UMVC3/Hulk

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Hulk

Umvc3 hulk face.jpg

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

Hulk colors.jpg

Players to Watch

KaneBlueRiver, Fooblat, Jan, jDog

Character Vitals

CHARACTER DATA
Health:
1200k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
40.0 %
70.0 %
100.0 %
X-Factor Speed Boost:
0.0 %
0.0 %
0.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
30 %
30 %
30 %
30 %
50 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
50 %

Video Walkthrough

Mission Mode

Combo Videos

Hulk/Shuma/Haggar combos
Hulk/Nemesis/Sentinel team combo video
Jdog's Combo video with Hulk/Sentinel


Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gamma Wave
shot front
40,000 X 3
(108,300)
proj otg
softknockdown
Gamma Tsunami
Beta2.png Gamma Charge
direct front
40,000 X 4
(137,400)
strk
Gamma Crush
Gamma2.png Anti-Air Gamme Charge
direct upward
40,000 X 4
(137,400)
strk
Gamma Quake

Normal Moves

Name
Command
Damage
Notes (glossary)
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
Crouching Heavy
d + h
100,000
strk
Special
s
40,000 + 90,000
(121,000)
strk on first hit
launch on second hit;
nocancel
Impact Punch
f + m
115,000
strk
Impact Punch (charged)
f + m (hold M )
140,000
forced wallbounce
softknockdown
armored
chipdamage
Jumping Light
air l
60,000
high
Jumping Medium
air m
90,000
high
Jumping Heavy
air h
110,000
high
stagger
Jumping Special
air s
130,000
high
groundbounce
aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
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

Name
Command
Damage
Notes (glossary)
Gamma Charge L
qcf + l
50,000 X 3
(135,400)
strk
armored
Gamma Charge M
qcf + m
50,000 X 4
(171,800)
strk
armored
Gamma Charge H
qcf + h
50,000 X 5
(204,600)
strk
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
Anti-Air Gamma Charge L
dp + l
50,000 X 3
(135,400)
strk
Anti-Air Gamma Charge M
dp + m
50,000 X 4
(171,800)
strk
Anti-Air Gamma Charge H
dp + h
50,000 X 5
(204,600)
strk
Anti-Air Gamma Charge 2nd L
Anti-Air Gamma Charge, then l
70,000
strk ,
Charges uf
Anti-Air Gamma Charge 2nd M
Anti-Air Gamma Charge, then m
70,000
wallbounce softknockdown ,
charges f
Anti-Air Gamma Charge 2nd H
Anti-Air Gamma Charge, then h
70,000
groundbounce softknockdown
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.
Gamma Wave l
charge b , f + l
40,000 X 2
(76,000)
proj otg
softknockdown
Gamma Wave m
charge b , f + m
40,000 X 3
(108,300)
proj otg
softknockdown
Gamma Wave h
charge b , f + h
40,000 X 4
(137,400)
proj otg
softknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Gamma Tsunami
qcf + atk + atk
80,000 X 4
(275,000)
proj otg
softknockdown
Gamma Quake
dp + atk + atk
35,000 X X 11
(301,400)
proj otg
hardknockdown on hits 1 - 10 ;
softknockdown on final hit
Gamma Crush
qcb + atk + atk
60,000 X 8
(403,700)
hardknockdown

Frame Data

Grounded Normals

Move Name Command Startup Active Recovery Adv. on Hit Adv. on Block Attributes
Standing Light {{#motion: l }} 9 3 14 +2 -1 -
Standing Medium {{#motion: M }} 13 3 33 -10 -10 Armor (1 hit) frames 3-15
Standing Heavy {{#motion: H }} 15 4 37 - -15 Armor (1 hit) frames 6-18
Crouching Light {{#motion: d + L }} 9 3 19 -3 -6 Low
Crouching Medium {{#motion: d + M }} 14 3 26 -5 -9 -
Crouching Heavy {{#motion: d + H }} 12 4 34 - -12 -
Special Atk {{#motion: S }} 10 2(2)3 36 - -13 Launcher. Starts an Aerial Rave. Only first hit is jump cancelable
Impact Punch (Charge){{#motion: f + M }} 16-46 5 28 +4 -7 Armor (1 hit) frames 10-19 or 10-48 (charged). Forces wallbounce if charged.

Aerial Normals

Move Name Command Startup Active Recovery Adv. on Hit Adv. on Block Attributes
Air Light [Air]{{#motion: l }} 7 3 18 +15 +13 Overhead
Air Medium [Air]{{#motion: M }} 13 3 19 +20 +16 Overhead
Air Heavy [Air]{{#motion: H }} 16 5 18 - -2 Overhead. Stagger 49f on hit.
Air Special Atk [Air]{{#motion: S }} 17 3 36 - +16 Ends an Aerial Rave via hard knockdown. Otherwise will ground bounce

Special Moves

Move Name Command Startup Active Recovery Adv. on Hit Adv. on Block Attributes
Gamma Wave L {{#motion: b }}[Charge]{{#motion: f + l }} 19 Projectiles in play for 23f. 34 - -1 OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
Gamma Wave M {{#motion: b }}[Charge]{{#motion: f + M }} 23 Projectiles in play for 28f. 36 - -5 OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
Gamma Wave H {{#motion: b }}[Charge]{{#motion: f + H }} 27 Projectiles in play for 32f. 36 - -6 OTG. Soft knockdown. 45f charge. Each projectile = 5 low prioriy durability points
Gamma Charge L {{#motion: qcf + L }} 9 6 36 -12 -12 Armor (1 hit) from frames 9-15
Gamma Charge M {{#motion: qcf + M }} 9 8 39 -15 -15 Armor (1 hit) from frames 9-17
Gamma Charge H {{#motion: qcf + H }} 9 10 42 -18 -18 Armor (1 hit) from frames 9-18
Gamma Charge L-Followup [ {{#motion: qcf + atk }} ] {{#motion: L }} 9 10 27 - -11 Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15
Gamma Charge M-Followup [ {{#motion: qcf + atk }} ] {{#motion: M }} 7 19 35 - -28 Must input during frames 9-25 of G.Charge. Armor (1 hit) frames 3-15
Gamma Charge H-Followup [ {{#motion: qcf + atk }} ] {{#motion: H }} 9 10 32 - -16 Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15.
Gamma Charge L (AA) {{#motion: dp + L }} 5 6 44 -20 -22 Armor (1 hit) during frames 6-11
Gamma Charge M (AA) {{#motion: dp + M }} 5 19 38 -25 -29 Armor (1 hit) during frames 6-11
Gamma Charge H (AA) {{#motion: dp + H }} 5 25 48 -39 -43 Armor (1 hit) during frames 6-11
Gamma Charge (AA) L-Followup [ {{#motion: dp + atk }} ] {{#motion: L }} 10 6 Until grounded, 10f recovery. +6 -28 Must input during frames 5-25 of G.Charge(AA)
Gamma Charge (AA) M-Followup [ {{#motion: dp + atk }} ] {{#motion: M }} 10 6 Until grounded, 10f recovery. - +2 Must input during frames 5-25 of G.Charge(AA). Wallbounce
Gamma Charge (AA) H-Followup [ {{#motion: dp + atk }} ] {{#motion: H }} 10 6 Until grounded, 10f recovery. - +8 Must input during frames 5-25 of G.Charge(AA). Groundbounce/Hardknockdown. Soft knockdown if 2nd use.
Gamma Tornado L {{#motion: hcb + L }} 11 2 28 - - Throw. Hard knockdown. Mashable
Gamma Tornado M {{#motion: hcb + M }} 16 2 23 - - Throw (further range). Hard knockdown. Mashable
Gamma Tornado H {{#motion: hcb + H }} 18 2 21 - - Throw (anti-air). Hard knockdown. Mashable
Snapback {{#motion: qcf + }}A1.png/A2.png 1 3 33 - -10 Tags out foe character to the one chosen by the assist button. Foe assist call and tag-outs are locked for 4 seconds.
Hard Tag [Hold] A1.png/A2.png (14)1 21 35 - -11 Must hold down A1/A2 for 14 frames. Overhead

Hyper Combos

Name Command Startup (pre/post flash) Active Recovery Adv. on Hit Adv. on Block Attributes
Gamma Tsunami {{#motion: qcf + atk atk }} 6+15 24 39 - -11 OTG. Soft knockdown. Each projectile = 3 high priority durability points
Gamma Crush {{#motion: qcb + atk atk }} 5+10 56 48 - -25 Frames 1-73 invincible. Hard knockdown
Gamma Quake {{#motion: dp + atk atk }} 6+9 81 89 - +13 OTG. Knock down. Rocks hit after 34 frames. Each projectile = 3 high priority durability points

TAC/Air Exchange

Command Startup Active Recovery Attributes
{{#motion: u }}/{{#motion: f }}/{{#motion: b }}/{{#motion: d + S }} 9 6 Until Grounded Tags available ally.

Throws

Command Startup Active Attributes
{{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} 1 1 Hard knockdown

Assists

Type Move Used Crossover Combination Startup Active Recovery (this crossover assist) Recovery (other partner) Attributes
Alpha.gif {{#motion: b }}[Charge]{{#motion: f + M }} {{#motion: qcf + atk atk }} 47 Projectiles in play for total of 28f. 123 93 OTG. Soft knockdown. Each projectile = 5 low priority durability points
Beta.gif {{#motion: dp + M }} {{#motion: dp + atk atk }} 29 19 129 99 Armor (1 hit) during frames 23-32
Gamma.gif {{#motion: qcf + M }} {{#motion: qcb + atk atk }} 33 8 131 101 Armor (1 hit) during frames 27-36

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.

Strategy (Intermediate-Advanced)(WIP)

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Normals

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 StandingL.png crossunder - -
{{#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 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 H.png and it's hitbox will 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! - -
{{#motion: H }} File:Hulk H.png An infamous normal in UMvC3, standing 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 H.png is worth empty canceling (or "Kara") 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.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. - -
Down.gifL.png File:Hulk dL.png This move should see some use in Hulk's neutral, as it's his only low. Although crouchingL.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. - - - -
Down.gif{{#motion: M }} File:Hulk dM.png CrouchingM.png is good for continuing a ground chain combo started by L.png and won't have the same problem with some crouching characters as standingM.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 standingH.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 crouchingM.png to sandwich them between him and the assist for a tricky crossup! File:Hulk karaMhcb.gif Kara-M.png G.Tornado File:Hulk karaMcrossunder.gif Kara-M.png crossup
Down.gif{{#motion: H }} File:Hulk dH.png CrouchingH.png is faster for covering the immediate area in front of Hulk than standingH.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 standingM.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. - - - -
{{#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 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). - - - -
(Charge) Right.gif{{#motion: M }} 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]{{#motion: M }} File:Hulk jM.png
[Air]{{#motion: H }} File:Hulk jH.png
[Air]{{#motion: S }} File:Hulk jS.png

Special Moves

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
{{#motion: b }}[Charge]{{#motion: f + l }} File:Hulk bChargefL.png - -
{{#motion: b }}[Charge]{{#motion: f + M }} File:Hulk bChargefMH.png - -
{{#motion: b }}[Charge]{{#motion: f + H }} File:Hulk bChargefMH.png - -
{{#motion: qcf + L }} File:Hulk qcfAtk.png - -
{{#motion: qcf + M }} File:Hulk qcfAtk.png - -
{{#motion: qcf + H }} File:Hulk qcfAtk.png - -
[ {{#motion: qcf + atk }} ] {{#motion: L }} File:Hulk qcfAtkL.png -
[ {{#motion: qcf + atk }} ] {{#motion: M }} File:Hulk qcfAtkM.png - -
[ {{#motion: qcf + atk }} ] {{#motion: H }} File:Hulk qcfAtkH.png - -
{{#motion: dp + L }} File:Hulk dpL.png - -
{{#motion: dp + M }} File:Hulk dpM.png - -
{{#motion: dp + H }} File:Hulk dpH.png - -
[ {{#motion: dp + atk }} ] {{#motion: L }} File:Hulk dpAtkL.png
[ {{#motion: dp + atk }} ] {{#motion: M }} File:Hulk dpAtkM.png -
[ {{#motion: dp + atk }} ] {{#motion: H }} File:Hulk dpAtkH.png -
{{#motion: hcb + L }} File:Hulk hcbLM.png - -
{{#motion: hcb + M }} File:Hulk hcbLM.png - -
{{#motion: hcb + H }} File:Hulk hcbH.png - -
{{#motion: qcf + }}A1.png/A2.png 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. -

Hyper Combos

Name Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2
{{#motion: qcf + atk atk }} File:Hulk qcfAtkAtk.png -
{{#motion: qcb + atk atk }} File:Hulk qcbAtkAtk.png
{{#motion: dp + atk atk }} File:Hulk dpAtkAtk.png -

Throw

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
{{#motion: airok }}{{#motion: f }} OR {{#motion: b + H }} File:Hulk groundgrab.png File:Hulk airgrab.png

Strategy vs. Hulk

Match Videos