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. | - | -\- |
Air Normals
Command Normals
TAC/Air Exchange
Command | Startup | Active | Recovery | Attributes |
---|---|---|---|---|
{{#motion: u }}/{{#motion: f }}/{{#motion: b }}/{{#motion: d + S }} | 9 | 6 | Until Grounded | Tags available ally. |
Specials
Gamma Wave {{#motion: [Charge] f + atk }} |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
45f charge. Each projectile = 5 low prioriy durability points. | |||||||||
{{#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. |