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| {{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} | | {{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} | ||
| [[File:Hulk groundgrab.png]] | | [[File:Hulk groundgrab.png]] | ||
|style="vertical-align:top;" align="left"| | |style="vertical-align:top;" align="left"| Hulk's normal grab while attached to standing heavy attack as an OS, is an immediate hard knockdown is too fast to be OTG'd normally. It is important to have a mixup ready for their wakeup, although some teams can combo off the grab instead. Either an assist must be called before hand (Mystic Ray or Stone Smite) or Hulk must have meter and THC (the other THC must be a fast OTG). | ||
| [[File:Hulk airgrab.png]] | | [[File:Hulk airgrab.png]] | ||
| | | style="vertical-align:top;" align="left"| Unlike his ground throw, Hulk's air-grabs afford generous time to OTG with Gamma Wave. When solo, the most damage Hulk can get is a G.Wave to G.Crush. Having access to a THC means Hulk can combo from an airgrab almost anytime, and can even sideswitch if the other hyper(s) are fast enough. It is also easier to throw other characters into assists, even more so with the aerial back grab (ie Drones, air back grab) | ||
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Revision as of 00:47, 19 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, Airtola, (GX) Kuuronn, Double A, Comboman
Character Vitals
Video Walkthrough
Mission Mode
Combo Videos
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 | These followups can be done from any strength of Gamma Charge. As with many of Hulk's attacks, they are mostly unsafe and should be covered by an assist, though Hulk can cancel the recovery to Gamma Crush and DHC. The ![]() ![]() ![]() |
- | |||
[ {{#motion: qcf + atk }} ] {{#motion: M }} | File:Hulk qcfAtkM.png | This followup isn't good for much other than it's high anti-air hitbox. It is unsafe solo and renders Hulk airborne so he can't hyper out. This move is useful in the rare situation you are covered by a lockdown assist, but don't want to leave yourself too close to the foe via ![]() |
- | - | ||
[ {{#motion: qcf + atk }} ] {{#motion: H }} | File:Hulk qcfAtkH.png | ![]() |
- | - | ||
{{#motion: dp + L }} | File:Hulk dpL.png | Gamma Charge (AA) is an armored attack with a "dragon punch" style hitbox. Like the grounded horizontal Gamma Charge, this move has three followups of it's own depending on the button pressed afterwards. GCharge(AA) is excellent for frametraps as Hulk is airborne and ![]() ![]() |
- | - | ||
{{#motion: dp + M }} | File:Hulk dpM.png | The ![]() |
- | - | ||
{{#motion: dp + H }} | File:Hulk dpH.png | ![]() |
- | - | ||
[ {{#motion: dp + atk }} ] {{#motion: L }} | File:Hulk dpAtkL.png | Easily the worst of G.Charge(AA)'s followups. It leaves both Hulk and the foe airborne and doesn't recover until Hulk touches ground. | ||||
[ {{#motion: dp + atk }} ] {{#motion: M }} | File:Hulk dpAtkM.png | This followup is a wallbounce on hit. Useful for mid-screen combos to bring the other character closer to the corner and for corner Gamma Wave extension. As it moves Hulk forward, you could use this for mixup after a high G.Charge(AA) (on incoming, a crouching character, or someone waking up); Hulk can easily be thrown out of it though. | - | |||
[ {{#motion: dp + atk }} ] {{#motion: H }} | File:Hulk dpAtkH.png | ![]() |
- | |||
{{#motion: hcb + L }} | File:Hulk hcbLM.png | Gamma Tornado is Hulk's command grab. All three strengths can be mashed for extra damage. Generally their range, startup and recovery leave something to be desired, but Hulk can hyper cancel their recovery. The ![]() ![]() |
- | - | ||
{{#motion: hcb + M }} | File:Hulk hcbLM.png | The ![]() |
- | - | ||
{{#motion: hcb + H }} | File:Hulk hcbH.png | This strength of Gamma Tornado is for catching aerial characters. Unlike the other two strengths, Hulk won't throw the other character full screen and can convert solo depending. | - | - | ||
{{#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. Hulk's snapback emulates the hitbox of his standing medium attack, rending it terrible on crouching characters at some ranges. Hulk's best best for punishing XFGC is usually to be at a far enough range to attempt a G.Charge(AA) frametrap. | - |
Hyper Combos
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: qcf + atk atk }} | File:Hulk qcfAtkAtk.png | Acting almost like a massive Gamma Wave, Gamma Tsunami does more damage the closer Hulk is and the further it hits the foe, dealing comparable damage to Gamma Crush as a combo ender if done after a wallbounce that takes Hulk's back to the wall. On assists, G.Tsunami leaves them down long enough for Hulk to OTG with Gamma Wave or another Tsunami for massive damage. G.Tsunami is unsafe on block if done in CQC distance. | - | |||
{{#motion: qcb + atk atk }} | File:Hulk qcbAtkAtk.png | Hulk rises, then drops back down with a meteor where the other character is. Gamma Crush does massive damage and is one of the most invulnerable hypers in UMvC3. Blatantly unsafe, it is high-risk/low-reward to attempt this move in the neutral without a safe DHC close by and some of Hulk's bad matchups have ways around it. Hulk can situationally link moves after G.Crush via assists (Hidden Missiles) or THC. | ||||
{{#motion: dp + atk atk }} | File:Hulk dpAtkAtk.png | Hulk pounds the ground and after some time, rocks cascade in-front of him. Gamma Quake leaves Hulk safe on block, but it takes too much time to activate in the neutral to use without an assist (even with distance, usually the other character can grab). G.Quake can end combos in places you don't want to use G.Tsunami and with assists (Drones etc) Hulk can link another hyper. If one bar is being used, there isn't as much reason to use this hyper over G.Crush in the corner or G.Tsunami after a wallbounce. On incoming, Hulk can use this hyper to force the enemy to block and even 'guardbreak' with ![]() |
- |
Assists
Throw
Command | Screen | Strategy/Notes | Screen | Strategy/Notes |
---|---|---|---|---|
{{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} | File:Hulk groundgrab.png | Hulk's normal grab while attached to standing heavy attack as an OS, is an immediate hard knockdown is too fast to be OTG'd normally. It is important to have a mixup ready for their wakeup, although some teams can combo off the grab instead. Either an assist must be called before hand (Mystic Ray or Stone Smite) or Hulk must have meter and THC (the other THC must be a fast OTG). | File:Hulk airgrab.png | Unlike his ground throw, Hulk's air-grabs afford generous time to OTG with Gamma Wave. When solo, the most damage Hulk can get is a G.Wave to G.Crush. Having access to a THC means Hulk can combo from an airgrab almost anytime, and can even sideswitch if the other hyper(s) are fast enough. It is also easier to throw other characters into assists, even more so with the aerial back grab (ie Drones, air back grab) |
Gamma Wave Extension
This corner extension is worth learning at least for 'big' and 'medium' sized characters as it leads to massive metergain and damage while not involving much effort. When Hulk OTG's a character at a certain "sweetspot", Gamma Wave will hit twice with some time in between hits. Any strength of Gamma Wave may work, but it is strongly recommended to only use the strength, as it allows Hulk the most time to position properly. The second hit will give Hulk massive frame advantage, enough to link normals and specials (character depending). This sweetspot, generally, is with Hulk DIRECTLY IN FRONT of the other character and not "shadowing" any part of their hurtbox.
As this is typically done at the end of a combo with high HSD, the corner BnBs commonly involve Gamma Charge(AA) into followup as the starter.
is a hard knockdown/groundbounce the first time it is used in a combo and it usually places Hulk at the correct spacing to OTG again with Gamma Wave (2 hits). The second followup after is usually another Gamma Charge (AA) into
followup for a wallbounce. Then standing
into a hyper is usually the finisher.
Some issues:
If a combo has been started with G.Charge (AA) followup, then Hulk must omit that extension or use an assist to allow it (Drones, Katanarama, etc), the same applies to
followup for a combo that already used a wallbounce.
It is impractical on some characters (mostly small), but practical on enough commonly used characters to learn.
It costs Hulk corner placement if the wallbounce extension is used. Sometimes it is preferable to finish a combo with Gamma Crush.
Most importantly, many characters require adjustments at certain parts of the extension. Below is a video demonstrating Gamma Wave extensions on the cast:
Some other moves you can followup an OTG Gamma Wave (2 hits) with are:
Dash up Gamma Wave
As far as charging goes, this game's input system gives some leniency and doesn't give up a charge the instant you let go of the stick; So long as you resume charging within a couple of frames, the charge is retained. This system mechanic allows characters to dash forward while charging a special move. Hulk is no exception.
Here are some inputs that would allow Hulk to dash once, then Gamma Wave:
This technique is useful for getting closer to solo OTG after a mid-screen aerial rave.
Here's a video example of converting off a Gamma Tornado with a different series of inputs. The second dash is jump cancelled into Gamma Wave:
(Credit: ProzacStylings)