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| {{UMvC3MoveListRow2.0
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| |photo=[[File:Hulk H.png|380px]]
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| |name=Standing {{#motion: h}}
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| |command=H
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| |damage=120,000
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| |guard=-
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| |startup=15
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| |active=4
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| |recovery=37
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| |hit=<nowiki>-</nowiki>
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| |block=<nowiki>-15</nowiki>
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| |properties=groundbounce hardknockdown armored
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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!
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| }}
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| {|class="wikitable" style="width:1100px;"
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| |- style="font-weight: bold;"
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| |style="width:200px; font-size:115%;" align="center"| <b>Gamma Wave</b><br><small>{{#motion: [Charge] f + atk }}</small>
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| |style="width:50px;"| Version
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| |style="width:150px;"| Damage
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| |style="width:100px;"| Guard
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| |style="width:70px;"| Startup
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| |style="width:70px;"| Active
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| |style="width:70px;"| Recovery
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| |style="width:70px;"| On Hit
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| |style="width:70px;"| On Block
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| |style="width:150px;"| Properties
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| |-
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| |align="center" rowspan="7"| [[File:Hulk_bChargefL.png|230px]][[File:Hulk_bChargefMH.png|230px]][[File:Hulk_bChargefMH.png|230px]]
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| | {{#motion: l }}
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| | 40,000x2 (76,000)
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| | {{#motion: - }}
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| | 19
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| | 23
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| | 34
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| | -
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| | -1
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| | {{#motion: Proj Otg softknockdown }}
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| |-
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| |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.
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| |-
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| | {{#motion: m }}
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| | 40,000x3 (108,300)
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| | {{#motion: - }}
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| | 23
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| | 28
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| | 36
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| | -
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| | -5
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| | {{#motion: Proj Otg softknockdown }}
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| |-
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| |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).
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| |-
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| | {{#motion: h }}
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| | 40,000x4 (137,400)
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| | {{#motion: - }}
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| | 27
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| | 32
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| | 36
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| | -
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| | -6
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| | {{#motion: Proj Otg softknockdown }}
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| |-
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| |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.
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| |}
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| {| class="wikitable" style="text-align: center;"
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| |-
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| ! Command
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| ! Screen
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| ! Strategy/Notes
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| ! Demo1
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| ! Demo1 Caption
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| ! Demo2
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| ! Demo2 Caption
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| |-
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| | {{#motion: H }}
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| | [[File:Hulk H.png]]
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| |style="vertical-align:top;" align="left"| An infamous normal in UMvC3, standing [[File: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 [[File:H.png]] is worth empty canceling (or "Kara") into other moves. For instance, Kara-[[File: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 [[File:H.png]] also serves as an option select for Hulk's ground throws, making Hulk one of the most dangerous start of round characters!
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| | [[File:Hulk Hhitbox.gif]]
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| | ''Large area of effect.''
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| | -
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| | -\-
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| |-
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| }}
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| === Assist Types (Modified Template) ===
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| {{UMvC3CharacterAssistsV2 | | {{UMvC3CharacterAssistsV2 |
| | Gamma Wave | shot front| 40,000 X 3 <br> (108,300) | proj otg <br> softknockdown | 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 | direct upward | 40,000 X 4 <br> (137,400) | strk | Gamma Quake | | | Gamma Wave | [[File:200Hulk_Alpha.png]] | shot front| 40,000 X 3 <br> (108,300) | proj otg <br> softknockdown | 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 | [[File:200Hulk_Beta.png]] | direct upward | 40,000 X 4 <br> (137,400) | strk | Gamma Quake |
| | 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 | 40,000 X 4 <br> (137,400) | strk | 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). | | | 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 | [[File:200Hulk_Gamma.png]] | direct front | 40,000 X 4 <br> (137,400) | strk | 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). |
| }} | | }} |
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| ===Assists (Tables)===
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| {| class="wikitable" style="text-align: center;"
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| |-
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| ! Name
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| ! Command
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| ! Screen
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| ! Strategy/Notes
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| ! Demo1
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| ! Demo1 Caption
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| ! Demo2
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| |-
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| | [[File:Alpha.gif]]
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| | [Charge]{{#motion: f + M }}
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| | style="vertical-align:top;" align="left"| 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).
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| |-
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| | [[File:Beta.gif]]
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| | {{#motion: dp + M }}
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| | style="vertical-align:top;" align="left"| 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.
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| |-
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| | [[File:Gamma.gif]]
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| | {{#motion: qcf + M }}
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| | style="vertical-align:top;" align="left"| Armor (1 hit) during frames 27-36. This assist is just Gamma Charge (horizontal) with slow armor. Gamma Crush becomes Hulk's THC.
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| |}
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| === Assist Types ===
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| {{UMvC3CharacterAssists | | {{UMvC3CharacterAssists |
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| | Gamma Charge | direct front | 40,000 X 4 <br> (137,400) | strk | Gamma Crush | | | Gamma Charge | direct front | 40,000 X 4 <br> (137,400) | strk | Gamma Crush |
| }} | | }} |
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| === Normal Moves ===
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| {{UMvC3MoveListHeader}}
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| {{MoveListRow | Standing Light | l | 85,000 | }}
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| {{MoveListRow | Crouching Light | d + l | 58,000 | low }}
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| {{MoveListRow | Standing Medium | m | 90,000 | strk armored }}
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| {{MoveListRow | Crouching Medium | d + m | 85,000 | }}
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| {{MoveListRow | Standing Heavy | h | 120,000 | groundbounce <br> hardknockdown <br> armored}}
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| {{MoveListRow | Crouching Heavy | d + h | 100,000 | strk }}
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| {{MoveListRow | Special | s | 40,000 + 90,000 <br> (121,000) | strk on first hit <br> launch on second hit; <br> nocancel }}
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| {{MoveListRow | Impact Punch | f + m | 115,000 | strk }}
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| {{MoveListRow | Impact Punch (charged) | f + m (hold M ) | 140,000 | [[File:forcedwallbounce.png]] <br> softknockdown <br> armored <br> chipdamage }}
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| {{MoveListRow | Jumping Light | air l | 60,000 | high }}
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| {{MoveListRow | Jumping Medium | air m | 90,000 | high }}
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| {{MoveListRow | Jumping Heavy | air h | 110,000 | high <br> stagger }}
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| {{MoveListRow | Jumping Special | air s | 130,000 | high <br> groundbounce <br> aircombofinisher }}
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| {{MoveListFooter}}
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| === Throws ===
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| {{UMvC3MoveListHeader}}
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| {{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
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| {{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
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| {{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
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| {{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
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| {{MoveListFooter}}
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| === Special Moves ===
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| {{UMvC3MoveListHeader}}
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| {{MoveListRow | Gamma Charge L | qcf + l | 50,000 X 3 <br> (135,400) | strk <br> armored }}
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| {{MoveListRow | Gamma Charge M | qcf + m | 50,000 X 4 <br> (171,800) | strk <br> armored }}
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| {{MoveListRow | Gamma Charge H | qcf + h | 50,000 X 5 <br> (204,600) | strk <br> armored }}
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| {{MoveListRow | Gamma Charge 2nd | Gamma Charge, then atk | 70,000 | strk <br> armored <br> Button pressed determines direction: <br> L goes f <br> M goes u <br> H goes b }}
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| {{MoveListRow | Anti-Air Gamma Charge L | dp + l | 50,000 X 3 <br> (135,400) | strk }}
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| {{MoveListRow | Anti-Air Gamma Charge M | dp + m | 50,000 X 4 <br> (171,800) | strk }}
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| {{MoveListRow | Anti-Air Gamma Charge H | dp + h | 50,000 X 5 <br> (204,600) | strk }}
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| {{MoveListRow | Anti-Air Gamma Charge 2nd L | Anti-Air Gamma Charge, then l | 70,000 | strk , <br> Charges uf }}
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| {{MoveListRow | Anti-Air Gamma Charge 2nd M | Anti-Air Gamma Charge, then m | 70,000 | wallbounce softknockdown , <br> charges f }}
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| {{MoveListRow | Anti-Air Gamma Charge 2nd H | Anti-Air Gamma Charge, then h | 70,000 | groundbounce softknockdown <br> Charges df }}
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| {{MoveListRow | Gamma Tornado | hcb + atk | 92,000 (2 hits) ~ 200,000 (11 hits) | throw hardknockdown <br> mashable <br> L and M are ground throw, <br> H is anti-air throw.}}
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| {{MoveListRow | Gamma Wave l | charge b , f + l | 40,000 X 2 <br> (76,000) | proj otg <br> softknockdown }}
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| {{MoveListRow | Gamma Wave m | charge b , f + m | 40,000 X 3 <br> (108,300) | proj otg <br> softknockdown }}
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| {{MoveListRow | Gamma Wave h | charge b , f + h | 40,000 X 4 <br> (137,400) | proj otg <br> softknockdown }}
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| {{MoveListFooter}}
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| ===Hyper Moves===
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| {{UMvC3MoveListHeader}}
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| {{MoveListRow | Gamma Tsunami | qcf + atk + atk | 80,000 X 4 <br> (275,000) | proj otg <br> softknockdown }}
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| {{MoveListRow | Gamma Quake | dp + atk + atk | 35,000 X X 11 <br> (301,400) | proj otg <br> hardknockdown on hits 1 - 10 ; <br> softknockdown on final hit }}
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| {{MoveListRow | Gamma Crush | qcb + atk + atk | 60,000 X 8 <br> (403,700) | hardknockdown }}
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| {{MoveListFooter}}
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