User:Dazed/testing

From SuperCombo Wiki
Name
Screen
Type
Damage
Special Properties
Crossover-Combination
Strategy
Alpha.png Gamma Wave
{{#motion: 200Hulk Alpha.png }}
{{#motion: shot front }}
40,000 X 3
(108,300)
{{#motion: proj otg
softknockdown }}
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.
Beta.png Anti-Air Gamme Charge
{{#motion: 200Hulk Beta.png }}
{{#motion: direct upward }}
40,000 X 4
(137,400)
{{#motion: strk }}
Gamma Quake
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.png Gamma Charge
{{#motion: 200Hulk Gamma.png }}
{{#motion: direct front }}
40,000 X 4
(137,400)
{{#motion: strk }}
Gamma Crush
Armor during frames 27-36. This is just Gamma Charge with slow armor. Gamma Crush in a THC ends rather fast if Hulk is not the point character (due to assist attacks not creating hitstop).


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