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[[File:Mvci_logo.png|link=MvCI]] | [[File:Mvci_logo.png|link=MvCI]] | ||
{| | {{MVC2 Character Intro|char=MVCI_Hulk|full=Hulk|short=HK|content= | ||
| | {{2 Column Flex|flex1=6|flex2=4 | ||
| | |content1= | ||
== Story == | |||
The Hulk is the radiated alter-ego of military scientist Dr. Bruce Banner. Banner was developing nuclear weapons under supervision of the United States army, when a teenager was nearly caught in the blast during an experimental test detonation; Banner jumped in the way and pushed him to safety, but received a high dose of radiation as a result. Banner seems unharmed at first, but later finds that when his repressed feelings of rage and fear reach a high pitch, he transforms into a tall, muscular, wild man dubbed "the Hulk." Though many superheroes have super strength as part of their repetoire, few exemplify this to the degree of Hulk. Beyond the obvious destructive powers of his incredible strength, he's been shown to be capable of other feats, such as using the power of his legs to leap tremendous distances, a new technique he makes use of in a fighting game for the first time here in ''Marvel vs. Capcom Infinite''. | |||
== | == Gameplay == | ||
WIP | |||
{{ | |content2= | ||
{{Content Box|content= | |||
<center><youtube>TMtfCOroYWw</youtube></center> | |||
}} | |||
}} | |||
== | {{ProConTable | ||
|pros= | |||
*{{Clr|4|'''WIP:'''}} WIP | |||
|cons= | |||
*{{Clr|3|'''WIP:'''}} WIP. | |||
}} | |||
}} | |||
=== Players to Watch === | === Players to Watch === | ||
Line 20: | Line 32: | ||
=== Unique Trait === | === Unique Trait === | ||
'''Avalanche Leap''': A new tool for Hulk is a unique wall jump that can act | {{Clr|6|'''Avalanche Leap'''}}: A new tool for Hulk is a unique wall jump that can act almost like a sort of air dash. Using this, Hulk can quickly vault himself across the screen to get close to the opponent and keep them in check with his hard hitting attacks as he never has before. | ||
=== Normals === | === Normals === | ||
Line 30: | Line 42: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=2 | ||
|recovery= | |recovery=34 | ||
|hit= | |hit=-18 | ||
|block= | |block=-20 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 44: | Line 56: | ||
|guard=Mid | |guard=Mid | ||
|properties=Light Armor (during active) | |properties=Light Armor (during active) | ||
|startup= | |startup=16 | ||
|active= | |active=2 | ||
|recovery= | |recovery=50 | ||
|hit= | |hit=+67 | ||
|block= | |block=-31 | ||
|notes= | |notes=Unlike most normals, this one cannot chain into any other normals, it can only be cancelled into specials and hypers. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 58: | Line 70: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=15 | ||
|active= | |active=8 | ||
|recovery= | |recovery=16 | ||
|hit= | |hit=0 | ||
|block= | |block=-4 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 72: | Line 84: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=19 | ||
|active= | |active=9 | ||
|recovery= | |recovery=33 | ||
|hit= | |hit=-18 | ||
|block= | |block=-22 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 86: | Line 98: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=2 | ||
|recovery= | |recovery=30 | ||
|hit= | |hit=-13 | ||
|block= | |block=-15 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 100: | Line 112: | ||
|guard=Mid | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup=11 | ||
|active= | |active=4 | ||
|recovery= | |recovery=39 | ||
|hit= | |hit=+9 | ||
|block= | |block=-21 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 114: | Line 126: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active=4 | ||
|recovery= | |recovery=27 | ||
|hit= | |hit=-13 | ||
|block= | |block=-16 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 128: | Line 140: | ||
|guard=Low | |guard=Low | ||
|properties=Hard Knockdown | |properties=Hard Knockdown | ||
|startup= | |startup=12 | ||
|active= | |active=10 | ||
|recovery= | |recovery=26 | ||
|hit= | |hit=+42 | ||
|block= | |block=-17 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 142: | Line 154: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=12 | ||
|recovery= | |recovery=4 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 156: | Line 168: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=15 | ||
|active= | |active=6 | ||
|recovery= | |recovery=23 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 170: | Line 182: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=8 | ||
|recovery= | |recovery=14 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 184: | Line 196: | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown | |properties=Groundbounce Hardknockdown | ||
|startup= | |startup=16 | ||
|active= | |active=5 | ||
|recovery= | |recovery=29 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 198: | Line 210: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=24 | ||
|hit= | |hit= | ||
|block= | |block= | ||
Line 226: | Line 238: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=15 | ||
|active= | |active=5 | ||
|recovery= | |recovery=31 | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
Line 285: | Line 297: | ||
|ldamage=300x3 (870) | |ldamage=300x3 (870) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=15 | ||
|lactive= | |lactive=8 | ||
|lrecovery= | |lrecovery=16 | ||
|lhit= | |lhit=+3 | ||
|lblock= | |lblock=-1 | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=300x5 (1410) | |hdamage=300x5 (1410) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=31 | ||
|hactive= | |hactive=35 | ||
|hrecovery= | |hrecovery=0 | ||
|hhit= | |hhit=+1 | ||
|hblock= | |hblock=-3 | ||
|hproperties= | |hproperties=Projectile | ||
|notes= | |notes=Hulk lifts the ground, causing an advancing shockwave to ripple through the ground that raises the earth up along it. Pulls an opponent along the hits as it progresses. Doesn't knock down like in past games, likely the price Hulk's paying for it being a motion move instead of a charge move now. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
Line 307: | Line 319: | ||
|ldamage=1500 | |ldamage=1500 | ||
|lguard=Throw | |lguard=Throw | ||
|lstartup= | |lstartup=16 | ||
|lactive= | |lactive=2 | ||
|lrecovery= | |lrecovery=25 | ||
|lhit= | |lhit=+39 | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties=Hard Knockdown | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Throw | |hguard=Throw | ||
|hstartup= | |hstartup=18 | ||
|hactive= | |hactive=2 | ||
|hrecovery= | |hrecovery=25 | ||
|hhit= | |hhit=+74 | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties=Hard Knockdown | ||
|notes=- | |notes=Hulk's command grab. LP version throws the opponent behind Hulk; if Hulk's back isn't to the corner when he does this, he'll charge in from off-screen, eating up all the time you could've used to combo. If your back IS to the corner though, you can get a full combo. The HP version leaves the opponent airborne right behind you, allowing a combo from any screen position. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 329: | Line 341: | ||
|ldamage=1200 | |ldamage=1200 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=12 | ||
|lactive= | |lactive=16 | ||
|lrecovery= | |lrecovery=21 | ||
|lhit= | |lhit=+18 | ||
|lblock= | |lblock=-17 | ||
|lproperties= | |lproperties=Light Armor | ||
|hdamage=1400 | |hdamage=1400 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=19 | ||
|hactive= | |hactive=21 | ||
|hrecovery= | |hrecovery=42 | ||
|hhit= | |hhit=+64 | ||
|hblock= | |hblock=-40 | ||
|hproperties= | |hproperties=Light Armor | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 351: | Line 363: | ||
|ldamage=1200 | |ldamage=1200 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=9 | ||
|lactive= | |lactive=12 | ||
|lrecovery= | |lrecovery=14 | ||
|lhit= | |lhit=+29 | ||
|lblock= | |lblock=-6 | ||
|lproperties= | |lproperties= | ||
|hdamage=1400 | |hdamage=1400 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=9 | ||
|hactive= | |hactive=12 | ||
|hrecovery= | |hrecovery=14 | ||
|hhit= | |hhit=+39 | ||
|hblock= | |hblock=-6 | ||
|hproperties= | |hproperties= | ||
|notes=- | |notes=- | ||
Line 376: | Line 388: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=24 | ||
|active= | |active=60 | ||
|recovery= | |recovery=17 | ||
|hit= | |hit=+1 | ||
|block= | |block=-5 | ||
|notes=Does more damage the further you are from the corner (and therefore the longer it can spend carrying the opponent). | |notes=Does more damage the further you are from the corner (and therefore the longer it can spend carrying the opponent). | ||
}} | }} | ||
Line 390: | Line 402: | ||
|guard=Mid | |guard=Mid | ||
|properties=Light Armor (during active) | |properties=Light Armor (during active) | ||
|startup= | |startup=18 | ||
|active= | |active=79 | ||
|recovery= | |recovery=80 | ||
|hit= | |hit=+36 | ||
|block= | |block=-62 | ||
|notes=Not invulnerable during startup. | |notes=Not invulnerable during startup. | ||
}} | }} | ||
Line 404: | Line 416: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active=19(10)19(30)19 | ||
|recovery= | |recovery=72 | ||
|hit= | |hit=+51 | ||
|block= | |block=-54 | ||
|notes=One of the few non-cinematic Level 3 Hypers, and one of the most damaging in the game. | |notes=One of the few non-cinematic Level 3 Hypers, and one of the most damaging in the game. | ||
}} | }} |
Latest revision as of 20:01, 18 September 2024
Story
The Hulk is the radiated alter-ego of military scientist Dr. Bruce Banner. Banner was developing nuclear weapons under supervision of the United States army, when a teenager was nearly caught in the blast during an experimental test detonation; Banner jumped in the way and pushed him to safety, but received a high dose of radiation as a result. Banner seems unharmed at first, but later finds that when his repressed feelings of rage and fear reach a high pitch, he transforms into a tall, muscular, wild man dubbed "the Hulk." Though many superheroes have super strength as part of their repetoire, few exemplify this to the degree of Hulk. Beyond the obvious destructive powers of his incredible strength, he's been shown to be capable of other feats, such as using the power of his legs to leap tremendous distances, a new technique he makes use of in a fighting game for the first time here in Marvel vs. Capcom Infinite.
Gameplay
WIP
Strengths | Weaknesses |
---|---|
|
|
Players to Watch
Character Vitals
Move List
Unique Trait
Avalanche Leap: A new tool for Hulk is a unique wall jump that can act almost like a sort of air dash. Using this, Hulk can quickly vault himself across the screen to get close to the opponent and keep them in check with his hard hitting attacks as he never has before.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 2 | 34 | -18 | -20 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 15 | 8 | 16 | 0 | -4 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 19 | 9 | 33 | -18 | -22 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 2 | 30 | -13 | -15 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 11 | 4 | 39 | +9 | -21 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 10 | 4 | 27 | -13 | -16 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Low | 12 | 10 | 26 | +42 | -17 | Hard Knockdown | |
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 7 | 12 | 4 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 15 | 6 | 23 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 9 | 8 | 14 | - | - | ||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 16 | 5 | 29 | - | - | Groundbounce Hardknockdown | |
- |
Gut Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 9 | 5 | 24 | ||||
- |
Incredible Punch j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 15 | 5 | 31 | - | - | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1200 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1200 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Gamma Charge![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1200 | Mid | 12 | 16 | 21 | +18 | -17 | Light Armor | |
![]() |
1400 | Mid | 19 | 21 | 42 | +64 | -40 | Light Armor | |
- |
Gamma Charge (AA)![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1200 | Mid | 9 | 12 | 14 | +29 | -6 | ||
![]() |
1400 | Mid | 9 | 12 | 14 | +39 | -6 | ||
- |
Hypers
Gamma Crush![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000+500x7+1000 (3900) | Mid | 18 | 79 | 80 | +36 | -62 | Light Armor (during active) | |
Not invulnerable during startup. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind