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=== Gamma Charge (AA) Extension === | === Gamma Charge (AA) Extension === | ||
<youtube>1UczH7zkJYo</youTube> | |||
=== Charge Partition === | === Charge Partition === | ||
<youtube>aMzTpaCn3tQ</YouTube> | |||
== Strategy vs. Hulk == | == Strategy vs. Hulk (WIP) == | ||
== Match Videos == | == Match Videos (WIP) == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category: Ultimate Marvel vs Capcom 3]] |
Revision as of 12:19, 18 December 2014


Hulk
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 armored moves to make his opponents regret pressing buttons and grabs once his foe is conditioned. If you like to bully other players and make them afraid to press buttons, give Hulk a try.
Alternate Colors
Players to Watch
KaneBlueRiver, Fooblat, Jan, jDog, (GX) Kuuronn, Comboman, Gary With Glasses
Character Vitals
Video Walkthrough
Mission Mode
Combo Videos
Hulk/Shuma/Haggar combos
Hulk/Nemesis/Sentinel team combo video
Jdog's Combo video with Hulk/Sentinel
Move List
Assist Types
Normal Moves
hardknockdown
armored
(121,000)
launch on second hit;
nocancel
stagger
groundbounce
aircombofinisher
Throws
Special Moves
(135,400)
armored
(171,800)
armored
(204,600)
armored
armored
Button pressed determines direction:
L goes f
M goes u
H goes b
(135,400)
(171,800)
(204,600)
Charges uf
charges f
Charges df
mashable
L and M are ground throw,
H is anti-air throw.
(76,000)
softknockdown
(108,300)
softknockdown
(137,400)
softknockdown
Hyper Moves
(275,000)
softknockdown
(301,400)
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
(403,700)
Frame Data
Grounded Normals
Move Name | Command | Startup | Active | Recovery | Adv. on Hit | Adv. on Block | Attributes |
---|---|---|---|---|---|---|---|
Standing Light | {{#motion: l }} | 9 | 3 | 14 | +2 | -1 | - |
Standing Medium | {{#motion: M }} | 13 | 3 | 33 | -10 | -10 | Armor (1 hit) frames 3-15 |
Standing Heavy | {{#motion: H }} | 15 | 4 | 37 | - | -15 | Armor (1 hit) frames 6-18 |
Crouching Light | {{#motion: d + L }} | 9 | 3 | 19 | -3 | -6 | Low |
Crouching Medium | {{#motion: d + M }} | 14 | 3 | 26 | -5 | -9 | - |
Crouching Heavy | {{#motion: d + H }} | 12 | 4 | 34 | - | -12 | - |
Special Atk | {{#motion: S }} | 10 | 2(2)3 | 36 | - | -13 | Launcher. Starts an Aerial Rave. Only first hit is jump cancelable |
Impact Punch | (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
Move Name | Command | Startup | Active | Recovery | Adv. on Hit | Adv. on Block | Attributes |
---|---|---|---|---|---|---|---|
Air Light | [Air]{{#motion: l }} | 7 | 3 | 18 | +15 | +13 | Overhead |
Air Medium | [Air]{{#motion: M }} | 13 | 3 | 19 | +20 | +16 | Overhead |
Air Heavy | [Air]{{#motion: H }} | 16 | 5 | 18 | - | -2 | Overhead. Stagger 49f on hit. |
Air Special Atk | [Air]{{#motion: S }} | 17 | 3 | 36 | - | +16 | Ends an Aerial Rave via hard knockdown. Otherwise will ground bounce |
Special Moves
Hyper Combos
Name | Command | Startup (pre/post flash) | Active | Recovery | Adv. on Hit | Adv. on Block | Attributes |
---|---|---|---|---|---|---|---|
Gamma Tsunami | {{#motion: qcf + atk atk }} | 6+15 | 24 | 39 | - | -11 | OTG. Soft knockdown. Each projectile = 3 high priority durability points |
Gamma Crush | {{#motion: qcb + atk atk }} | 5+10 | 56 | 48 | - | -25 | Frames 1-73 invincible. Hard knockdown |
Gamma Quake | {{#motion: dp + atk atk }} | 6+9 | 81 | 89 | - | +13 | OTG. Knock down. Rocks hit after 34 frames. Each projectile = 3 high priority durability points |
TAC/Air Exchange
Command | Startup | Active | Recovery | Attributes |
---|---|---|---|---|
{{#motion: u }}/{{#motion: f }}/{{#motion: b }}/{{#motion: d + S }} | 9 | 6 | Until Grounded | Tags available ally. |
Throws
Command | Startup | Active | Attributes |
---|---|---|---|
{{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} | 1 | 1 | Hard knockdown |
Assists
Strategy (Beginners)
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.
Gameplan
- 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.
Strategy (Intermediate-Advanced)(WORK IN PROGRESS)
Normals
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: L }} | File:Hulk 5L.png | Hulk's standing jab. Same startup as crouching{{#motion: L }} and this move is often used to continue combos (ie j{{#motion: M }},j{{#motion: M }},{{#motion: L }}), but it's large hitbox can somewhat be used as an anti-air or punishing tool (ie blocked uncancelable footdive) or even as a crossunder midscreen! Crouching{{#motion: L }} is usually the better move for CQC situations though. | File:Hulk Lcrossunder2.gif | Standing![]() |
- | - |
{{#motion: M }} | File:Hulk M.png | Standing {{#motion: M }} has armor from frames 3-15, the fastest armor in Hulk's repertoire. For confirm/combo purposes it has considerable hitstun and can chain to Impact Punch for massive damage. Standing ![]() ![]() |
File:Hulk Mwhiff.gif | Be careful if they're crouching! | - | - |
{{#motion: H }} | File:Hulk H.png | An infamous normal in UMvC3, standing ![]() ![]() ![]() ![]() |
File:Hulk Hhitbox.gif | Large area of effect. | - | - |
![]() ![]() |
File:Hulk dL.png | This move should see some use in Hulk's neutral, as it's his only low. Although crouching![]() |
- | - | - | - |
![]() |
File:Hulk dM.png | Crouching![]() ![]() ![]() ![]() ![]() |
File:Hulk karaMhcb.gif | Kara-![]() |
File:Hulk karaMcrossunder.gif | ![]() |
![]() |
File:Hulk dH.png | Crouching![]() ![]() ![]() |
- | - | - | - |
{{#motion: S }} | File:Hulk S.png | Hulk's launcher. Although the hitbox and speed aren't bad, it is too unsafe on block to use for those purposes. For combo extension ![]() |
- | - | - | - |
(Charge) ![]() |
File:Hulk fM.png | Impact Punch is a new addition for Hulk in UMvC3. Hulk can hold the charge to trick foes into attacking, only for it to be absorbed by the armor. Another use for holding the charge is as a Kara cancel to G.Tornado. When fully charged, Impact Punch will force a wallbounce on hit. | - | - | - | - |
Aerial Normals
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
[Air]{{#motion: l }} | File:Hulk jL.png | Air![]() ![]() ![]() ![]() ![]() |
- | - | - | - |
[Air]{{#motion: M }} | File:Hulk jM.png | j![]() ![]() |
- | - | - | - |
[Air]{{#motion: H }} | File:Hulk jH.png | "The Clap", j![]() ![]() ![]() ![]() |
- | - | - | - |
[Air]{{#motion: S }} | File:Hulk jS.png | Although j![]() |
- | - | - | - |
Special Moves
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: b }}[Charge]{{#motion: f + l }} | File:Hulk bChargefL.png | Of the three strengths of Gamma Wave, ![]() ![]() ![]() |
- | - | ||
{{#motion: b }}[Charge]{{#motion: f + M }} | File:Hulk bChargefMH.png | The ![]() ![]() ![]() |
- | - | ||
{{#motion: b }}[Charge]{{#motion: f + H }} | File:Hulk bChargefMH.png | 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 ![]() |
- | - | - | |
{{#motion: qcf + L }} | File:Hulk qcfAtk.png | Gamma Charge is basically a "shoulder tackle" Hulk can use to approach the opponent. Gamma Charge has one hit of armor and can be followed up with one of three specials, though the move is usually unsafe and should be covered by an assist. In some situations, Gamma Charge is excellent for finishing off weak foes with chip damage and for discouraging wake-up Hard Tags when covered by a lock down assist. Damage, active frames and distance covered all depend on the strength used, all have 9f startup. ![]() |
- | - | - | |
{{#motion: qcf + M }} | File:Hulk qcfAtk.png | The ![]() |
- | - | ||
{{#motion: qcf + H }} | File:Hulk qcfAtk.png | ![]() |
- | - | ||
[ {{#motion: qcf + atk }} ] {{#motion: L }} | File:Hulk qcfAtkL.png | - | ||||
[ {{#motion: qcf + atk }} ] {{#motion: M }} | File:Hulk qcfAtkM.png | - | - | |||
[ {{#motion: qcf + atk }} ] {{#motion: H }} | File:Hulk qcfAtkH.png | - | - | |||
{{#motion: dp + L }} | File:Hulk dpL.png | - | - | |||
{{#motion: dp + M }} | File:Hulk dpM.png | - | - | |||
{{#motion: dp + H }} | File:Hulk dpH.png | - | - | |||
[ {{#motion: dp + atk }} ] {{#motion: L }} | File:Hulk dpAtkL.png | |||||
[ {{#motion: dp + atk }} ] {{#motion: M }} | File:Hulk dpAtkM.png | - | ||||
[ {{#motion: dp + atk }} ] {{#motion: H }} | File:Hulk dpAtkH.png | - | ||||
{{#motion: hcb + L }} | File:Hulk hcbLM.png | - | - | |||
{{#motion: hcb + M }} | File:Hulk hcbLM.png | - | - | |||
{{#motion: hcb + H }} | File:Hulk hcbH.png | - | - | |||
{{#motion: qcf + }}![]() ![]() |
File:Hulk snapback.png | Tags out foe character to the one chosen by the assist button. Foe assist call and tag-outs are locked for 4 seconds. | - |
Hyper Combos
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: qcf + atk atk }} | File:Hulk qcfAtkAtk.png | - | ||||
{{#motion: qcb + atk atk }} | File:Hulk qcbAtkAtk.png | |||||
{{#motion: dp + atk atk }} | File:Hulk dpAtkAtk.png | - |
Assists
Throw
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} | File:Hulk groundgrab.png | File:Hulk airgrab.png |