UMVC3/Hulk: Difference between revisions

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{{MoveListRow | Gamma Crush | qcb + atk + atk | 60,000 X 8 <br> (403,700) | hardknockdown }}
{{MoveListRow | Gamma Crush | qcb + atk + atk | 60,000 X 8 <br> (403,700) | hardknockdown }}
{{MoveListFooter}}
{{MoveListFooter}}
== Frame Data ==
[[Image:20%.gif]]
===Grounded Normals===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup
! Active
! Recovery
! Adv. on Hit
! Adv. on Block
! Attributes
|-
| {{#motion: l }}
| 9
| 3
| 14
| +2
| -1
| -
|-
| {{#motion: M }}
| 13
| 3
| 33
| -10
| -10
| Armor (1 hit) frames 3-15
|-
| {{#motion: H }}
| 15
| 4
| 37
| -
| -15
| Armor (1 hit) frames 6-18
|-
| {{#motion: d + L }}
| 9
| 3
| 19
| -3
| -6
| Low
|-
| {{#motion: d + M }}
| 14
| 3
| 26
| -5
| -9
| -
|-
| {{#motion: d + H }}
| 12
| 4
| 34
| -
| -12
| -
|-
| {{#motion: S }}
| 10
| 2(2)3
| 36
| -
| -13
| Launcher. Only first hit jump cancelable.
|-
| (Charge){{#motion: f + M }}
| 16-46
| 5
| 28
| +4
| -7
| Armor (1 hit) frames 10-19 or 10-48 (charged). Forces wallbounce if charged.
|}
===Aerial Normals===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup
! Active
! Recovery
! Adv. on Hit
! Adv. on Block
! Attributes
|-
| Air{{#motion: l }}
| 7
| 3
| 18
| +15
| +13
| Overhead
|-
| Air{{#motion: M }}
| 13
| 3
| 19
| +20
| +16
| Overhead
|-
| Air{{#motion: H }}
| 16
| 5
| 18
| -
| -2
| Overhead. Stagger 49f on hit.
|-
| Air{{#motion: S }}
| 17
| 3
| 36
| -
| +16
| Hard knockdown in Aerial Rave. Otherwise will ground bounce
|}
===TAC/Air Exchange===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup
! Active
! Recovery
! Attributes
|-
| {{#motion: u + S }}
| 9
| 6
| Until Grounded
| Tags available ally. Upwards knockback
|-
| {{#motion: f }}OR {{#motion: b + S }}
| 9
| 6
| Until Grounded
| Tags available ally. Causes wallbounce. Foe loses 1 meter
|-
| {{#motion: d + S }}
| 9
| 6
| Until Grounded
| Tags available ally. Causes ground bounce. Gain 1 meter
|}
===Throws===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup
! Active
! Attributes
|-
| {{#motion: f + H }} (Ground)
| 1
| 1
| Hard knockdown
|-
| {{#motion: b + H }} (Ground)
| 1
| 1
| Hard knockdown
|-
| {{#motion: f + H }} (Air)
| 1
| 1
| Hard knockdown
|-
| {{#motion: b + H }} (Air)
| 1
| 1
| Hard knockdown
|}
===Special Moves===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup
! Active
! Recovery
! Adv. on Hit
! Adv. on Block
! Attributes
|-
| {{#motion: b }}[Charge]{{#motion: f + l }}
| 19
| Projectiles in play for 23f.
| 34
| -
| -1
| OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
|-
| {{#motion: b }}[Charge]{{#motion: f + M }}
| 23
| Projectiles in play for 28f.
| 36
| -
| -5
| OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
|-
| {{#motion: b }}[Charge]{{#motion: f + H }}
| 27
| Projectiles in play for 32f.
| 36
| -
| -6
| OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
|-
| {{#motion: qcf + L }}
| 9
| 6
| 36
| -12
| -12
| Armor (1 hit) from frames 9-15
|-
| {{#motion: qcf + M }}
| 9
| 8
| 39
| -15
| -15
| Armor (1 hit) from frames 9-17
|-
| {{#motion: qcf + H }}
| 9
| 10
| 42
| -18
| -18
| Armor (1 hit) from frames 9-18
|-
| [ {{#motion: qcf + atk }} ] [[File:Right.gif]]{{#motion: L }}
| 9
| 10
| 27
| -
| -11
| Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15
|-
| [ {{#motion: qcf + atk }} ] [[File:Right.gif]]{{#motion: M }}
| 7
| 19
| 35
| -
| -28
| Must input during frames 9-25 of G.Charge. Armor (1 hit) frames 3-15
|-
| [ {{#motion: qcf + atk }} ] [[File:Right.gif]]{{#motion: H }}
| 9
| 10
| 32
| -
| -16
| Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15.
|-
| {{#motion: dp + L }}
| 5
| 6
| 44
| -20
| -22
| Armor (1 hit) during frames 6-11
|-
| {{#motion: dp + M }}
| 5
| 19
| 38
| -25
| -29
| Armor (1 hit) during frames 6-11
|-
| {{#motion: dp + H }}
| 5
| 25
| 48
| -39
| -43
| Armor (1 hit) during frames 6-11
|-
| [ {{#motion: dp + atk }} ] [[File:Right.gif]]{{#motion: L }}
| 10
| 6
| Until grounded, 10f recovery.
| +6
| -28
| Must input during frames 5-25 of G.Charge(AA)
|-
| [ {{#motion: dp + atk }} ] [[File:Right.gif]]{{#motion: M }}
| 10
| 6
| Until grounded, 10f recovery.
| -
| +2
| Must input during frames 5-25 of G.Charge(AA). Wallbounce
|-
| [ {{#motion: dp + atk }} ] [[File:Right.gif]]{{#motion: H }}
| 10
| 6
| Until grounded, 10f recovery.
| -
| +8
| Must input during frames 5-25 of G.Charge(AA). Groundbounce/Hardknockdown. Soft knockdown if 2nd use.
|-
| {{#motion: hcb + L }}
| 11
| 2
| 28
| -
| -
| Throw. Hard knockdown. Mashable
|-
| {{#motion: hcb + M }}
| 16
| 2
| 23
| -
| -
| Throw (further range). Hard knockdown. Mashable
|-
| {{#motion: hcb + H }}
| 18
| 2
| 21
| -
| -
| Throw (anti-air). Hard knockdown. Mashable
|-
| {{#motion: qcf + assist }}
| 1
| 3
| 33
| -
| -10
| Tags out foe character to the one chosen by the assist button. Foe assist call and tag-outs are locked for 4 seconds.
|-
| [Assist]
| (14)1
| 21
| 35
| -
| -11
| Must hold down A1/A2 for 14 frames. Overhead
|}
===Assists===
{| class="wikitable" style="text-align: center;"
|-
! Type
! Move Used
! THC
! Startup
! Active
! Recovery (this crossover assist)
! Recovery (other partner)
! Attributes
|-
| [[File:Alpha.gif]]
| {{#motion: b }}[Charge]{{#motion: f + M }}
| {{#motion: qcf + atk atk }}
| 47
| Projectiles in play for total of 28f.
| 123
| 93
| OTG. Soft knockdown. Each projectile = 5 low priority durability points
|-
| [[File:Beta.gif]]
| {{#motion: dp + M }}
| {{#motion: dp + atk atk }}
| 29
| 19
| 129
| 99
| Armor (1 hit) during frames 23-32
|-
| [[File:Gamma.gif]]
| {{#motion: qcf + M }}
| {{#motion: qcb + atk atk }}
| 33
| 8
| 131
| 101
| Armor (1 hit) during frames 27-36
|}
===Hyper Combos===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup (pre/post flash)
! Active
! Recovery
! Adv. on Hit
! Adv. on Block
! Attributes
|-
| {{#motion: qcf + atk atk }}
| 6+15
| 24
| 39
| -
| -11
| OTG. Soft knockdown. Each projectile = 3 high priority durability points
|-
| {{#motion: qcb + atk atk }}
| 5+10
| 56
| 48
| -
| -25
| Frames 1-73 invincible. Hard knockdown
|-
| {{#motion: dp + atk atk }}
| 6+9
| 81
| 89
| -
| +13
| OTG. Knock down. Rocks hit after 34 frames. Each projectile = 3 high priority durability points
|}


==Mission Mode==
==Mission Mode==
Line 108: Line 533:


=== Tips and Tricks ===
=== Tips and Tricks ===
* Hulk's standing medium and hard attacks have 1 level of super armor, giving those attacks the abillity to plow through an offensive opponent. His Impact Punch and Gamma Charge have super armor as well.
* Hulk's standing medium and hard attacks have 1 level of super armor, giving those attacks the ability to plow through an offensive opponent. His Impact Punch and Gamma Charge have super armor as well.


* Hulk's Gamma Crush hyper is invicible for the entire start it, making it safe to use and great for punishing an opponet who is not cautious enough with the advancing attacks. When the Gamma Crush connects on the way up and on the way down it is one of the most damaging single attacks in the game and it isn't even a level 3 hyper attack.
* Hulk's Gamma Crush hyper is invincible for the entire start it, making it safe to use and great for punishing an opponent who is not cautious enough with the advancing attacks. When the Gamma Crush connects on the way up and on the way down it is one of the most damaging single attacks in the game and it isn't even a level 3 hyper attack.


* Hulk's Gamma Wave can be used to poke at an opponent from a distance, easily get a hit on incomming assists and even nullify certain projectiles. These can be used in rapid succession when timed properly.
* Hulk's Gamma Wave can be used to poke at an opponent from a distance, easily get a hit on incoming assists and even nullify certain projectiles. These can be used in rapid succession when timed properly.


=== Combos ===
=== Combos ===
Line 121: Line 546:
* Opponents fighting against Hulk will often find themselves guarding a lot. This is what you want them to do. When an opponent is guarding on the ground then you can use the light or medium Gamma Tornado instead of the standing hard attack for a command throw. If the opponent is guarding while jumping in on the hulk then the hard Gamma Tornado will catch the opponent. Mixing up between standing Hard and Gamma Tornado is one of the best tactics the Hulk has.
* Opponents fighting against Hulk will often find themselves guarding a lot. This is what you want them to do. When an opponent is guarding on the ground then you can use the light or medium Gamma Tornado instead of the standing hard attack for a command throw. If the opponent is guarding while jumping in on the hulk then the hard Gamma Tornado will catch the opponent. Mixing up between standing Hard and Gamma Tornado is one of the best tactics the Hulk has.


* Another way to take advantage of the hard Gamma Tornado is throwing multiple Gamma Wave attacks at the opponent. This will usually cause them to super jump towards the Hulk allowing for a well timed hard Gamma Tornado to catch them out of the air. After the oppnent hits the ground from the Gamma Tornado you can then followup again with another Gamma Wave (so make sure you're charging it as soon as you release the opponent from the Gamma Tornado.
* Another way to take advantage of the hard Gamma Tornado is throwing multiple Gamma Wave attacks at the opponent. This will usually cause them to super jump towards the Hulk allowing for a well timed hard Gamma Tornado to catch them out of the air. After the opponent hits the ground from the Gamma Tornado you can then followup again with another Gamma Wave (so make sure you're charging it as soon as you release the opponent from the Gamma Tornado.


=== Advanced Strategy ===
=== Advanced Strategy ===
== Match Videos ==


== Strategy vs. Hulk ==
== Strategy vs. Hulk ==
 
* Hulk loses to
[[Category: Ultimate Marvel vs Capcom 3]]
[[Category: Ultimate Marvel vs Capcom 3]]

Revision as of 23:09, 1 August 2014

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Hulk

Umvc3 hulk face.jpg

After accidentally receiving a dose of Gamma Radiation, physicist Bruce Banner gained the ability to transform into the Incredible Hulk whenever he is made angry. Bruce has no control over this transformation and is absolutely unable to control the Hulk himself. Hunted by those who fear his power, the Hulk eventually joined the first iteration of the Avengers until he realized his teammates did not trust him either. The Hulk is considered one of the most powerful being on the earth and was even sent to exile once by the leaders of earth’s greatest heroes.


In a nutshell

Hulk is a brute type character that relies on his armored normals to make his opponents regret pressing buttons. He also has some of the only armored assists in the game in his Anti Air Gamma Charge and his Medium Gamma Charge. This, combined with his diverse set of super moves, make him a great teammate for almost anyone. If you like to bully other players and make them afraid to press buttons, give Hulk a try.

Alternate Colors

Hulk colors.jpg

Players to Watch

KaneBlueRiver, Fooblat, Jan, jDog

Character Vitals

CHARACTER DATA
Health:
1200k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
40.0 %
70.0 %
100.0 %
X-Factor Speed Boost:
0.0 %
0.0 %
0.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
30 %
30 %
30 %
30 %
50 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
50 %

Video Walkthrough

Combos

Hulk/Shuma/Haggar combos
Hulk/Nemesis/Sentinel team combo video
Jdog's Combo video with Hulk/Sentinel

Technology

Move List


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
forced wallbounce
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

Frame Data

20%.gif

Grounded Normals

Command Startup Active Recovery Adv. on Hit Adv. on Block Attributes
{{#motion: l }} 9 3 14 +2 -1 -
{{#motion: M }} 13 3 33 -10 -10 Armor (1 hit) frames 3-15
{{#motion: H }} 15 4 37 - -15 Armor (1 hit) frames 6-18
{{#motion: d + L }} 9 3 19 -3 -6 Low
{{#motion: d + M }} 14 3 26 -5 -9 -
{{#motion: d + H }} 12 4 34 - -12 -
{{#motion: S }} 10 2(2)3 36 - -13 Launcher. Only first hit jump cancelable.
(Charge){{#motion: f + M }} 16-46 5 28 +4 -7 Armor (1 hit) frames 10-19 or 10-48 (charged). Forces wallbounce if charged.

Aerial Normals

Command Startup Active Recovery Adv. on Hit Adv. on Block Attributes
Air{{#motion: l }} 7 3 18 +15 +13 Overhead
Air{{#motion: M }} 13 3 19 +20 +16 Overhead
Air{{#motion: H }} 16 5 18 - -2 Overhead. Stagger 49f on hit.
Air{{#motion: S }} 17 3 36 - +16 Hard knockdown in Aerial Rave. Otherwise will ground bounce

TAC/Air Exchange

Command Startup Active Recovery Attributes
{{#motion: u + S }} 9 6 Until Grounded Tags available ally. Upwards knockback
{{#motion: f }}OR {{#motion: b + S }} 9 6 Until Grounded Tags available ally. Causes wallbounce. Foe loses 1 meter
{{#motion: d + S }} 9 6 Until Grounded Tags available ally. Causes ground bounce. Gain 1 meter

Throws

Command Startup Active Attributes
{{#motion: f + H }} (Ground) 1 1 Hard knockdown
{{#motion: b + H }} (Ground) 1 1 Hard knockdown
{{#motion: f + H }} (Air) 1 1 Hard knockdown
{{#motion: b + H }} (Air) 1 1 Hard knockdown

Special Moves

Command Startup Active Recovery Adv. on Hit Adv. on Block Attributes
{{#motion: b }}[Charge]{{#motion: f + l }} 19 Projectiles in play for 23f. 34 - -1 OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
{{#motion: b }}[Charge]{{#motion: f + M }} 23 Projectiles in play for 28f. 36 - -5 OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
{{#motion: b }}[Charge]{{#motion: f + H }} 27 Projectiles in play for 32f. 36 - -6 OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
{{#motion: qcf + L }} 9 6 36 -12 -12 Armor (1 hit) from frames 9-15
{{#motion: qcf + M }} 9 8 39 -15 -15 Armor (1 hit) from frames 9-17
{{#motion: qcf + H }} 9 10 42 -18 -18 Armor (1 hit) from frames 9-18
[ {{#motion: qcf + atk }} ] Right.gif{{#motion: L }} 9 10 27 - -11 Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15
[ {{#motion: qcf + atk }} ] Right.gif{{#motion: M }} 7 19 35 - -28 Must input during frames 9-25 of G.Charge. Armor (1 hit) frames 3-15
[ {{#motion: qcf + atk }} ] Right.gif{{#motion: H }} 9 10 32 - -16 Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15.
{{#motion: dp + L }} 5 6 44 -20 -22 Armor (1 hit) during frames 6-11
{{#motion: dp + M }} 5 19 38 -25 -29 Armor (1 hit) during frames 6-11
{{#motion: dp + H }} 5 25 48 -39 -43 Armor (1 hit) during frames 6-11
[ {{#motion: dp + atk }} ] Right.gif{{#motion: L }} 10 6 Until grounded, 10f recovery. +6 -28 Must input during frames 5-25 of G.Charge(AA)
[ {{#motion: dp + atk }} ] Right.gif{{#motion: M }} 10 6 Until grounded, 10f recovery. - +2 Must input during frames 5-25 of G.Charge(AA). Wallbounce
[ {{#motion: dp + atk }} ] Right.gif{{#motion: H }} 10 6 Until grounded, 10f recovery. - +8 Must input during frames 5-25 of G.Charge(AA). Groundbounce/Hardknockdown. Soft knockdown if 2nd use.
{{#motion: hcb + L }} 11 2 28 - - Throw. Hard knockdown. Mashable
{{#motion: hcb + M }} 16 2 23 - - Throw (further range). Hard knockdown. Mashable
{{#motion: hcb + H }} 18 2 21 - - Throw (anti-air). Hard knockdown. Mashable
{{#motion: qcf + assist }} 1 3 33 - -10 Tags out foe character to the one chosen by the assist button. Foe assist call and tag-outs are locked for 4 seconds.
[Assist] (14)1 21 35 - -11 Must hold down A1/A2 for 14 frames. Overhead

Assists

Type Move Used THC Startup Active Recovery (this crossover assist) Recovery (other partner) Attributes
Alpha.gif {{#motion: b }}[Charge]{{#motion: f + M }} {{#motion: qcf + atk atk }} 47 Projectiles in play for total of 28f. 123 93 OTG. Soft knockdown. Each projectile = 5 low priority durability points
Beta.gif {{#motion: dp + M }} {{#motion: dp + atk atk }} 29 19 129 99 Armor (1 hit) during frames 23-32
Gamma.gif {{#motion: qcf + M }} {{#motion: qcb + atk atk }} 33 8 131 101 Armor (1 hit) during frames 27-36


Hyper Combos

Command Startup (pre/post flash) Active Recovery Adv. on Hit Adv. on Block Attributes
{{#motion: qcf + atk atk }} 6+15 24 39 - -11 OTG. Soft knockdown. Each projectile = 3 high priority durability points
{{#motion: qcb + atk atk }} 5+10 56 48 - -25 Frames 1-73 invincible. Hard knockdown
{{#motion: dp + atk atk }} 6+9 81 89 - +13 OTG. Knock down. Rocks hit after 34 frames. Each projectile = 3 high priority durability points

Mission Mode

Strategy

Tips and Tricks

  • Hulk's standing medium and hard attacks have 1 level of super armor, giving those attacks the ability to plow through an offensive opponent. His Impact Punch and Gamma Charge have super armor as well.
  • Hulk's Gamma Crush hyper is invincible for the entire start it, making it safe to use and great for punishing an opponent who is not cautious enough with the advancing attacks. When the Gamma Crush connects on the way up and on the way down it is one of the most damaging single attacks in the game and it isn't even a level 3 hyper attack.
  • Hulk's Gamma Wave can be used to poke at an opponent from a distance, easily get a hit on incoming assists and even nullify certain projectiles. These can be used in rapid succession when timed properly.

Combos

Basic Strategy

  • Hulk's standing hard attack causes a ground bounce which opens the opponent up for heavy damage. Because of this attack's super armor it will often be used to catch the opponent off guard or while the are initiating an attack. This attack is not safe when guarded due to the large amount of recovery time. This can be negated by canceling the standing hard attack into a Gamma Charge or anti air Gamma Charge combined with a 2nd Gamma Charge hit to either gain ground or run away to safety.
  • Opponents fighting against Hulk will often find themselves guarding a lot. This is what you want them to do. When an opponent is guarding on the ground then you can use the light or medium Gamma Tornado instead of the standing hard attack for a command throw. If the opponent is guarding while jumping in on the hulk then the hard Gamma Tornado will catch the opponent. Mixing up between standing Hard and Gamma Tornado is one of the best tactics the Hulk has.
  • Another way to take advantage of the hard Gamma Tornado is throwing multiple Gamma Wave attacks at the opponent. This will usually cause them to super jump towards the Hulk allowing for a well timed hard Gamma Tornado to catch them out of the air. After the opponent hits the ground from the Gamma Tornado you can then followup again with another Gamma Wave (so make sure you're charging it as soon as you release the opponent from the Gamma Tornado.

Advanced Strategy

Match Videos

Strategy vs. Hulk

  • Hulk loses to