User:Dazed: Difference between revisions

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I am a student who happens to play some fighters casually. Now I dabble in USF4, P4A and mostly UMvC3.
I am me.


I'm here because I saw some articles that I would like to help polish.
 
[TESTING]
 
=== Assist Types (Modified Template) ===
 
{{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
  | 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).
}}
 
 
===Assists (Tables)===
{| class="wikitable" style="text-align: center;"
|-
! Name
! Command
! Screen
! Strategy/Notes
! Demo1
! Demo1 Caption
! Demo2
|-
| [[File:Alpha.gif]]
| [Charge]{{#motion: f + M }}
|
| 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).
|
|
|
|-
| [[File:Beta.gif]]
| {{#motion: dp + M }}
|
| 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.
|
|
|
|-
| [[File:Gamma.gif]]
| {{#motion: qcf + M }}
|
| 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.
|
|
|
|}
 
=== Assist Types ===
 
{{UMvC3CharacterAssists
  | Gamma Wave | shot front| 40,000 X 3 <br> (108,300) | proj otg <br> softknockdown | Gamma Tsunami
  | Anti-Air Gamme Charge | direct upward | 40,000 X 4 <br> (137,400) | strk | Gamma Quake
  | Gamma Charge | direct front | 40,000 X 4 <br> (137,400) | strk | Gamma Crush
}}
 
=== Normal Moves ===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 85,000 |  }}
{{MoveListRow | Crouching Light | d + l | 58,000 | low }}
{{MoveListRow | Standing Medium | m | 90,000 | strk armored }}
{{MoveListRow | Crouching Medium | d + m | 85,000 | }}
{{MoveListRow | Standing Heavy | h | 120,000 | groundbounce <br> hardknockdown <br> armored}}
{{MoveListRow | Crouching Heavy | d + h | 100,000 | strk }}
{{MoveListRow | Special | s | 40,000 + 90,000 <br> (121,000) | strk on first hit <br> launch on second hit; <br> nocancel }}
{{MoveListRow | Impact Punch | f + m | 115,000 | strk }}
{{MoveListRow | Impact Punch (charged) | f + m (hold M ) | 140,000 | [[File:forcedwallbounce.png]] <br> softknockdown <br> armored <br> chipdamage }}
{{MoveListRow | Jumping Light | air l | 60,000 | high }}
{{MoveListRow | Jumping Medium | air m | 90,000 | high }}
{{MoveListRow | Jumping Heavy | air h | 110,000 | high <br> stagger }}
{{MoveListRow | Jumping Special | air s | 130,000 | high <br> groundbounce <br> aircombofinisher }}
{{MoveListFooter}}
 
=== Throws ===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
{{MoveListFooter}}
 
=== Special Moves ===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Gamma Charge L | qcf + l | 50,000 X 3 <br> (135,400) | strk <br> armored }}
{{MoveListRow | Gamma Charge M | qcf + m | 50,000 X 4 <br> (171,800) | strk <br> armored }}
{{MoveListRow | Gamma Charge H | qcf + h | 50,000 X 5 <br> (204,600) | strk <br> armored }}
{{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 }}
{{MoveListRow | Anti-Air Gamma Charge L | dp + l | 50,000 X 3 <br> (135,400) | strk }}
{{MoveListRow | Anti-Air Gamma Charge M | dp + m | 50,000 X 4 <br> (171,800) | strk }}
{{MoveListRow | Anti-Air Gamma Charge H | dp + h | 50,000 X 5 <br> (204,600) | strk }}
{{MoveListRow | Anti-Air Gamma Charge 2nd L | Anti-Air Gamma Charge, then l | 70,000 | strk , <br> Charges uf }}
{{MoveListRow | Anti-Air Gamma Charge 2nd M | Anti-Air Gamma Charge, then m | 70,000 | wallbounce softknockdown , <br> charges f }}
{{MoveListRow | Anti-Air Gamma Charge 2nd H | Anti-Air Gamma Charge, then h | 70,000 | groundbounce softknockdown <br> Charges df }}
{{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.}}
{{MoveListRow | Gamma Wave l | charge b , f + l | 40,000 X 2 <br> (76,000) | proj otg <br> softknockdown }}
{{MoveListRow | Gamma Wave m | charge b , f + m | 40,000 X 3 <br> (108,300) | proj otg <br> softknockdown }}
{{MoveListRow | Gamma Wave h | charge b , f + h | 40,000 X 4 <br> (137,400) | proj otg <br> softknockdown }}
{{MoveListFooter}}
 
===Hyper Moves===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Gamma Tsunami | qcf + atk + atk | 80,000 X 4 <br> (275,000) | proj otg <br> softknockdown }}
{{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 }}
{{MoveListRow | Gamma Crush | qcb + atk + atk | 60,000 X 8 <br> (403,700) | hardknockdown }}
{{MoveListFooter}}

Revision as of 21:57, 4 January 2015

I am me.


[TESTING]

Assist Types (Modified Template)

Name
Screen
Type
Damage
Special Properties
Crossover-Combination
Strategy
Alpha.png Gamma Wave
{{#motion: shot front }}
{{#motion: 40,000 X 3
(108,300) }}
proj otg
softknockdown
{{#motion: 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
Beta.png direct upward
{{#motion: 40,000 X 4
(137,400) }}
{{#motion: strk }}
Gamma Quake
{{#motion: 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
Gamma.png 40,000 X 4
(137,400)
{{#motion: strk }}
{{#motion: 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).
{{#motion: {{{19}}} }}
{{{20}}}
{{{21}}}


Assists (Tables)

Name Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2
Alpha.gif [Charge]{{#motion: f + M }} 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).
Beta.gif {{#motion: dp + M }} 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.
Gamma.gif {{#motion: qcf + M }} Armor (1 hit) during frames 27-36. This assist is just Gamma Charge (horizontal) with slow armor. Gamma Crush becomes Hulk's THC.

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
Forcedwallbounce.png
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