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