User:Dazed/testing: Difference between revisions

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{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=[[File:Hulk H.png|380px]]
|photo=[[File:Hulk H.png|380px]]
|name=Standing {{#motion: h}}
|command=H
|damage=120,000
|guard=-
|startup=15
|active=4
|recovery=37
|hit=<nowiki>-</nowiki>
|block=<nowiki>-15</nowiki>
|properties=groundbounce hardknockdown armored
|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!
}}
{{UMvC3MoveListRow2.0
|photo=[[File:480Hulk H.png]]
|name=Standing {{#motion: h}}
|name=Standing {{#motion: h}}
|command=H
|command=H
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|}
|}


{{UMvC3MoveListRow2.0
|photo=[[File:480Hulk H.png]]
|name=Standing {{#motion: h}}
|command=H
|damage=120,000
|guard=-
|startup=15
|active=4
|recovery=37
|hit=<nowiki>-</nowiki>
|block=<nowiki>-15</nowiki>
|properties=groundbounce hardknockdown armored
|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!
}}
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Revision as of 15:13, 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 or H 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 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.
Standing {{#motion: h}}
H
Damage Guard Startup Active Recovery On Hit On Block Properties
File:480Hulk 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!
}}

Assist Types (Modified Template)

Name
Screen
Type
Damage
Special Properties
Crossover-Combination
Strategy
Alpha.png Gamma Wave
{{#motion: shot front }}
{{#motion: 40,000 X 3
(108,300) }}
proj otg
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
Beta.png direct upward
{{#motion: 40,000 X 4
(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
Gamma.png 40,000 X 4
(137,400)
{{#motion: strk }}
{{#motion: Gamma Crush }}
Armor during frames 27-36. This is just Gamma Charge with slow armor. Gamma Crush in a THC ends rather fast if Hulk is not the point character (due to assist attacks not creating hitstop).
{{#motion: {{{19}}} }}
{{{20}}}
{{{21}}}


Assists (Tables)

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
{{#motion: H }} File:Hulk H.png An infamous normal in UMvC3, standing H.png 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 empty canceling (or "Kara") 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.png also serves as an option select for Hulk's ground throws, making Hulk one of the most dangerous start of round characters! File:Hulk Hhitbox.gif Large area of effect. - -\-
Name Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2
Alpha.gif [Charge]{{#motion: f + M }} OTG. Soft knockdown. Each projectile = 5 low priority durability points. Gamma Wave as an assist retains it's soft knockdown and durability properties, making it somewhat suitable for combo extension. It pales as a horizontal assist compared to beams though. This assist allows Hulk to use Gamma Tsunami during a THC (G.Tsunami recovers the fastest and yields the most corner-carry).
Beta.gif {{#motion: dp + M }} Armor (1 hit) during frames 23-32. Gamma Charge (AA) as an assist has armor in the right enough active frames that it can be used as a "get off me" move. It sends the other character high, limiting conversion to mostly characters with aerial groundbounces. This assist makes Hulk use Gamma Quake in a THC.
Gamma.gif {{#motion: qcf + M }} Armor (1 hit) during frames 27-36. This assist is just Gamma Charge (horizontal) with slow armor. Gamma Crush becomes Hulk's THC.

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gamma Wave
shot front
40,000 X 3
(108,300)
proj otg
softknockdown
Gamma Tsunami
Beta2.png Gamma Charge
direct front
40,000 X 4
(137,400)
strk
Gamma Crush
Gamma2.png Anti-Air Gamme Charge
direct upward
40,000 X 4
(137,400)
strk
Gamma Quake

Normal Moves

Name
Command
Damage
Notes (glossary)
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
Crouching Heavy
d + h
100,000
strk
Special
s
40,000 + 90,000
(121,000)
strk on first hit
launch on second hit;
nocancel
Impact Punch
f + m
115,000
strk
Impact Punch (charged)
f + m (hold M )
140,000
Forcedwallbounce.png
softknockdown
armored
chipdamage
Jumping Light
air l
60,000
high
Jumping Medium
air m
90,000
high
Jumping Heavy
air h
110,000
high
stagger
Jumping Special
air s
130,000
high
groundbounce
aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
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

Name
Command
Damage
Notes (glossary)
Gamma Charge L
qcf + l
50,000 X 3
(135,400)
strk
armored
Gamma Charge M
qcf + m
50,000 X 4
(171,800)
strk
armored
Gamma Charge H
qcf + h
50,000 X 5
(204,600)
strk
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
Anti-Air Gamma Charge L
dp + l
50,000 X 3
(135,400)
strk
Anti-Air Gamma Charge M
dp + m
50,000 X 4
(171,800)
strk
Anti-Air Gamma Charge H
dp + h
50,000 X 5
(204,600)
strk
Anti-Air Gamma Charge 2nd L
Anti-Air Gamma Charge, then l
70,000
strk ,
Charges uf
Anti-Air Gamma Charge 2nd M
Anti-Air Gamma Charge, then m
70,000
wallbounce softknockdown ,
charges f
Anti-Air Gamma Charge 2nd H
Anti-Air Gamma Charge, then h
70,000
groundbounce softknockdown
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.
Gamma Wave l
charge b , f + l
40,000 X 2
(76,000)
proj otg
softknockdown
Gamma Wave m
charge b , f + m
40,000 X 3
(108,300)
proj otg
softknockdown
Gamma Wave h
charge b , f + h
40,000 X 4
(137,400)
proj otg
softknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Gamma Tsunami
qcf + atk + atk
80,000 X 4
(275,000)
proj otg
softknockdown
Gamma Quake
dp + atk + atk
35,000 X X 11
(301,400)
proj otg
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
Gamma Crush
qcb + atk + atk
60,000 X 8
(403,700)
hardknockdown