< Marvel vs Capcom 3(Redirected from Marvel vs Capcom 3 Hyper Guide/Hulk)


Hulk
In a nutshell
Hulk is a brute type character that relies on his normals to make his opponents regret pressing buttons. He also has one of the only
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
force. If you like to bully other players and make them afraid to press buttons, give Hulk a try.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light

85,000
Crouching Light


58,000

Standing Medium

90,000

Crouching Medium


85,000
Standing Heavy

120,000


Crouching Heavy


100,000
Standing Special

121,000

Jumping Light
air

60,000

Jumping Medium
air

90,000

Jumping Heavy
air

110,000

Jumping Special
air

130,000


Special Moves
Gamma Wave
Charge
,
+



40,000 per hit

Gamma Charge


135,400
171,800
204,600

171,800

204,600

Gamma Charge Press
Gamma Charge, then

50,000
Gamma Charge Up
Gamma Charge, then

50,000
Gamma Charge Retreat
Gamma Charge, then

70,000
Gamma Charge Anti Air


135,000
171,800
204,600

171,800

204,600

Gamma Charge Pursuit
Gamma Charge, then
or



70,000


Gamma Toss


60,000
60,000
50,000

60,000

50,000




Mash for more damage
Hyper Moves
Gamma Tsunami



275,000 (80,000 x 4)

Gamma Quake



301,400 (35,000 x 11)

Gamma Crush



403,700 (60,000 x 7)

Apprentice Combos
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
- 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 {{
}} works pretty well. Instead of jumping in with Mission Mode's{{
}} {{
}}for max damage, you can jump in with {{
}}{{
}}. 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 {{
+
}} 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 {{
+
}} xx Gamma Charge {{
}}{{
}} 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 {{
}} for the Gamma Charge follow-up.
- You can also land after a single jumping {{
}} 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.