - }} | |||
| 27 | |||
| 32 | |||
| 36 | |||
| - | |||
| -6 | |||
| {{#motion: Proj Otg softknockdown }} | |||
|- | |||
|colspan="9"| This strength of Gamma Wave will go almost full screen and as with the others, it's durability matches or bypasses some projectiles quite nicely when they are out on the same time. Unfortunately that usually won't be the case due to it's slow startup and the projectile's somewhat slow speed (compared to beams). This move's large amount of frames also makes it into a too-risky commitment the foe could easily blow up on a read. Use H Gamma Wave judiciously and with coverage. | |||
|} | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" |
Revision as of 11:53, 5 January 2015
Standing {{#motion: h}} H |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
File:Hulk H.png | 120,000 | - | 15 | 4 | 37 | - | -15 | groundbounce hardknockdown armored |
An infamous normal in UMvC3, standing H not only has a huge hitbox that can potentially smash foes behind Hulk (when hurtboxes permit), but it's groundbounce/hardknockdown properties gives Hulk ample time to confirm an action afterwards, sometimes even on trades! As it's armor doesn't start until frame 6, the move isn't necessarily going to save Hulk in every situation. As it moves Hulk forward slightly, standing H.png is worth Kara canceling into other moves. For instance, Kara-H.png into G.Tornado will effectively increase it's range and fool foes who were expecting to block (this works especially well when you condition foes to block by bullying them with Hulk's armor and low). Standing H can also option select into ground throws, making Hulk one of the most dangerous start of round characters! |
Gamma Wave {{#motion: [Charge] f + atk }} |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
File:Hulk bChargefL.pngFile:Hulk bChargefMH.pngFile:Hulk bChargefMH.png | {{#motion: l }} | 40,000x2 (76,000) | {{#motion: - }} | 19 | 23 | 34 | - | -1 | {{#motion: Proj Otg softknockdown }} |
Of the three strengths of Gamma Wave, L is arguably the most useful overall. It's quicker startup affords Hulk much more time than M.pngorH.png to position himself properly before attempting G.Charge(AA) extension. Also this Gamma Wave is only -1f on block, making it one of Hulk's safest options. Try to make it a habit of buffering this move during the blockstrings you wish to end safely. | |||||||||
{{#motion: m }} | 40,000x3 (108,300) | {{#motion: - }} | 23 | 28 | 36 | - | -5 | {{#motion: Proj Otg softknockdown }} | |
The M strength of Gamma Wave covers a moderate amount of distance, but without as much commitment as the H strength. Because of the larger coverage, this and the H.png strength of Gamma Wave can be looped indefinitely on assist characters that are caught (naturally you would avoid being reckless with this as the foe can still get up and rush Hulk). | |||||||||
{{#motion: h }} | 40,000x4 (137,400) | {{#motion: - }} | 27 | 32 | 36 | - | -6 | {{#motion: Proj Otg softknockdown }} | |
This strength of Gamma Wave will go almost full screen and as with the others, it's durability matches or bypasses some projectiles quite nicely when they are out on the same time. Unfortunately that usually won't be the case due to it's slow startup and the projectile's somewhat slow speed (compared to beams). This move's large amount of frames also makes it into a too-risky commitment the foe could easily blow up on a read. Use H Gamma Wave judiciously and with coverage. |
Assist Types (Modified Template)
Name
Screen
Type
Damage
Special Properties
Crossover-Combination
Strategy
{{#motion: shot front }}
{{#motion: 40,000 X 3
(108,300) }}
(108,300) }}
proj otg
softknockdown
softknockdown
{{#motion: Gamma Tsunami }}
While somewhat suitable for combo extension, G.Wave pales as a horizontal assist compared to beams due to long startup. G.Tsunami as a THC recovers fastest and yields the most corner-carry.
Anti-Air Gamme Charge
{{#motion: 40,000 X 4
(137,400) }}
(137,400) }}
{{#motion: strk }}
Gamma Quake
{{#motion: Armor during frames 23-32. G.Charge(AA) as an assist has armor early enough that it can be used as a "get off me" move. It sends the foe high, limiting conversion mostly to characters with aerial groundbounce attacks. }}
Gamma Charge
direct front
Assists (Tables)
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: H }} | File:Hulk H.png | An infamous normal in UMvC3, standing ![]() ![]() ![]() ![]() |
File:Hulk Hhitbox.gif | Large area of effect. | - | -\- |
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light
l
85,000
Crouching Light
d + l
58,000
low
Standing Medium
m
90,000
strk armored
Crouching Medium
d + m
85,000
Standing Heavy
h
120,000
groundbounce
hardknockdown
armored
hardknockdown
armored
Crouching Heavy
d + h
100,000
strk
Special
s
40,000 + 90,000
(121,000)
(121,000)
strk on first hit
launch on second hit;
nocancel
launch on second hit;
nocancel
Impact Punch
f + m
115,000
strk
Jumping Light
air l
60,000
high
Jumping Medium
air m
90,000
high
Jumping Heavy
air h
110,000
high
stagger
stagger
Jumping Special
air s
130,000
high
groundbounce
aircombofinisher
groundbounce
aircombofinisher
Throws
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown
Special Moves
Gamma Charge L
qcf + l
50,000 X 3
(135,400)
(135,400)
strk
armored
armored
Gamma Charge M
qcf + m
50,000 X 4
(171,800)
(171,800)
strk
armored
armored
Gamma Charge H
qcf + h
50,000 X 5
(204,600)
(204,600)
strk
armored
armored
Gamma Charge 2nd
Gamma Charge, then atk
70,000
strk
armored
Button pressed determines direction:
L goes f
M goes u
H goes b
armored
Button pressed determines direction:
L goes f
M goes u
H goes b
Anti-Air Gamma Charge L
dp + l
50,000 X 3
(135,400)
(135,400)
strk
Anti-Air Gamma Charge M
dp + m
50,000 X 4
(171,800)
(171,800)
strk
Anti-Air Gamma Charge H
dp + h
50,000 X 5
(204,600)
(204,600)
strk
Anti-Air Gamma Charge 2nd L
Anti-Air Gamma Charge, then l
70,000
strk ,
Charges uf
Charges uf
Anti-Air Gamma Charge 2nd M
Anti-Air Gamma Charge, then m
70,000
wallbounce softknockdown ,
charges f
charges f
Anti-Air Gamma Charge 2nd H
Anti-Air Gamma Charge, then h
70,000
groundbounce softknockdown
Charges df
Charges df
Gamma Tornado
hcb + atk
92,000 (2 hits) ~ 200,000 (11 hits)
throw hardknockdown
mashable
L and M are ground throw,
H is anti-air throw.
mashable
L and M are ground throw,
H is anti-air throw.
Gamma Wave l
charge b , f + l
40,000 X 2
(76,000)
(76,000)
proj otg
softknockdown
softknockdown
Gamma Wave m
charge b , f + m
40,000 X 3
(108,300)
(108,300)
proj otg
softknockdown
softknockdown
Gamma Wave h
charge b , f + h
40,000 X 4
(137,400)
(137,400)
proj otg
softknockdown
softknockdown
Hyper Moves
Gamma Tsunami
qcf + atk + atk
80,000 X 4
(275,000)
(275,000)
proj otg
softknockdown
softknockdown
Gamma Quake
dp + atk + atk
35,000 X X 11
(301,400)
(301,400)
proj otg
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
Gamma Crush
qcb + atk + atk
60,000 X 8
(403,700)
(403,700)
hardknockdown