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
proj otg hardknockdown on hits 1 - 10 ; softknockdown on final hit
Gamma Crush
qcb + atk + atk
60,000 X 8 (403,700)
hardknockdown
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.
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.
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 's high & forward reaching hitbox can also anti-air linear approaches. Unfortunately standing {{#motion: M }} doesn't have the all around reach of standing and it's hitbox can potentially whiff on all but 20 characters when they are crouching, somewhat limiting it's use on grounded foes. It can be canceled to special moves, which opens up some options.
An infamous normal in UMvC3, standing not only has a huge hitbox that can potentially smash foes behind Hulk (when hurtboxes permit), but it's groundbounce/hardknockdown properties gives Hulk ample time to confirm an action afterwards, sometimes even on trades! As it's armor doesn't start until frame 6, the move isn't necessarily going to save Hulk in every situation. As it moves Hulk forward slightly, standing is worth empty canceling (or "Kara") into other moves. For instance, Kara- into G.Tornado will effectively increase it's range and fool foes who were expecting to block (this works especially well when you condition foes to block by bullying them with Hulk's armor and low). Standing also serves as an option select for Hulk's ground throws, making Hulk one of the most dangerous start of round characters!
This move should see some use in Hulk's neutral, as it's his only low. Although crouching's 9f startup may seem undesirable compared to the average 5, it's range somewhat makes up for it and Hulk can follow it up to even more frametraps (for instance, it can be chained to standing heavy or canceled to G.Charge(AA)H-H). Ideally you are using this move to catch foes attempting to jump when covered by a lockdown assist.
Crouching is good for continuing a ground chain combo started by and won't have the same problem with some crouching characters as standing. It's real value lies in the fact that it moves Hulk forward almost a character length, which open up some shenanigans Hulk can initiate more effectively than with standing. A good one is for when Hulk has the foe on incoming: if their character has poor air options Hulk can safely call a lockdown assist and use crouching to sandwich them between him and the assist for a tricky crossup!
Crouching is faster for covering the immediate area in front of Hulk than standing, but it doesn't hit low and doesn't have the far range of Hulk's armor moves. It does a large amount of damage, but not as much in combos as standing into Impact Punch (although it can extend after G.Wave OTG on some characters). It lowers Hulk's hurtbox a bit, but that alone won't warrant using this move all that often.
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 is a possible followup after G.Wave OTG in the corner for optimal damage, or for when an assist is unavailable; although the spacing for doing so will typically be considerably harder than just doing G.Charge(AA).
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.
Air won't really instant overhead too many characters beyond the obvious larger ones (convert with j), but it does work as a fuzzy on most average-sized characters. j doesn't have the hitbox to use as an air-to-air without cover. You can chain it into itself once as a gimmicky double overhead.
j is rather slow to use for most things other than combos and conversions. You can try to set-up a guardbreak on incoming with it's large hitbox, but j and G.Quake do that more easily.
"The Clap", j, will stagger grounded foes on hit and has a large hitbox Hulk might use to outrange some pokes and surprise aerial foes (too close and he's airgrabbed though). j will also halt Hulk's aerial momentum, leaving him to fall striaght down afterwards. This will affect Hulk's placement relative to the foe after an aerial rave midscreen, which is why some combos will involve the player omitting j so that Hulk will be closer after the hard knockdown. While falling from jump height, Hulk has time to surprise some foes with j.
Although j has a large hitbox that easily crosses up and massive frame adv. on block, it's startup is obviously too poor to use this move with impunity. This move can be used to set-up a gimmicky guard-break on incoming and it's groundbounce allows Hulk to complete aerial conversions.
Of the three strengths of Gamma Wave, is arguably the most useful overall. It's quicker startup affords Hulk much more time than or to position himself properly before attempting G.Charge(AA) extension. Also this Gamma Wave is only -1f on block, making it one of Hulk's safest options. Try to make it a habit of buffering this move during the blockstrings you wish to end safely.
The strength of Gamma Wave covers a moderate amount of distance, but without as much commitment as the strength. Because of the larger coverage, this and the strength of Gamma Wave can be looped indefinitely on assist characters that are caught (naturally you would avoid being reckless with this as the foe can still get up and rush Hulk).
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 Gamma Wave judiciously and with coverage.
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. goes the least distance, so it is mostly used in certain extensions or with quick assists.
covers the most distance, does the most damage and has the most active frames of the three strengths of Gamma Charge, arguably making it the most useful in Hulk's neutral. Hulk can jump cancel his ground dash into Gamma Charge to deceive enemies who call assists or attempt to set up a move thinking they have enough distance. If Hulk lands this move on two characters, unfortunately the best he can do without X-Factor or assists would be to combo into the L followup and then Gamma Tsunami (or Gamma Crush if cornered or at a lucky placement midscreen) into a DHC.
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 followup is an additional "shoulder charge" that hits foes horizontally in front of him and knocks them down. If done on an airborne character, Hulk has enough advantage to link a snapback, or Gamma Charge(AA) for a full combo. As it has hyper armor, can hit other characters out of attacks that would normally defeat Hulk's armor (including multi-hit moves such as Flame Carpet and Spiral Swords!). 's hitbox can be also be used as a cross-up on the foe's incoming if done with enough delay that their back isn't to the wall.
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 followup.
followup is a "dash back" that leaves Hulk a little over a character distance from an enemy after a point-blank Gamma Charge. Despite the distance, even this move isn't safe without an assist, as it has enough recovery for some characters to dash up and punish Hulk. This followup can be used for incoming mixup midscreen, but requires X-Factor to convert if solo.
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 followup will groundbounce a foe pressing buttons, while leaving Hulk at frame advantage if blocked. The main differences between the strengths are their damage, active frames, peak height and the width of their hitboxes as Hulk rises. Because GCharge(AA) has the widest hitbox close to the ground, it is the most practical of them all for Gamma Wave extension, even being the only strength that can be landed on some characters.
The strength is between the other two in stats and will probably see the least usage, in neutral. On some characters like Shuma and Jill, it is the optimal option for Gamma Wave extension.
G.Charge(AA) is sometimes used in the neutral for frametraps and mixup (Hulk can soar above the foe and do another followup to cross-up). At the start of round it can counter players mashing grab or buttons. It does the most damage for Gamma Wave extension, although with the most risk.
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.
followup is a groundbounce/hard-knockdown, making it the typical ender to a confirm with G.Charge(AA) to start an easy combo. The second time this attack is used in a combo, it becomes a soft-knockdown (unless groundbounce is reset). Hulk is positive on block afterwards and can even frametrap after it with a normal or another special. Take care to not have it whiff due to pushblock. Hulk also cannot cancel it's recovery long enough to hyper if someone decides to punish via XFGC, be conservative if you are playing someone with a habit of doing this.
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 strength has the quickest startup, but the least range. This and the strength throw the other character full-screen.
The strength has more range, but slightly more startup. Both command grabs can be Kara'd into, however this adds even more startup. Condition foes to block and generally fear Hulk before going for risks.
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.
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.
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.
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.
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 G.Tornado if they pushblock the last few rocks.
-
Assists
Name
Command
Screen
Strategy/Notes
Demo1
Demo1 Caption
Demo2
[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).
{{#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.
{{#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.
Throw
Command
Screen
Strategy/Notes
Screen
Strategy/Notes
{{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }}
Hulk's normal grab has standing heavy as an option select. As a weakness, it is an immediate hard knockdown that would too fast to OTG 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).
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 the commonly used '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.
5:22 in Comboman's tutorial above also goes over G.Wave Extension visually and includes a table.
(Credit: Comboman70)
Some issues with Gamma Wave Extensions include:
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, if AA-G.Charge whiffs or drops the foe after a couple hits, Hulk is exposed for punishment.
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:
s/c
Only if HSD is low
Allows Hulk to solo relaunch or combo into Gamma Crush/snapback in higher HSD. Worth learning for solo extensions on large characters. Stricter placement is required.
s/c
Even harder to land than S and doesn't work on many characters.
Gamma Crush
This one may be obvious, but it's worth noting that this placement guarantees that Gamma Wave will never still be active after the first hit of Gamma Crush (as is prone to happen with some characters like Frank).
Snapback
This can be linked on anyone very easily, so long as Gamma Wave hits late enough.
Ground Dash
Hulk's ground dash is a "bunny hop" that has some resemblance to something like Blanka's dash from Street Fighter. Hulk can jump cancel this dash into specials, though cannot wavedash (plinking simply makes him dash as soon as possible rather than faster). The interesting thing about Hulk's dash is that he can dash over and cross-up some characters (mostly crouching) midscreen. Conditioning a player to block or otherwise not attack can bring this option some use with a lockdown assist, although Hulk is ultimately easy to hit.
Dash -> Gamma Wave
As far as charging goes, this game's input system affords 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 G.Wave:
(Charge)(Neutral)+ (Charge)+
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 G.Tornado with a different series of inputs. The second dash is jump cancelled into G.Wave: