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|notes=Crouching H is faster for covering the immediate area in {{front}} of Hulk than standing H, 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 M into Impact Punch (although it can extend after G.Wave | |notes=Crouching H is faster for covering the immediate area in {{front}} of Hulk than standing H, 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 M 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. | ||
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|notes=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 S is a possible followup after G.Wave | |notes=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 S 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). If only the first hit is blocked, S can be jump canceled. | ||
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|notes=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 | |notes=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. Each projectile = 3 {{high}} priority durability points. | ||
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Revision as of 23:21, 8 December 2020


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 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
Normals
Air Normals
Command Normals
TAC/Air Exchange
Command | Startup | Active | Recovery | Attributes |
---|---|---|---|---|
{{ ![]() ![]() ![]() ![]() |
9 | 6 | Until Grounded | Tags available ally. |
Specials
Gamma Wave {{ [Charge] ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
45f charge. Each projectile = 5 low prioriy durability points. | |||||||||
{{ ![]() |
40,000x2 (76,000) | 19 | 23 | 34 | - | -1 | {{ Proj Otg ![]() | ||
Of the three strengths of Gamma Wave, L is arguably the most useful overall. It's quicker startup affords Hulk much more time than M or H 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. | |||||||||
{{ ![]() |
40,000x3 (108,300) | 23 | 28 | 36 | - | -5 | {{ Proj Otg ![]() | ||
The M strength of Gamma Wave covers a moderate amount of distance, but without as much commitment as the H strength. Because of the larger coverage, this and the H 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). | |||||||||
{{ ![]() |
40,000x4 (137,400) | 27 | 32 | 36 | - | -6 | {{ Proj Otg ![]() | ||
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 H Gamma Wave judiciously and with coverage. |
Gamma Charge(Anti-Air) Second Followup {{ ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
{{ ![]() |
70,000 | 10 | 6 | Until grounded, +10f | +6 | -28 | ![]() | |
Must input during frames 5-25 of G.Charge(AA). Easily the least noteworthy of G.Charge(AA)'s followups. It leaves both Hulk and the foe airborne and doesn't recover until Hulk touches ground. Not very useful for much other than situational combo extension. | |||||||||
{{ ![]() |
70,000 | 10 | 6 | Until grounded, +10f | - | +2 | Template:Wallbounce Softknockdown | ||
Must input during frames 5-25 of G.Charge(AA). 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. | |||||||||
{{ ![]() |
70,000 | 10 | 6 | Until grounded, +10f | - | +5 | Template:Groundbounce Hardknockdown Softknockdown (2nd) | ||
Must input during frames 5-25 of G.Charge(AA). H 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 {{ ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | Properties | |
![]() |
{{ ![]() |
(Mashable) 92,000 (2 hits) ~ 200,000 (11 hits) | ![]() |
11 | 2 | 28 | Template:Throw Hardknockdown | |
{{ ![]() |
16 | 2 | 23 | |||||
{{ ![]() |
18 | 2 | 21 | |||||
Gamma Tornado is Hulk's command grab. All three strengths can be mashed for extra damage. Because their range, startup and recovery leave something to be desired, conditioning the foe to fear Hulk is the only way to land these. The L strength has less range and startup. The M strength has more range and startup. This and the M strength throw the other character full-screen. The H 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 with (dash)jLHS depending. |
Hyper Combos
Misc
Throw {{ ![]() ![]() ![]() |
Damage | Startup | Active | Properties |
![]() |
80,000 | 1 | 1 | Template:Throw Hardknockdown |
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). | ||||
![]() |
80,000 | 1 | 1 | Template:Airthrow Hardknockdown |
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). |
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.
- 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.
Technology
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:
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.
There are three methods for dashing forward into G.Wave:
This technique is useful for getting closer to solo OTG after a mid-screen aerial rave.
This is known as the "Wavedash Glitch".
Here's a video example of converting off a G.Tornado via this method. The second dash is jump cancelled into G.Wave:
(Credit: ProzacStylings)
This method is simply dashing forward and jump canceling it into G.Wave. You must let the stick go to neutral before pressing the dash buttons (unless you are attempting to dash back).
Here's a video using this method to allow Hulk to extend solo after a hard knockdown: