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=== | == Strategy (Intermediate-Advanced) (WIP) == | ||
[http://wiki.shoryuken.com/Hulk_Frame_Data_(UMvC3) Click me for Frame Data!] | |||
=== Normals === | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
! Command | |||
! Screen | |||
! Strategy/Notes | |||
! Demo1 | |||
! Demo1 Caption | |||
! Demo2 | |||
! Demo2 Caption | |||
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| {{#motion: L }} | |||
| [[File:Hulk 5L.png|179px]] | |||
|style="vertical-align:top;" align="left"| 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[[File:L.png]] crossunder'' | |||
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| {{#motion: M }} | |||
| [[File:Hulk M.png]] | |||
|style="vertical-align:top;" align="left"| 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:M.png]]'s high & forward reaching hitbox can also anti-air linear approaches. Unfortunately standing {{#motion: M }} doesn't have the all around reach of standing [[File:H.png]] 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. | |||
| [[File:Hulk Mwhiff.gif]] | |||
| ''Be careful if they're crouching!'' | |||
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| {{#motion: H }} | |||
| [[File:Hulk H.png]] | |||
|style="vertical-align:top;" align="left"| An infamous normal in UMvC3, standing [[File:H.png]] 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 [[File:H.png]] is worth empty canceling (or "Kara") into other moves. For instance, Kara-[[File:H.png]] 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 [[File:H.png]] also serves as an option select for Hulk's ground throws, making Hulk one of the most dangerous start of round characters! | |||
| [[File:Hulk Hhitbox.gif]] | |||
| ''Large area of effect.'' | |||
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| [[File:down.gif]][[File:L.png]] | |||
| [[File:Hulk dL.png]] | |||
|style="vertical-align:top;" align="left"| This move should see some use in Hulk's neutral, as it's his ''only'' low. Although crouching[[File:L.png]]'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. | |||
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| [[File:down.gif]]{{#motion: M }} | |||
| [[File:Hulk dM.png]] | |||
|style="vertical-align:top;" align="left"| Crouching[[File:M.png]] is good for continuing a ground chain combo started by [[File:L.png]] and won't have the same problem with some crouching characters as standing[[File:M.png]]. 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[[File:H.png]]. 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[[File:M.png]] to sandwich them between him and the assist for a tricky crossup! | |||
| [[File:Hulk karaMhcb.gif]] | |||
| ''Kara-[[File:M.png]] G.Tornado'' | |||
| [[File:Hulk karaMcrossunder.gif]] | |||
| ''[[File:M.png]] crossup'' | |||
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| [[File:down.gif]]{{#motion: H }} | |||
| [[File:Hulk dH.png]] | |||
|style="vertical-align:top;" align="left"| Crouching[[File:H.png]] is faster for covering the immediate area in front of Hulk than standing[[File:H.png]], 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[[File:M.png]] 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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| {{#motion: S }} | |||
| [[File:Hulk S.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:S.png]] 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). | |||
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| (Charge) [[File:right.gif]]{{#motion: M }} | |||
| [[File:Hulk fM.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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===Aerial Normals=== | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
! Command | |||
! Screen | |||
! Strategy/Notes | |||
! Demo1 | |||
! Demo1 Caption | |||
! Demo2 | |||
! Demo2 Caption | |||
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| [Air]{{#motion: l }} | |||
| [[File:Hulk jL.png]] | |||
|style="vertical-align:top;" align="left"| Air[[File:L.png]] won't really instant overhead too many characters beyond the obvious larger ones (convert with j[[File:L.png]][[File:H.png]][[File:S.png]]), but it does work as a fuzzy on most average-sized characters. j[[File:L.png]] 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. | |||
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| [Air]{{#motion: M }} | |||
| [[File:Hulk jM.png]] | |||
|style="vertical-align:top;" align="left"| j[[File:M.png]] 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[[File:S.png]] and G.Quake do that more easily. | |||
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| [Air]{{#motion: H }} | |||
| [[File:Hulk jH.png]] | |||
|style="vertical-align:top;" align="left"| "The Clap", j[[File:H.png]], 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[[File:H.png]] 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[[FIle:H.png]] so that Hulk will be closer after the hard knockdown. While falling from jump height, Hulk has time to surprise some foes with j[[File:L.png]]. | |||
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| [Air]{{#motion: S }} | |||
| [[File:Hulk jS.png]] | |||
|style="vertical-align:top;" align="left"| Although j[[File:S.png]] 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. | |||
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===Special Moves=== | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
! Command | |||
! Screen | |||
! Strategy/Notes | |||
! Demo1 | |||
! Demo1 Caption | |||
! Demo2 | |||
! Demo2 Caption | |||
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| {{#motion: b }}[Charge]{{#motion: f + l }} | |||
| [[File:Hulk bChargefL.png]] | |||
|style="vertical-align:top;" align="left"| Of the three strengths of Gamma Wave, [[File:L.png]] is arguably the most useful overall. It's quicker startup affords Hulk much more time than [[File:M.png]]or[[File:H.png]] 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. | |||
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| {{#motion: b }}[Charge]{{#motion: f + M }} | |||
| [[File:Hulk bChargefMH.png]] | |||
|style="vertical-align:top;" align="left"| The [[File:M.png]] strength of Gamma Wave covers a moderate amount of distance, but without as much commitment as the [[File:H.png]] strength. Because of the larger coverage, this and the [[File:H.png]] 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). | |||
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| {{#motion: b }}[Charge]{{#motion: f + H }} | |||
| [[File:Hulk bChargefMH.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:H.png]] Gamma Wave judiciously and with coverage. | |||
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| {{#motion: qcf + L }} | |||
| [[File:Hulk qcfAtk.png]] | |||
|style="vertical-align:top;" align="left"| 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. [[File:L.png]] goes the least distance, so it is mostly used in certain extensions or with quick assists. | |||
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| {{#motion: qcf + M }} | |||
| [[File:Hulk qcfAtk.png]] | |||
|style="vertical-align:top;" align="left"| The [[File:M.png]] will typically see the least use of the three strengths of Gamma Charge as it doesn't offer the most distance or safety. | |||
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| {{#motion: qcf + H }} | |||
| [[File:Hulk qcfAtk.png]] | |||
|style="vertical-align:top;" align="left"| [[File:H.png]] 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. | |||
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| [ {{#motion: qcf + atk }} ] {{#motion: L }} | |||
| [[File:Hulk qcfAtkL.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:L.png]] 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, [[File:L.png]] 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!). [[File:L.png]]'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. | |||
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| [ {{#motion: qcf + atk }} ] {{#motion: M }} | |||
| [[File:Hulk qcfAtkM.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:L.png]] followup. | |||
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| [ {{#motion: qcf + atk }} ] {{#motion: H }} | |||
| [[File:Hulk qcfAtkH.png]] | |||
|style="vertical-align:top;" align="left"| [[File:H.png]] 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. | |||
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| {{#motion: dp + L }} | |||
| [[File:Hulk dpL.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:H.png]] 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 [[File:L.png]] 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. | |||
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| {{#motion: dp + M }} | |||
| [[File:Hulk dpM.png]] | |||
|style="vertical-align:top;" align="left"| The [[File:M.png]] 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. | |||
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| {{#motion: dp + H }} | |||
| [[File:Hulk dpH.png]] | |||
|style="vertical-align:top;" align="left"| [[File:H.png]] 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. | |||
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| [ {{#motion: dp + atk }} ] {{#motion: L }} | |||
| [[File:Hulk dpAtkL.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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| [ {{#motion: dp + atk }} ] {{#motion: M }} | |||
| [[File:Hulk dpAtkM.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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| [ {{#motion: dp + atk }} ] {{#motion: H }} | |||
| [[File:Hulk dpAtkH.png]] | |||
|style="vertical-align:top;" align="left"| [[File:H.png]] 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. | |||
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| {{#motion: hcb + L }} | |||
| [[File:Hulk hcbLM.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:L.png]] strength has the quickest startup, but the least range. This and the [[File:M.png]] strength throw the other character full-screen. | |||
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| {{#motion: hcb + M }} | |||
| [[File:Hulk hcbLM.png]] | |||
|style="vertical-align:top;" align="left"| The [[File:M.png]] 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. | |||
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| {{#motion: hcb + H }} | |||
| [[File:Hulk hcbH.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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| {{#motion: qcf + }}[[file:a1.png]]/[[file:a2.png]] | |||
| [[File:Hulk snapback.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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===Hyper Combos=== | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
! Command | |||
! Screen | |||
! Strategy/Notes | |||
! Demo1 | |||
! Demo1 Caption | |||
! Demo2 | |||
! Demo2 Caption | |||
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| {{#motion: qcf + atk atk }} | |||
| [[File:Hulk qcfAtkAtk.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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| {{#motion: qcb + atk atk }} | |||
| [[File:Hulk qcbAtkAtk.png]] | |||
|style="vertical-align:top;" align="left"| 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. | |||
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| {{#motion: dp + atk atk }} | |||
| [[File:Hulk dpAtkAtk.png]] | |||
|style="vertical-align:top;" align="left"| 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 [[File:H.png]]G.Tornado if they pushblock the last few rocks. | |||
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===Assists=== | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
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=== Throw === | |||
{| class="wikitable" style="text-align: center;" | |||
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! Command | |||
! Screen | |||
! Strategy/Notes | |||
! Screen | |||
! Strategy/Notes | |||
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| {{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} | |||
| [[File:Hulk groundgrab.png]] | |||
|style="vertical-align:top;" align="left"| 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). | |||
| [[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 18:10, 5 January 2015
Standing {{#motion: h}} H |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
File:Hulk H.png | 120,000 | - | 15 | 4 | 37 | - | -15 | groundbounce hardknockdown armored |
An infamous normal in UMvC3, standing H 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 H.png is worth Kara canceling into other moves. For instance, Kara-H.png 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 H can also option select into ground throws, making Hulk one of the most dangerous start of round characters! |
Standing {{#motion: h}} H |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
File:480Hulk H.png | 120,000 | - | 15 | 4 | 37 | - | -15 | groundbounce hardknockdown armored |
An infamous normal in UMvC3, standing H 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 H.png is worth Kara canceling into other moves. For instance, Kara-H.png 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 H can also option select into ground throws, making Hulk one of the most dangerous start of round characters! |
Gamma Wave {{#motion: [Charge] f + atk }} |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
{{#motion: l }} | 40,000x2 (76,000) | {{#motion: - }} | 19 | 23 | 34 | - | -1 | {{#motion: Proj Otg softknockdown }} | |
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. | |||||||||
{{#motion: m }} | 40,000x3 (108,300) | {{#motion: - }} | 23 | 28 | 36 | - | -5 | {{#motion: Proj Otg softknockdown }} | |
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). | |||||||||
{{#motion: h }} | 40,000x4 (137,400) | {{#motion: - }} | 27 | 32 | 36 | - | -6 | {{#motion: Proj Otg softknockdown }} | |
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 Wave {{#motion: [Charge] f + atk }} |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
{{#motion: l }} | 40,000x2 (76,000) | {{#motion: - }} | 19 | 23 | 34 | - | -1 | {{#motion: Proj Otg softknockdown }} | |
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. | |||||||||
{{#motion: m }} | 40,000x3 (108,300) | {{#motion: - }} | 23 | 28 | 36 | - | -5 | {{#motion: Proj Otg softknockdown }} | |
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). | |||||||||
{{#motion: h }} | 40,000x4 (137,400) | {{#motion: - }} | 27 | 32 | 36 | - | -6 | {{#motion: Proj Otg softknockdown }} | |
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. |
Name
Screen
Type
Damage
Special Properties
Crossover-Combination
Strategy
{{#motion: shot front }}
{{#motion: 40,000 X 3
(108,300) }}
(108,300) }}
proj otg
softknockdown
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
{{#motion: 40,000 X 4
(137,400) }}
(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
Strategy (Intermediate-Advanced) (WIP)
Normals
Command | Screen | Strategy/Notes | Demo1 | Demo1 Caption | Demo2 | Demo2 Caption |
---|---|---|---|---|---|---|
{{#motion: H }} | File:Hulk H.png | An infamous normal in UMvC3, standing ![]() ![]() ![]() ![]() |
File:Hulk Hhitbox.gif | Large area of effect. | - | -\- |
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 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). | 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) |
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
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
hardknockdown
armored
Crouching Heavy
d + h
100,000
strk
Special
s
40,000 + 90,000
(121,000)
(121,000)
strk on first hit
launch on second hit;
nocancel
launch on second hit;
nocancel
Impact Punch
f + m
115,000
strk
Jumping Light
air l
60,000
high
Jumping Medium
air m
90,000
high
Jumping Heavy
air h
110,000
high
stagger
stagger
Jumping Special
air s
130,000
high
groundbounce
aircombofinisher
groundbounce
aircombofinisher
Throws
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
Gamma Charge L
qcf + l
50,000 X 3
(135,400)
(135,400)
strk
armored
armored
Gamma Charge M
qcf + m
50,000 X 4
(171,800)
(171,800)
strk
armored
armored
Gamma Charge H
qcf + h
50,000 X 5
(204,600)
(204,600)
strk
armored
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
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)
(135,400)
strk
Anti-Air Gamma Charge M
dp + m
50,000 X 4
(171,800)
(171,800)
strk
Anti-Air Gamma Charge H
dp + h
50,000 X 5
(204,600)
(204,600)
strk
Anti-Air Gamma Charge 2nd L
Anti-Air Gamma Charge, then l
70,000
strk ,
Charges uf
Charges uf
Anti-Air Gamma Charge 2nd M
Anti-Air Gamma Charge, then m
70,000
wallbounce softknockdown ,
charges f
charges f
Anti-Air Gamma Charge 2nd H
Anti-Air Gamma Charge, then h
70,000
groundbounce softknockdown
Charges df
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.
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)
(76,000)
proj otg
softknockdown
softknockdown
Gamma Wave m
charge b , f + m
40,000 X 3
(108,300)
(108,300)
proj otg
softknockdown
softknockdown
Gamma Wave h
charge b , f + h
40,000 X 4
(137,400)
(137,400)
proj otg
softknockdown
softknockdown
Hyper Moves
Gamma Tsunami
qcf + atk + atk
80,000 X 4
(275,000)
(275,000)
proj otg
softknockdown
softknockdown
Gamma Quake
dp + atk + atk
35,000 X X 11
(301,400)
(301,400)
proj otg
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
Gamma Crush
qcb + atk + atk
60,000 X 8
(403,700)
(403,700)
hardknockdown