Marvel vs Capcom 3/Hulk: Difference between revisions

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== Video Walkthrough ==
== Video Walkthrough ==
<youtube>yz8ooTI6Dps</youtube>
<youtube>yz8ooTI6Dps</youtube>
== Apprentice Combos ==
<youtube>xkIWYIN9HzY</youtube>


== Move List ==
== Move List ==

Revision as of 08:38, 4 March 2011

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Hulk

Hulkface.jpg

In a nutshell

Hulk is a brute type character that relies on his armored normals to make his opponents regret pressing buttons. He also has one of the only armored assists in the game in his Anti Air Gamma Charge. This, combined with his diverse set of super moves, make him a great teammate for almost anyone. Hulk's offense may seem unsafe, but when paired with the right assists, he can become an unstoppable armored force. If you like to bully other players and make them afraid to press buttons, give Hulk a try.


Video Walkthrough

Apprentice Combos

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gamma Wave
shot front
40,000 per hit
otg
Gamma Tsunami
Beta.png Gamma Charge Up
direct tiltup
137,400
armored
Gamma Quake
Gamma.png Gamma Charge Front
direct front
137,400
Gamma Crush

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
l
85,000
Crouching Light
d + l
58,000
low
Standing Medium
m
90,000
armored
Crouching Medium
d + m
85,000
Standing Heavy
h
120,000
armored groundbounce
Crouching Heavy
d + h
100,000
Standing Special
s
121,000
launch
Jumping Light
air l
60,000
high
Jumping Medium
air m
90,000
high
Jumping Heavy
air h
110,000
high
Jumping Special
air s
130,000
high
groundbounce when not used after launcher

Special Moves

Name
Command
Damage
Special Properties (glossary)
Gamma Wave
Charge b , f + atk
40,000 per hit
otg
Gamma Charge
qcf + atk
135,400 l
171,800 m
204,600 h
   Gamma Charge Press
Gamma Charge, then l
50,000
   Gamma Charge Up
Gamma Charge, then m
50,000
   Gamma Charge Retreat
Gamma Charge, then h
70,000
Gamma Charge Anti Air
dp + atk
135,000 l
171,800 m
204,600 h
   Gamma Charge Pursuit
Gamma Charge, then l m or h
70,000
h version groundbounce
Gamma Toss
hcb + atk
60,000 l
60,000 m
50,000 h
throw
h version, air throw
Mash for more damage

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Gamma Tsunami
qcf + atk + atk
80,000 per hit
otg
Gamma Quake
dp + atk + atk
35,000 per hit x 10
otg
Gamma Crush
qcb + atk + atk
403,200
startupinv
Does 60,000 on the way up

Strategy

Tips and Tricks

  • With Hulk as a teammate, nearly anywhere you hit your opponent with a super move, you can DHC into one of Hulk's supers for great damage.
  • Instead of pressing Hard and then Special, which leaves you unsafe, trying pressing Hard and an Assist at the same time. If things work out, use the assist to combo into your launcher. If not, you'll be safe enough to cover your assist with something safe of your own and continue making your opponent afraid of your armor.
  • Hulk has an "infinite" where he can keep spamming his Gamma Wave. If he can hit an assist with it, he can continue to use it and keep OTGing the knocked down assist. Due to hitstun decay, this will not combo on point characters. Hulk can call assists to keep enemy point characters at full screen while getting several reps on an enemy assist. Note that you can easily combo into Gamma Tsunami. Video at TheNobleEskimo's YouTube page TheNobleEskimo is the discoverer of this tactic.

Basic Strategy

  1. Hulk's Mixup Game
  • The Hulk can really struggle opening up opponents without assists as he doesn't have a good way to get a quick overhead, and has only a single low attack. You can get around this fact by using this one move as much as possible, which when combined with the somewhat deceptive hit box on jumping {{#motion: l }} works pretty well. Instead of jumping in with Mission Mode's{{#motion: h }} {{#motion: s }}for max damage, you can jump in with {{#motion: l }}{{#motion: l }}. If you perform the first attack near the peak of Hulk's jump, Hulk will hit the top of the opponent's head with his heel, and then hit them as low as the foot with the second jumping attack. This hit can come out very late so it looks like Hulk has already hit the ground. You can also slightly delay your initial attack, in which case the Hulk kicks them in the chest, and is unable to perfom the next attack until he lands. Hit {{#motion: d + l }} with the same timing as before to perform the low mixup. It's very easy to train your opponent to block high then low on the Hulk by going late, then switch to the slightly earlier timing to perform Hulk's deceptive double high jump in. (Author's Note: This will even work on Amaterasu, but gets more much difficult to do on smaller characters. Zero is the shortest character where I found this mixup is 100% reliable.)
  • While training them to block how you want, you can follow up once you've landed with {{#motion: d + m }} xx Gamma Charge {{#motion: m }}{{#motion: h }} to push them towards the corner while they're blocking and ending up relatively safe from punishment. If one of these block strings does get actually through, its easy to substitute {{#motion: l }} for the Gamma Charge follow-up.
  • You can also land after a single jumping {{#motion: l }} and command throw them, rather than going into the high/low mixup. This may be Hulk's worst option, as his command throw will always fling them towards the far side of the screen. That said, its pretty unstoppable, and it can be followed up easily by Gamma Tsunami xx DHC.

Advanced Strategy

Character-Themed Cocktail

  • Mint, rum, lime, and "bubbles."
  • Equal parts Hennessey and Hpnotiq, served on the rocks.