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{{UMvC3Header}}
<div style="display: flex; flex-wrap:wrap-reverse;">
<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;">
{{Character Subnav UMVC3|name=Hulk}}
==Introduction==
Genius physicist Bruce Banner was exposed to a large amount of gamma radiation in a military accident. As a result, he transforms into a monster - The Incredible Hulk - whenever his emotions get out of control. The Hulk is its own persona that Banner can not meaningfully control, and often goes on destructive rampages.


[[File:20%.gif]]
'''In UMvC3,''' Hulk is an aggressive "Big Body"-style character. His gameplan revolves around making opponents scared to attack against his heavily armored, or even invincible moves, then grab them with throws or command grabs once they start to block. Hulk doesn't have much aerial mobility but is deceptively fast and deals explosive damage when he lands a hit.


{{UMvC3CharacterHeader|Hulk|hulk|
{{ProConTable
<youtube>Tjo6uavYpb0</youtube> 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.
| pros =
|
*'''Explosive Damage:''' Absolutely nuclear damage potential, with very high base damage on normals, specials and hypers, and the highest minimum damage scaling in the game.
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. }}
*'''Extremely Dangerous Offense:''' Can bully his way into close range with armored attacks like 5H, 6M and Gamma Charge (236X) to start his devastating offense. Hulk can force 50/50 strike/throw mixups using his Command Grab, his airthrow, his 2L, and frametraps with various armored attacks, all of which convert into big damage.
*'''OTG Hyper Synergy:''' The quick OTG hit of his Gamma Tsunami hyper can support teammates via THC and DHC synergies.
| cons =
*'''Hulk-Sized Body:''' As a big-body character, Hulk is vulnerable to instant overheads and other setups that do not work on normal-sized characters. Many combos are easier on characters of his size, and additional extensions are possible. He also has a harder time navigating dense projectile patterns than smaller characters would.
*'''Very Low Mobility:''' Hulk has very poor mobility, with an awkward fixed-duration dash and none of the other standard mobility tools found on other characters.
*'''No Aerial Strength:''' Hulk has virtually no air-OK specials, command normals, hypers, or aerial movement tools. His gameplan becomes significantly more linear if the opponent is able to escape to superjump height, and he suffers against flight-capable characters who can attack from above indefinitely, like Magneto and Morrigan.
}}


=== Alternate Colors ===
=== Unique Mechanics ===


[[File:Hulk colors.jpg]]
Hulk's grounded dash is a fixed duration "hop"-style dash. Unlike most characters, Hulk can not cancel his dash with attacks or by crouching, and thus he can not Plink Dash or Wavedash. He can, however, cancel his dash into a jump, and thus can indirectly cancel his dash into Special Moves with a Tiger Knee motion. During Hulk's forward dash, he can pass over small-body characters who are standing, normal-sized characters who are crouching, and any size of character who is knocked down, crossing to the opposite side.
</div>
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=214XX}}</div></div>


=== Players to Watch ===
== Move List ==


KaneBlueRiver, Fooblat, Jan, jDog, Airtola, (GX) Kuuronn, Double A, Comboman
=== Assists ===


{{ UMvC3CharacterDataBox | [[File:1200k.jpg]] | Light Start | No | No | 0 |
{{MoveData
40.0 | 70.0 | 100.0 |
|image=200Hulk_4Charge6M.png
0.0 | 0.0 | 0.0 |
|caption=
10.0 | 15.0 | 20.0 |
|name=Gamma Wave
30 | 30 | 30 | 30 | 50 |
|input=Assist A
35 | 35 | 35 | 35 | 50 |
|data=
35 | 35 | 35 | 35 | 50 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 50 |
|damage=40,000 x3
|guard=Mid
|startup=47
|active=28
|recovery=123, 93
|onhit=-
|onblock=-
|properties={{otg}}, {{softknockdown}}, Priority: Low, Durability: 5 per rock
|description=
THC Hyper: Gamma Tsunami. Recommended assist. Hulk rips up the ground, causing three rocks to launch upwards successively farther away from him. The outer edge of the farthest rock reaches roughly 2/3 of fullscreen distance. Each rock has only average durability, but because destroying one rock does not prevent the further ones from appearing, this move has a tendency to blow past other projectiles and hit opponents on the other side. Each rock is also OTG-capable, which can be useful for point characters whose own OTG options are bad.
}}
}}
}}


== Video Walkthrough ==
{{MoveData
|image=200Hulk_623M.png
|caption=
|name=Gamma Charge (Anti-Air)
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=40,000 x4
|guard=Mid
|startup=29
|active=19
|recovery=129, 99
|onhit=-
|onblock=-
|properties={{strk}}, armored frames 23-32
|description=
THC Hyper: Gamma Quake. Hulk rushes into the air, knocking up opponents on hit. This is a rare example of a DP-style reversal assist that actually has some kind of protection - one hit of armor. This assist knocks opponents very high into the air, making it awkward to use in combos.


<youtube>itPwR-XjdIg</youtube>
If used as an Alpha Counter, AA Gamma Charge can not be chained into its follow-up attacks, which makes it minus on hit or block.
}}
}}


==Mission Mode==
{{MoveData
<youtube>cvjTBo0ytwE</youtube>
|image=200Hulk_236X.png
|caption=
|name=Gamma Charge
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=40,000 x4
|guard=Mid
|startup=33
|active=8
|recovery=131, 101
|onhit=-
|onblock=-
|properties={{strk}}, armored frames 27-36
|description=  
THC Hyper: Gamma Crush. Hulk charges forward with a shoulder tackle. It has one hit of armor, but this does not activate early enough, and so Hulk is vulnerable to meaty hits when being called with this assist.


== Combo Videos ==
If used as an Alpha Counter, AA Gamma Charge can not be chained into its follow-up attacks, which makes it minus on hit or block.
<youtube>4T1W_I7vfDg</youtube>
}}
<youtube>EE5OyuJzfgs</youtube>
}}
<youtube>tmJ54ielkUk</youtube>
<youtube>_FCtHv800tU</youtube>
<youtube>3HkzXbE6svQ</youtube>
 
== Move List ==


<youtube>A3tJyXG27_M</youtube> <br>
=== Ground Normals ===


[http://wiki.shoryuken.com/Hulk_Frame_Data_(UMvC3) Click me for Frame Data!]
{{MoveData
|image=250Hulk_5L.png
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=85,000
|guard=Mid
|startup=9
|active=3
|recovery=14
|onhit=+2
|onblock=-1
|properties=-
|description=
Hulk's standing jab. Same startup as crouching L and this move is often used to continue combos, like <code><nowiki>j.5M > j.5M, land, 5L</nowiki></code>, but its large hitbox can also be used as an anti-air or punishing tool (ie blocked uncancelable footdive) or even as a crossunder midscreen! 2L is usually the better move for CQC situations though.
}}
}}


=== Assist Types ===
{{MoveData
{{UMvC3CharacterAssists
|image=250Hulk_5M.png
  | Gamma Wave | shot front| 40,000 X 3 <br> (108,300) | proj otg <br> softknockdown | Gamma Tsunami
|caption=
  | Gamma Charge | direct front | 40,000 X 4 <br> (137,400) | strk | Gamma Crush
|name=Stand Medium
  | Anti-Air Gamme Charge | direct upward | 40,000 X 4 <br> (137,400) | strk | Gamma Quake
|input=5M
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=13
|active=3
|recovery=33
|onhit=KND (+1)
|onblock=-10
|properties={{strk}}, armored frames 3-15
|description=
Standing 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 (6M) for massive damage. 5M's high-angled & forward-reaching hitbox can also anti-air linear approaches. Unfortunately, 5M doesn't have the all-around reach of 5H, and its hitbox can potentially whiff on all but 20 characters when they are crouching, somewhat limiting its use on grounded foes.
}}
}}
}}


=== Normals ===
{{MoveData
{{UMvC3MoveListRow2.0
|image=200Hulk_5H.png
|photo=[[File:250Hulk_5L.png]]
|caption=
|name=Standing Light
|name=Stand Heavy
|command=L
|input=5H
|damage=85,000
|data=
|guard=-
{{AttackData-UMVC3
|properties=-
|damage=120,000
|startup=9
|guard=Mid
|active=3
|startup=15
|recovery=14
|active=4
|hit=+2
|recovery=37
|block=-1
|onhit=-
|notes=Hulk's standing jab. Same startup as crouching L and this move is often used to continue combos (ie jM ,jM ,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 L is usually the better move for CQC situations though.
|onblock=-15
}}
|properties={{groundbounce}} into {{hardknockdown}}, armored frames 6-18
|description=  
Hulk's infamous smash, 5H has super armor from frames 6-18. Not only does it have a huge hitbox that can even reach opponents who are behind Hulk, but its Ground Bound and Hard Knockdown properties gives Hulk ample time to confirm an action afterwards. Hulk can often combo after this attack even if it trades, recovering while the opponent is still bouncing. 5H's armor is not as fast as 5M, so the move isn't necessarily going to save Hulk in every situation - it is vulnerable to Rapid Fire L attacks, and other moves fast enough to hit twice and break its armor. 5H can also option select into ground throws, which is an excellent round-start option.


{{UMvC3MoveListRow2.0
5H's long, but scary, armored startup make it a good target for kara-canceling into specials. At close range, 5H ~ 63214X early cancel will scoop opponents who are hoping to block the attack. Against opponents who try to mash out of this setup, you can simply let 5H finish, or kara-cancel into one of Hulk's Gamma Charge variants instead to beat their attack.
|photo=[[File:250Hulk_5M.png]]
}}
|name=Standing Medium
|command=M
|damage=90,000
|guard=-
|properties=Strk armored
|startup=13
|active=3
|recovery=33
|hit=-10
|block=-10
|notes=Standing 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's high & forward reaching hitbox can also anti-air linear approaches. Unfortunately standing M doesn't have the all around reach of standing H and it's hitbox can potentially 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.
}}
}}


{{UMvC3MoveListRow2.0
|photo=[[File:200Hulk_5H.png]]
|name=Standing Heavy
|command=H
|damage=120,000
|guard=-
|properties=groundbounce hardknockdown armored
|startup=15
|active=4
|recovery=37
|hit=-
|block=-15
|notes=An infamous normal in UMvC, standing H has super armor from frames 6-18. Not only does it have 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! Standing H's armor isn't as fast as standing M so the move isn't necessarily going to save Hulk in every situation, some normals hit twice quick enough to counter it handily. Standing H can also option select into ground throws, making Hulk one of the most dangerous start of round characters!
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_2L.png]]
|image=200Hulk_2L.png
|caption=
|name=Crouching Light
|name=Crouching Light
|command=d + L
|input=2L
|damage=58,000
|data=
|guard=low
{{AttackData-UMVC3
|properties=low
|damage=58,000
|startup=9
|guard=Low
|active=3
|startup=9
|recovery=19
|active=3
|hit=-3
|recovery=19
|block=-6
|onhit=-3
|notes=This move should see some use in Hulk's neutral, as it's his '''only''' low. Although crouching L'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.
|onblock=-6
|properties=-
|description=
This move should see some use in Hulk's neutral, as it's his only low. Although 2L's 9f startup may seem undesirable compared to the average 5, it has above-average range. Hulk can set up simple frametraps by chaining 2L into 5H or canceling into AA Gamma Charge (623H > H). 2L is an important tool to discourage opponents from chicken blocking Hulk's strike/throw offense, since it will catch opponents who are holding up-back.
}}
}}
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_2M.png]]
|image=200Hulk_2M.png
|caption=
|name=Crouching Medium
|name=Crouching Medium
|command=d + M
|input=2M
|damage=85,000
|data=
|guard=-
{{AttackData-UMVC3
|properties=-
|damage=85,000
|startup=14
|guard=Mid
|active=3
|startup=14
|recovery=26
|active=3
|hit=-5
|recovery=26
|block=-9
|onhit=-5
|notes=Crouching M is good for continuing a ground chain combo started by L.png and won't have the same problem with some crouching characters as standing M. 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 standing H. 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 crouching M to sandwich them between him and the assist for a tricky crossup!
|onblock=-9
|properties=
|description=
Note: not a low. 2M is good for continuing as chain combo filler, and works around 5M's inconsistency against crouching characters. Hulk moves forward roughly one character length during this attack, then retreats back during the recovery. Canceling the attack into another move will negate this retreat, giving Hulk extra effective range on his following attacks. Hulk can crouch underneath an incoming opponent and use 2M to move behind them for a tricky crossup, although this will lose to strong air-to-ground attacks like Doom's Foot Dive unless covered by an assists.
}}
}}
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_2H.png]]
|image=200Hulk_2H.png
|caption=
|name=Crouching Heavy
|name=Crouching Heavy
|command=d + H
|input=2H
|damage=100,000
|data=
|guard=-
{{AttackData-UMVC3
|properties=Strk
|damage=100,000
|startup=12
|guard=Mid
|active=4
|startup=12
|recovery=34
|active=4
|hit=-
|recovery=34
|block=-12
|onhit=-
|notes=Crouching H is faster for covering the immediate area in front of Hulk than standing H, 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 standing M 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.
|onblock=-12
|properties={{strk}}
|description=
Note: not a low. 2H is faster for covering the immediate area in front of Hulk than 5H, but it lacks the range and armor of some of Hulk's other normals. It does a large amount of damage, but 5M > 6M is still the more damaging confirm route. On some characters, Hulk can link 2H after a Gamma Wave OTG hit, leading to solo extensions.  
}}
}}
}}


{{UMvC3MoveListRow2.0
 
|photo=[[File:200Hulk_5S.png]]
{{MoveData
|image=200Hulk_5S.png
|caption=
|name=Launcher/Special
|name=Launcher/Special
|command=S
|input=S
|damage=40,000+90,000 (121,000)
|data=
|guard=-
{{AttackData-UMVC3
|properties=strk first hit Launch on second hit Nocancel
|damage=40,000 + 90,000
|startup=10
|guard=Mid
|active=2(2)3
|startup=10
|recovery=36
|active=2(2)3
|hit=-
|recovery=36
|block=-13
|onhit=Launch
|notes=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 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). If only the first hit is blocked, S can be jump canceled.  
|onblock=-13
|properties={{strk}} (first hit), {{launch}} (second hit), {{nocancel}}
|description=
Hulk's launcher. Although the hitbox and speed aren't bad, it is too unsafe on block to use in neutral. For combo extensions, 5S is a possible followup after Gamma 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).  
 
If only the first hit is blocked, S can be jump canceled (?).
}}
}}
}}


===Air Normals===
=== Aerial Normals ===
{{UMvC3MoveListRow2.0
 
|photo=[[File:200Hulk_jL.png]]
{{MoveData
|image=200Hulk_jL.png
|caption=
|name=Jumping Light
|name=Jumping Light
|command=(Air) L
|input=j.5L
|damage=60,000
|data=
|guard=High
{{AttackData-UMVC3
|properties=High
|damage=60,000
|startup=7
|guard=OH
|active=3
|startup=7
|recovery=18
|active=3
|hit=+15
|recovery=18
|block=+13
|onhit=+15
|notes=Air L won't really instant overhead too many characters beyond the obvious larger ones (convert with jLHS), but it does work as a fuzzy on most average-sized characters. jL doesn't have the hitbox to use as an air-to-air without cover. You can chain it into itself once as a gimmicky double overhead.  
|onblock=+13
|properties=-
|description=
j.5L works as an instant overhead against normal-sized characters if set up via Fuzzy Guard, or works naturally against other Big Body characters. If successful, it can be converted with j.5L > j.5H > j.5S. jL doesn't have the hitbox to use as an air-to-air without cover. You can chain it into itself once as a gimmicky double overhead.  
}}
}}
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_jM.png]]
|image=200Hulk_jM.png
|caption=
|name=Jumping Medium
|name=Jumping Medium
|command=(Air) M
|input=j.5M
|damage=90,000
|data=
|guard=High
{{AttackData-UMVC3
|properties=High
|damage=90,000
|startup=13
|guard=OH
|active=3
|startup=13
|recovery=19
|active=3
|hit=19
|recovery=19
|block=+20
|onhit=+19
|notes=jM is rather slow to use for most things other than combos and conversions. You can try to set-up a guardbreak on incoming with it's large hitbox, but jS and G.Quake do that more easily.
|onblock=+20
|properties=
|description=
j.5M is rather slow to use for most things other than combos and conversions. You can try to set-up a guardbreak on incoming with it's large hitbox, but j.5S and Gamma Quake do that more easily.  
}}
}}
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_jH.png]]
|image=200Hulk_jH.png
|caption=Clap
|name=Jumping Heavy
|name=Jumping Heavy
|command=(Air) H
|input=j.5H
|damage=110,000
|data=
|guard=High
{{AttackData-UMVC3
|properties=High Stagger
|damage=110,000
|startup=16
|guard=OH
|active=5
|startup=16
|recovery=18
|active=5
|hit=-
|recovery=18
|block=-2
|onhit=-
|notes="The Clap", jH will stagger grounded foes on hit and has a large hitbox Hulk might use to outrange some pokes and surprise aerial foes (too close and he's airgrabbed though). jH will also halt Hulk's aerial momentum, leaving him to fall striaght down afterwards. This will affect Hulk's placement relative to the foe after an aerial rave midscreen, which is why some combos will involve the player omitting jH so that Hulk will be closer after the hard knockdown. While falling from jump height, Hulk has time to surprise some foes with jL.
|onblock=-2
|properties={{stagger}}
|description=
j.5H will Stagger grounded foes on hit, and has a large hitbox. It will also halt Hulk's aerial momentum, leaving him to fall straight down afterwards. When used in a Launcher combo, the momentum halt from j.5H can cause Hulk to take longer to return to the ground, and so some combos omit this attack from air chains. If Hulk throws this attack out at regular jump height (or higher), he recovers in time to throw out a tricky j.5L overhead before landing.
}}
}}
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_jS.png]]
|image=200Hulk_jS.png
|caption=
|name=Jumping Special
|name=Jumping Special
|command=(Air) S
|input=j.5S
|damage=130,000
|data=
|guard=High
{{AttackData-UMVC3
|properties=High Groundbounce Softknockdown
|damage=130,000
|startup=17
|guard=OH
|active=3
|startup=17
|recovery=36
|active=3
|hit=-
|recovery=36
|block=+16
|onhit=-
|notes=Although jS has a large hitbox that easily crosses up and massive frame adv. on block, it's startup is obviously too poor to use this move with impunity. jS can be used to set-up a gimmicky guard-break on incoming and it's groundbounce allows Hulk to complete aerial conversions.
|onblock=+14
|properties={{aircombofinisher}}, {{groundbounce}}, {{softknockdown}}
|description=
Although j.5S has a large hitbox that easily crosses up and massive frame adv. on block, its startup is deceptively slow, so it is vulnerable to getting stuffed in neutral. j.5S can be used to set up a gimmicky Guard Break on incoming, by land-canceling the recovery and then throwing the opponent as they recover from blockstun.
 
If used outside of a Launcher combo, j.5S causes a Ground Bounce on hit. This gives Hulk a consistent tool for converting air-to-air hits into a larger combo.
}}
}}
}}


===Command Normals===
=== Command Normals ===
{{UMvC3MoveListRow2.0
 
|photo=[[File:200Hulk_6M.png]]
{{MoveData
|image=200Hulk_6M.png
|caption=
|name=Impact Punch
|name=Impact Punch
|command=f + M / f + M (Charge)
|subtitle=Hulk Smash
|damage=115,000 / 140,000
|input=6M
|guard=-
|data=
|properties=Strk [[File:Forcedwallbounce.png]] Softknockdown armored Chipdamage
{{AttackData-UMVC3
|startup=16-46
|damage=115,000 / 140,000
|active=5
|guard=Mid
|recovery=28
|startup=16 ~ 46
|hit=+4
|active=5
|block=-7
|recovery=28
|notes=Impact Punch is a new addition for Hulk in UMvC3. As it's special cancelable and armored, Hulk can use it to begin or continue his shenanigans. 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.
|onhit=+4
|onblock=-7
|properties={{strk}}, armored frames 10-19 (uncharged), frames 10-48 (charging), {{chipdamage}}, [[File:forcedwallbounce.png]] (fully charged)
|description=
6M is an armored, special-cancelable punch useful in hitconfirms and mixups. Hulk can charge 6M by holding down M, which will extend the duration of the armor (although it still only absorbs one hit). When fully charged, Impact Punch will force a Wall Bounce on hit, even if Wall Bounce has already been used in the same combo. 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 to Kara-Cancel into Gamma Tornado (63214X), grabbing opponents who expect the attack and attempt to block.
}}
}}
}}


===TAC/Air Exchange===
=== Special Moves ===
{| class="wikitable" style="text-align: center;"
|-
! Command
! Startup
! Active
! Recovery
! Attributes
|-
| {{#motion: u }}/{{#motion: f }}/{{#motion: b }}/{{#motion: d + S }}
| 9
| 6
| Until Grounded
| Tags available ally.
|}
 
===Specials===


{|class="wikitable" style="width:1100px;"
{{MoveData
|- style="font-weight: bold;"
|image=200Hulk_4Charge6L.png
|style="width:200px; font-size:115%;" align="center"| <b>Gamma Wave</b><br><small>{{#motion: [Charge] f + atk }}</small>
|image2=200Hulk_4Charge6M.png
|style="width:50px;"| Version
|image3=200Hulk_4Charge6H.png
|style="width:150px;"| Damage
|caption=
|style="width:100px;"| Guard
|name=Gamma Wave
|style="width:70px;"| Startup
|input=[4]6X (Charge 45 frames)
|style="width:70px;"| Active
|data=
|style="width:70px;"| Recovery
{{AttackData-UMVC3
|style="width:70px;"| On Hit
|version=L
|style="width:70px;"| On Block
|subtitle={{b}}, (charge) {{f}} + {{l}}
|style="width:150px;"| Properties
|damage=40,000 x2
|-
|guard=Mid
|align="center" rowspan="8"|  
|startup=19
|active=23
|recovery=34
|onhit=-
|onblock=-1
|properties={{otg}}, {{softknockdown}}, Priority: Low, Durability: 5 per rock
}}
{{AttackData-UMVC3
|version=M
|subtitle={{b}}, (charge) {{f}} + {{m}}
|damage=40,000 x3
|guard=Mid
|startup=23
|active=28
|recovery=36
|onhit=-
|onblock=-5
|properties={{otg}}, {{softknockdown}}, Priority: Low, Durability: 5 per rock
}}
{{AttackData-UMVC3
|version=H
|subtitle={{b}}, (charge) {{f}} + {{h}}
|damage=40,000 x4
|guard=Mid
|startup=27
|active=32
|recovery=36
|onhit=-
|onblock=-6
|properties={{otg}}, {{softknockdown}}, Priority: Low, Durability: 5 per rock
|description=
Hulk rips up the ground, causing rocks to erupt from the stage successively farther away from Hulk. Heavier button strengths are slower but create more rocks, resulting in larger screen coverage. The rocks are OTG-capable, and can be spaced carefully to allow Hulk to solo relaunch, called a Gamma Wave Extension.


[[File:200Hulk_4Charge6L.png]]
L version is the fastest, and thus easiest to use for combo extensions. It is also the safest on block, and a decent way to end blockstrings safely if Hulk runs out of ways to extend pressure. M version has good reach while still being fairly quick. M Gamma Wave can loop an assist character caught by it indefinitely, continually OTGing them before they have a chance to recover, although the opponent's point character can try to interfere. H version travels nearly fullscreen. It tends to perform well against other grounded projectiles, since even opponents with good projectile durability can not prevent additional rocks from appearing underneath them. However, it is very slow, and vulnerable to being punished if the opponent simply chooses not to stay on the ground.


[[File:200Hulk_4Charge6M.png]]
'''Keeping Gamma Wave Charge'''


[[File:200Hulk_4Charge6H.png]]
Gamma Charge requires holding back on the stick for at least 45 frames in order to activate the move. In most cases, Hulk can simply start holding back a short time before he needs to access the move in order to build a charge. However, this presents issues if Hulk needs to advance forward while maintaining a back charge. Hulk has three methods to retain a back charge through a forward dash, if he needs to get closer for certain combo routes:
|-
|colspan="9"| 45f charge. Each projectile = 5 low prioriy durability points.
|-
| {{#motion: l }}
| 40,000x2 (76,000)
| {{#motion: - }}
| 19
| 23
| 34
| -
| -1
| {{#motion: Proj Otg softknockdown }}
|-
|colspan="9"| 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 }}
|-
|colspan="9"| 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 }}
|-
|colspan="9"| 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.
|}


{{UMvC3MoveListRow2.1
*Charge Buffer - UMvC3 gives players some room for "sloppy" charge inputs, letting them release the back charge slightly early and still have access to it for the special. Players can take advantage of this by inputting a dash during the leniency window: <code><nowiki>[1] > 5XX > [1]6X</nowiki></code>. Release the stick to a neutral position and input a dash, then quickly return to holding a down-back charge, before completing the Gamma Wave input when your dash completes.
|photo=[[File:200Hulk_236X.png]]
*Block Dashing - If a character dashes on the same frame that they change from a standing block to a crouching block, they will dash forwards instead of backwards: <code><nowiki>[4] > 1XX > 6X</nowiki></code>. [https://youtu.be/aMzTpaCn3tQ You can see a video example here.]
|name=Gamma Charge
*Jump Cancel Charge Buffer - Works similarly to the normal charge buffer, but you jump-cancel the dash into Gamma Wave using a Tiger Knee input to perform it earlier: <code><nowiki>[1] > 5XX > 69X</nowiki></code>. [https://youtu.be/OqwElHyfAk8 You can see a video example here.]
|command=qcf + atk
}}
|ldamage=50,000x3 (135,400)
|lguard=-
|lstartup=9
|lactive=6
|lrecovery=36
|lhit=-12
|lblock=-12
|mdamage=50,000x4 (171,800)
|mguard=-
|mstartup=9
|mactive=8
|mrecovery=39
|mhit=-15
|mblock=-15
|hdamage=50,000x5 (204,600)
|hguard=-
|hstartup=9
|hactive=10
|hrecovery=42
|hhit=-18
|hblock=-18
|properties=Strk armored
|notes=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. Hulk can jump cancel his ground dash into Gamma Charge to deceive enemies who call assists or attempt to set up a move thinking they have enough distance.  
If Hulk lands this move on two characters, unfortunately the best he can do without X-Factor or assists would be to combo into the L followup and then Gamma Tsunami (or Gamma Crush if cornered or at a lucky placement midscreen) into a DHC.  
Damage, active frames and distance covered all depend on the strength used, all have 9f startup. L goes the least distance, so it is mostly used in certain extensions or with quick assists. M. will typically see the least use of the three strengths of Gamma Charge as it doesn't offer the most distance or is as good for combo extension. H covers the most distance, does the most damage and has the most active frames of the three strengths of Gamma Charge, making it the most useful in Hulk's neutral.
}}
}}


{|class="wikitable" style="width:1100px;"
|- style="font-weight: bold;"
|style="width:200px; font-size:115%;" align="center"| <b>Gamma Charge 2nd Followup</b><br><small>{{#motion: qcf + atk ->atk }}</small>
|style="width:50px;"| Version
|style="width:150px;"| Damage
|style="width:100px;"| Guard
|style="width:70px;"| Startup
|style="width:70px;"| Active
|style="width:70px;"| Recovery
|style="width:70px;"| On Hit
|style="width:70px;"| On Block
|style="width:150px;"| Properties
|-
|align="center" rowspan="8"| [[File:200Hulk_236XL.png]]


[[File:200Hulk_236XM.png]]
{{MoveData
|image=200Hulk_236X.png
|caption=
|name=Gamma Charge
|input=236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcf}} + {{l}}
|damage=50,000 x3
|guard=Mid
|startup=9
|active=6
|recovery=36
|onhit=-12
|onblock=-12
|properties={{strk}}, armored frames 9-15
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=50,000 x4
|guard=Mid
|startup=9
|active=8
|recovery=39
|onhit=-15
|onblock=-15
|properties={{strk}}, armored frames 9-17
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=50,000 x5
|guard=Mid
|startup=9
|active=10
|recovery=42
|onhit=-18
|onblock=-18
|properties={{strk}}, armored frames 9-19
|description=
Hulk performs a large shoulder tackle, in which he charges at the opponent with a large front-facing hitbox. Gamma Charge has one hit of armor and can be followed up with one of three special follow-ups (see below). Button strength determines distance traveled and recovery time, with L traveling the shortest distance.


[[File:200Hulk_236XH.png]]
It is unsafe on hit or block, but is extremely oppressive if its recovery is covered by an assist. It deals solid chip damage, and will easily snipe assist calls, hard tags, and stray buttons from the opponent. If outside of Gamma Charge's range, Hulk can forward dash -> jump cancel -> Gamma Charge to cover the distance surprisingly quickly.
|-
|colspan="9"| Must input during frames 9-25 of G.Charge. Hyper Armor in frames 3-15. Like many of Hulk's attacks, these followups are mostly unsafe and should be covered by an assist. As these specials have hyper armor, Hulk can hit characters out of attacks that would ordinarily defeat super armor (including multi-hit moves such as Flame Carpet and Spiral Swords!). 
|-
| {{#motion: l }}
| 70,000
| {{#motion: - }}
| 9
| 10
| 27
| -
| -11
| {{#motion: Strk armored }}
|-
|colspan="9"| The L followup is an additional "shoulder charge" that hits foes horizontally in front of him and knocks them down. If done on an airborne character, Hulk has enough advantage to link a snapback, or Gamma Charge(AA) for a full combo. L's hitbox can be also be used as a cross-up on the foe's incoming if done with enough delay that their back isn't to the wall.
|-
| {{#motion: m }}
| 70,000
| {{#motion: - }}
| 7
| 19
| 35
| -
| -28
| {{#motion: Strk armored }}
|-
|colspan="9"| The M 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.
|-
| {{#motion: h }}
| 70,000
| {{#motion: - }}
| 9
| 10
| 32
| -
| -16
| {{#motion: Strk armored }}
|-  
|colspan="9"| H followup is a "dash back" that leaves Hulk a little over a character distance from an enemy after a point-blank Gamma Charge. Despite the distance, even this move isn't safe without an assist, as it has enough recovery for some characters to dash up and punish Hulk. This followup can be used for incoming mixup midscreen, but requires X-Factor to convert if solo.
|}


{{UMvC3MoveListRow2.1
Gamma Charge has a tendency to catch both the opponent and their assist in a Happy Birthday situation due to its armor and large hitbox. In this situation, X-Factor canceling to secure a kill on both characters is very high value. If X-Factor activation is not considered, Gamma Charge's best solo conversion is 236X > L xx 236XX (Midscreen) or 236X > L xx 214XX in the corner.
|photo=[[File:200Hulk_623L.png]]
}}
}}


[[File:200Hulk_623M.png]]
{{MoveData
|image=200Hulk_236XL.png
|caption=L - ONE MORE
|image2=200Hulk_236XM.png
|caption2=M - OUT OF WAY
|image3=200Hulk_236XH.png
|caption3=H - BREAK YOU
|name=Gamma Charge Followups
|input=236X > X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(During Gamma Charge) > {{l}}
|damage=70,000
|guard=Mid
|startup=9
|active=10
|recovery=27
|onhit=-
|onblock=-11
|properties={{strk}}, armored frames 3-15
}}
{{AttackData-UMVC3
|version=M
|subtitle=(During Gamma Charge) > {{m}}
|damage=70,000
|guard=Mid
|startup=7
|active=19
|recovery=35
|onhit=-
|onblock=-28
|properties={{strk}}, armored frames 3-15
}}
{{AttackData-UMVC3
|version=H
|subtitle=(During Gamma Charge) > {{h}}
|damage=70,000
|guard=Mid
|startup=9
|active=10
|recovery=32
|onhit=-
|onblock=-16
|properties={{strk}}, armored frames 3-15
|description=
Follow-up attacks to Gamma Charge, done by pressing any of the three normal attack buttons during frames 9-25 of Gamma Charge. Each follow-up has an additional hit of armor, besides the hit from regular Gamma Charge.


[[File:200Hulk_623H.png]]
L version is an additional charge further forward in the direction of the original Gamma Charge. If it hits an airborne opponent high enough, Hulk can link a Snapback or a 623X afterwards. Has a deep enough hitbox to cross-under opponents if spaced and timed correctly.
|name=Gamma Charge (AA)
|command=dp + atk
|ldamage=50,000x3 (135,400
|lguard=-
|lstartup=5
|lactive=6
|lrecovery=38
|lhit=-20
|lblock=-22
|mdamage=50,000x4 (171,800)
|mguard=-
|mstartup=5
|mactive=19
|mrecovery=44
|mhit=-25
|mblock=-29
|hdamage=50,000x5 (204,600)
|hguard=-
|hstartup=5
|hactive=25
|hrecovery=48
|hhit=-39
|hblock=-43
|properties=Strk
|notes=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. The main differences between the strengths are their damage, active frames, peak height and the width of their hitboxes as Hulk rises.  


M version sends Hulk charging into the air. It is catastrophically unsafe and prevents Hulk from accessing any of his hyper cancels, so it is rarely used.


Because L GCharge(AA) has the widest hitbox close to the ground, it is the most practical of them all for Gamma Wave extension, even being the only strength that can be landed on some characters.
H version is a retreating tackle that Hulk can use to attempt to escape if the initial Gamma Charge is blocked. However, it has enough recovery that most characters can still punish without protection from Hulk's assists. This followup can be used for incoming mixup midscreen, but requires X-Factor to convert if solo.  
 
}}
The M strength is between the other two in stats and will probably see the least usage, in neutral. On some characters like Shuma and Jill, it is the optimal option for Gamma Wave extension.
 
H G.Charge(AA) is sometimes used in the neutral for frametraps and mixup (Hulk can soar above the foe and do another followup to cross-up). At the start of round it can counter players mashing grab or buttons. It does the most damage for Gamma Wave extension, although with the most risk.
}}
}}


{|class="wikitable" style="width:1100px;"
|- style="font-weight: bold;"
|style="width:200px; font-size:115%;" align="center"| <b>Gamma Charge(Anti-Air) Second Followup</b><br><small>{{#motion: dp + atk -> atk }}</small>
|style="width:50px;"| Version
|style="width:150px;"| Damage
|style="width:100px;"| Guard
|style="width:70px;"| Startup
|style="width:70px;"| Active
|style="width:70px;"| Recovery
|style="width:70px;"| On Hit
|style="width:70px;"| On Block
|style="width:150px;"| Properties
|-
|align="center" rowspan="7"| [[File:200Hulk_623XL.png]]
[[File:200Hulk_623XM.png]]
[[File:200Hulk_623XH.png]]
| {{#motion: l }}
| 70,000
| {{#motion: - }}
| 10
| 6
| Until grounded, +10f
| +6
| -28
| {{#motion: Strk }}
|-
|colspan="9"| Must input during frames 5-25 of G.Charge(AA). Easily the least noteworthy of G.Charge(AA)'s followups. It leaves both Hulk and the foe airborne and doesn't recover until Hulk touches ground. Not very useful for much other than situational combo extension.
|-
| {{#motion: m }}
| 70,000
| {{#motion: - }}
| 10
| 6
| Until grounded, +10f
| -
| +2
| {{#motion: Wallbounce Softknockdown }}
|-
|colspan="9"| Must input during frames 5-25 of G.Charge(AA). 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: h }}
| 70,000
| {{#motion: - }}
| 10
| 6
| Until grounded, +10f
| -
| +5
| {{#motion: Groundbounce Hardknockdown Softknockdown (2nd) }}
|-
|colspan="9"| Must input during frames 5-25 of G.Charge(AA). H followup is a groundbounce/hard-knockdown, making it the typical ender to a confirm with G.Charge(AA) to start an easy combo. The second time this attack is used in a combo, it becomes a soft-knockdown (unless groundbounce is reset). Hulk is positive on block afterwards and can even frametrap after it with a normal or another special. Take care to not have it whiff due to pushblock. Hulk also cannot cancel it's recovery long enough to hyper if someone decides to punish via XFGC, be conservative if you are playing someone with a habit of doing this.
|}


{|class="wikitable" style="width:1100px;"
{{MoveData
|- style="font-weight: bold;"
|image=200Hulk_623L.png
|style="width:200px; font-size:115%;" align="center"| <b>Gamma Tornado</b><br><small>{{#motion: hcb + atk }}</small>
|caption=
|style="width:50px;"| Version
|name=Gamma Charge (Anti-Air)
|style="width:150px;"| Damage
|input=623X
|style="width:100px;"| Guard
|data=
|style="width:70px;"| Startup
{{AttackData-UMVC3
|style="width:70px;"| Active
|version=L
|style="width:70px;"| Recovery
|subtitle={{dp}} + {{l}}
|style="width:150px;"| Properties
|damage=50,000 x3
|-
|guard=Mid
|align="center" rowspan="4"| [[File:200Hulk_63214L.png]]
|startup=5
|active=6
|recovery=38
|onhit=-20
|onblock=-22
|properties={{strk}}, armored frames 6-11
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=50,000 x4
|guard=Mid
|startup=5
|active=19
|recovery=44
|onhit=-25
|onblock=-29
|properties={{strk}}, armored frames 6-11
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=50,000 x5
|guard=Mid
|startup=5
|active=25
|recovery=48
|onhit=-39
|onblock=-43
|properties={{strk}}, armored frames 6-11
|description=
Gamma Charge (AA) is an armored attack with a "dragon punch"-style hitbox. Like the grounded horizontal Gamma Charge, this move has three followups performed by pressing any of the three regular attack buttons afterward. The main differences between the strengths are their damage, active frames, peak height and the width of their hitboxes as Hulk rises.


[[File:200Hulk_63214H.png]]
Because L GCharge(AA) has the widest hitbox close to the ground, it is the most practical of them all for Gamma Wave extension, even being the only strength that can be landed on some characters.
| {{#motion: l }}
|rowspan="3"| (Mashable) 92,000 (2 hits) ~ 200,000 (11 hits)
|rowspan="3"| {{#motion: Throw }}
| 11
| 2
| 28
|rowspan="3"| {{#motion: Throw Hardknockdown }}
|-
| {{#motion: m }}
| 16
| 2
| 23
|-
| {{#motion: h }}
| 18
| 2
| 21
|-
|colspan="9"| Gamma Tornado is Hulk's command grab. All three strengths can be mashed for extra damage. Because their range, startup and recovery leave something to be desired, conditioning the foe to fear Hulk is the only way to land these. The L strength has less range and startup. The M strength has more range and startup. This and the M strength throw the other character full-screen. The H 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 with (dash)jLHS depending.
|}


===Hyper Combos===
The M strength is between the other two in stats and will probably see the least usage in neutral. On some characters like Shuma and Jill, it is the optimal option for Gamma Wave extension.
{{UMvC3MoveListRow2.0
|photo=[[File:200Hulk_236XX.png]]
|name=Gamma Tsunami
|command=qcf + atk atk
|damage=80,0000x4 (275,000)
|guard=-
|properties=Proj Otg Softknockdown
|startup=6+15
|active=24
|recovery=39
|hit=-
|block=-11
|notes=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. Each projectile = 3 high priority durability points.
}}


{{UMvC3MoveListRow2.0
H G.Charge(AA) is sometimes used in the neutral for frametraps and mixup (Hulk can soar above the foe and do another followup to cross-up). At the start of round it can counterhit players mashing throw(tech) or attacks. It does the most damage for Gamma Wave extension, although with the most risk.  
|photo=[[File:200Hulk_623XX.png]]
}}
|name=Gamma Quake
|command=dp + atk atk
|damage=35,000x11 (301,400)
|guard=-
|properties=Proj Otg Hardknockdown (1-10) Softknockdown (11)
|startup=5+10
|active=81
|recovery=89
|hit=-
|block=+13
|notes=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 H G.Tornado if they pushblock the last few rocks. Rocks hit after 34 frames. Each projectile = 3 high priority durability points
}}
}}


{{UMvC3MoveListRow2.0
{{MoveData
|photo=[[File:200Hulk_214XX.png]]
|image=200Hulk_623XL.png
|name=Gamma Crush
|caption=L - ONE MORE
|command=qcb + atk atk
|image2=200Hulk_623XM.png
|damage=60,000x8 (404,700)
|caption2=M - OUT OF WAY
|guard=-
|image3=200Hulk_623XH.png
|properties=Hardknockdown Otg (2-8)
|caption3=H - BREAK YOU
|startup=6+9
|name=Gamma Charge (Anti-Air) Follow-Ups
|active=56
|input=623X > X
|recovery=48
|data=
|hit=-
{{AttackData-UMVC3
|block=-25
|version=L
|notes=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. Frames 1-73 invincible
|subtitle=(During AA Gamma Charge) > {{l}}
}}
|damage=70,000
|guard=Mid
|startup=10
|active=6
|recovery=Until grounded+10
|onhit=+6
|onblock=-28
|properties={{strk}}
}}
{{AttackData-UMVC3
|version=M
|subtitle=(During AA Gamma Charge) > {{m}}
|damage=70,000
|guard=Mid
|startup=10
|active=6
|recovery=Until grounded+10
|onhit=-
|onblock=+2
|properties={{wallbounce}} into {{softknockdown}}
}}
{{AttackData-UMVC3
|version=H
|subtitle=(During AA Gamma Charge) > {{h}}
|damage=70,000
|guard=Mid
|startup=10
|active=6
|recovery=Until grounded+10
|onhit=-
|onblock=+5
|properties={{groundbounce}} into {{hardknockdown}}
|description=
Follow-up to AA Gamma Charge. Input any of the three attacks during frames 5-25 of 623X to perform.


===Misc===
L version is the least noteworthy of the followups. It leaves both Hulk and the foe airborne and doesn't recover until Hulk touches ground. Not very useful for much other than situational combo extension.


{|class="wikitable" style="width:1000px;"
M version causes a Wall Bounce 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). However, it is vulnerable to being thrown if used raw.
|- style="font-weight: bold;"
|style="width:200px; font-size:115%;" align="center"| <b>Throw</b><br><small>{{#motion: airok f / b + H }}</small>
|style="width:75px;"| Damage
|style="width:60px;"| Startup
|style="width:60px;"| Active
|style="width:150px;"| Properties
|-
|align="center" rowspan="2"| [[File:200Hulk_grab.png]]
| 80,000
| 1
| 1
| {{#motion: Throw Hardknockdown }}
|-  
|colspan="4"| 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).
|-
|align="center" rowspan="2"| [[File:200Hulk_Airgrab.png]]
| 80,000
| 1
| 1
| {{#motion: Airthrow Hardknockdown }}
|-
|colspan="4"| 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).
|}


{{UMvC3MoveListRow2.0
H followup causes a Ground Bounce, making it the typical ender to a confirm with G.Charge(AA) to start an easy combo. If Ground Bounce has already been consumed earlier in the combo, it only causes a Soft Knockdown. Hulk is positive on block afterwards and can even frametrap after it with a normal or another special. Take care to not have it whiff due to pushblock. If an opponent X-Factor Guard Cancels this attack, Hulk can not hyper cancel fast enough to protect himself.
|photo=[[File:200Hulk_Snap.png]]
}}
|name=Snapback
|command=qcf + [[File:A1.png]]/[[File:A2.png]]
|damage=10,000
|guard=-
|properties=Snapback
|startup=1
|active=3
|recovery=33
|hit=-
|block=-10
|notes=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. Tags out enemy character to the one chosen by the assist button. Foe assist call and tag-outs are locked for 4 seconds.
}}
}}


{{UMvC3MoveListRow2.0
 
|photo=[[File:200Hulk_Tagin.png]]
{{MoveData
|name=Hardtag
|image=200Hulk_63214L.png
|command=[Hold 14f] [[File:A1.png]]/[[File:A2.png]]
|caption=L / M version
|damage=33,000
|image2=200Hulk_63214H.png
|guard=High
|caption2=H version
|properties=High Softknockdown
|name=Gamma Tornado
|startup=1
|input=63214X
|active=21
|data=
|recovery=35
{{AttackData-UMVC3
|hit=-
|version=L
|block=-11
|subtitle={{hcb}} + {{l}}
|notes=Must hold down A1/A2 for 14 frames. If the hardtag "jump-in" hits late enough to give him enough frame advantage, Hulk can link G.Charge(AA) for a full combo! As a result, some characters can hard tag to Hulk during a combo to use him as a "damage engine"
|damage=12,000 x1~10 + 80,000(92,000 ~ 200,000)
|guard=Throw
|startup=11
|active=2
|recovery=28
|onhit=-
|onblock=-
|properties=Mashable, {{hardknockdown}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{hcb}} + {{m}}
|damage=12,000 x1~10 + 80,000(92,000 ~ 200,000)
|guard=Throw
|startup=16
|active=2
|recovery=23
|onhit=-
|onblock=-
|properties=Mashable, {{hardknockdown}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{hcb}} + {{h}}
|damage=12,000 x1~10 + 80,000(92,000 ~ 200,000)
|guard=Airthrow
|startup=18
|active=2
|recovery=21
|onhit=-
|onblock=-
|properties=Mashable, {{hardknockdown}}
|description=
Hulk's command grab. All three strengths can be mashed for extra damage. Because their range, startup and recovery leave something to be desired, conditioning the foe to fear Hulk is the only way to land these. The L strength has less range and startup. The M strength has more range and startup, and throws the opponent further away from Hulk. The H version is an airthrow, for catching aerial characters. Unlike the other two strengths, H version does not chuck the opponent very far away, letting Hulk convert from any screen position with <code><nowiki>Dash jc. j.5L > j.5H > j.5S</nowiki></code>.
}}
}}
}}


== Strategy (Beginners) ==
=== Hyper Combos ===
=== 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.
{{MoveData
|image=200Hulk_236XX.png
|caption=
|name=Gamma Tsunami
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=80,000 x5
|guard=Mid
|startup=6+15
|active=24
|recovery=39
|onhit=-
|onblock=-11
|properties={{otg}}, {{strk}}, Priority: High, Durability: 3 per rock, scales by 0.9
|description=
Enhanced version of Gamma Wave. Hulk rips up the stage, causing several rocks to appear sequentially farther away. Consequently, it deals more damage if Hulk is closer to the opponent, and deals very little damage if done near the corner. It is a simple combo ender and an emergency OTG in situations where Hulk can not generate a back charge for Gamma Wave. Some combos optimize by sideswitching Hulk into the corner, and then ending with Gamma Tsunami to maximize its damage output, dragging the opponent across the entire stage.
}}
}}


* 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.


* 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.
{{MoveData
|image=200Hulk_623XX.png
|caption=
|name=Gamma Quake
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=35,000 per rock (~11 rocks)
|guard=Mid
|startup=6+9
|active=81
|recovery=89
|onhit=-
|onblock=+13
|properties={{otg}}, {{hardknockdown}} (every rock except the last one), {{softknockdown}} (last rock), Priority: High, Durability: 3 per rock.
|description=
Hulk smacks the ground. After 34 frames, rocks begin to fall from the sky in the area Hulk hit. 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). Gamma 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 is not 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 H Gamma Tornado (63214H) if they pushblock the last few rocks.
}}
}}


* 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.
{{MoveData
|image=200Hulk_214XX.png
|caption=
|name=Gamma Crush
|input=214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=60,000 x8
|guard=Mid
|startup=5+10
|active=56
|recovery=48
|onhit=-
|onblock=-25
|properties=Invuln until frame 73 (!!), {{hardknockdown}}
|description=
Hulk leaps into the air, then drops back down carrying a large boulder, vaguely tracking the opponent's location. 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.


==Technology==
Gamma Crush's enormous damage mean that even a relatively short confirm into this hyper can kill an assist character if you happen to snipe one. 236H > L xx 214XX xx DHC is safe from punishment (depending on the second hyper), can frame trap an opponent who tries to mash between the hits and will decimate any assist character who happens to get clipped while also doing great damage to the point character.
}}
}}


=== Gamma Wave Extension ===
=== Universal Mechanics ===
This corner extension is worth learning at least for the commonly used 'big' and 'medium' sized characters as it leads to massive metergain and damage while not involving much effort. When Hulk OTG's a character at a certain "sweetspot", Gamma Wave will hit twice with some time in between hits. Any strength of Gamma Wave may work, but it is strongly recommended to only use the [[File:L.png]] strength, as it allows Hulk the most time to position properly. The second hit will give Hulk massive frame advantage, enough to link normals and specials (character depending). This sweetspot, generally, is with Hulk '''DIRECTLY IN FRONT''' of the other character and not "shadowing" any part of their hurtbox.


As this is typically done at the end of a combo with high HSD, the corner BnBs commonly involve Gamma Charge(AA) into [[File:H.png]] followup as the starter. [[File:H.png]] is a hard knockdown/groundbounce the first time it is used in a combo and it usually places Hulk at the correct spacing to OTG again with Gamma Wave (2 hits). The second followup after is usually another Gamma Charge (AA) into [[File:M.png]] followup for a wallbounce. Then standing [[File:H.png]] into a hyper is usually the finisher.
{{MoveData
|image=200Hulk_grab.png
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
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).  
}}
}}


[https://www.youtube.com/watch?v=itPwR-XjdIg#t=5m22s 5:22 in Comboman's tutorial] above also goes over G.Wave Extension visually and includes a table.
{{MoveData
(Credit: Comboman70)
|image=200Hulk_Airgrab.png
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
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 any time, 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).
}}
}}


''Some issues with Gamma Wave Extensions include:''


If a combo has been started with G.Charge (AA) [[File:H.png]] followup, then Hulk must omit that extension or use an assist to allow it (Drones, Katanarama, etc), the same applies to [[File:M.png]] followup for a combo that already used a wallbounce.  
{{MoveData
|image=200Hulk_Snap.png
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=1(?)
|active=3
|recovery=33
|onhit=-
|onblock=-10
|properties=Snapback
|description=
Animation and hitbox based on 5M. This means it can be inconsistent against most characters if they are crouching.  
}}
}}


It is impractical on some characters (mostly small), but practical on enough commonly used characters to learn.


It costs Hulk corner placement if the wallbounce extension is used. Sometimes it is preferable to finish a combo with Gamma Crush.
{{MoveData
|image=200Hulk_Tagin.png
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=30,000
|guard=OH
|startup=-
|active=21
|recovery=35
|onhit=-
|onblock=-11
|properties={{softknockdown}}
|description=
If the hardtag "jump-in" hits late enough to give him enough frame advantage, Hulk can link G.Charge(AA) for a full combo! As a result, some characters can hard tag to Hulk during a combo to use him as a damage engine.
}}
}}


Most importantly, if AA-G.Charge whiffs or drops the foe after a couple hits, Hulk is exposed for punishment.


Many characters require adjustments at certain parts of the extension. Below is a video demonstrating Gamma Wave extensions on the cast:  
{{MoveData
<youtube>1UczH7zkJYo</youTube>
|image=
|image2=
|image3=
|caption=
|name=Air Exchange
|input=(During a Launcher Combo) {{u}} / {{f}} / {{b}} / {{d}} + {{s}}
|data=
{{AttackData-UMVC3
|version=Up
|subtitle={{u}} + {{s}}
|damage=65,000
|guard=-
|startup=9
|active=6
|recovery=-
|onhit=-
|onblock=-
|properties=-
}}
{{AttackData-UMVC3
|version=Side
|subtitle={{f}} / {{b}} + {{s}}
|damage=65,000
|guard=-
|startup=9
|active=6
|recovery=-
|onhit=-
|onblock=-
|properties=[[File:forcedwallbounce.png]]
}}
{{AttackData-UMVC3
|version=Down
|subtitle={{d}} + {{h}}
|damage=35,000
|guard=-
|startup=9
|active=6
|recovery=-
|onhit=-
|onblock=-
|properties={{forcedgroundbounce}}
|description=
-
}}
}}


Some other moves you can followup an OTG Gamma Wave (2 hits) with are:
== Team Position ==


{| class="wikitable" style="text-align: left;"
Hulk is almost always played as a '''Point''' character. Although he has several powerful and armored attacks, many of them are quite unsafe on block. He relies on assists to protect him during the recovery of moves like Gamma Charge. Assists are also important to cover him while he approaches, especially against projectile-heavy zoning characters, who he struggles against. Giving Hulk two assist calls to work with drastically improves his neutral game and damage output.
|-
|s/c[[File:L.png]]
| Only if HSD is low
|-
|[[File:S.png]]
|Allows Hulk to solo relaunch or combo into Gamma Crush/snapback in higher HSD. Worth learning for solo extensions on large characters. Stricter placement is required.
|-
|s[[File:M.png]]/c[[File:H.png]]
|Even harder to land than S and doesn't work on many characters.
|-
|Gamma Crush
|This one may be obvious, but it's worth noting that this placement guarantees that Gamma Wave will never still be active after the first hit of Gamma Crush (as is prone to happen with some characters like Frank).
|-
|Snapback
|This can be linked on anyone very easily, so long as Gamma Wave hits late enough.
|}


=== Ground Dash ===


Hulk's ground dash is a "bunny hop" that has some resemblance to something like Blanka's dash from Street Fighter. Hulk can jump cancel this dash into specials, though cannot wavedash (plinking simply makes him dash as soon as possible rather than faster). The interesting thing about Hulk's dash is that he can dash over and cross-up some characters (mostly crouching) midscreen. Conditioning a player to block or otherwise not attack can bring this option some use with a lockdown assist, although Hulk is ultimately easy to hit.
=== Notable Synergies ===


=== Dash -> Gamma Wave ===
Sentinel: The "Big Bodies" pairing is one of Hulk's most well-known shells. Sentinel Force (Charge) can be called immediately before Hulk attempts a Gamma Charge, and it will reach the opponent just as Hulk finishes the follow-up move. This lets Hulk quickly and safely take momentum in almost any situation where he is on the ground, and leads to devastating damage against opponents who do not respect Hulk's armor.
As far as charging goes, this game's input system affords some leniency and doesn't give up a charge the instant you let go of the stick; So long as you resume charging within a couple of frames, the charge is retained. This system mechanic allows characters to dash forward while charging a special move. Hulk is no exception.


There are three methods for dashing forward into G.Wave:
'''Players to Watch:''' KaneBlueRiver (Hulk/Sentinel/Haggar), Shuffle (Hulk/Dante/Sentinel), JDog (Nemesis/Hulk/Sentinel), Tong (Hulk/Sentinel/Haggar), General Reaction (Hulk/Sentinel/Haggar)


(Charge)[[File:db.png]](Neutral)[[File:atk.png]]+[[File:atk.png]] (Charge)[[File:db.png]][[File:f.png]]+[[File:atk.png]]
Haggar: Haggar's Lariat assist adds a dangerous layer to Hulk's hit/throw mixup game. By calling Haggar before an airthrow attempt, the invincible Lariat will punish players who press buttons trying to escape. Additionally, Hulk can follow-up an airthrow or other early knockdown by calling lariat right before performing Gamma Wave. Lariat will juggle the opponent after the Gamma Wave OTG, allowing Hulk time to recover and perform a full combo, even midscreen.


This technique is useful for getting closer to solo OTG after a mid-screen aerial rave.
'''Players to Watch:''' KaneBlueRiver (Hulk/Sentinel/Haggar), Fooblat (Hulk/Wesker/Haggar, Hulk/Haggar/Doom), Jan (Hulk/Shuma/Haggar), Tong (Hulk/Sentinel/Haggar), General Reaction (Hulk/Sentinel/Haggar)


Shuma-Gorath: Shuma's "Mystic Ray" is a fantastic all-in-one assist that covers just about all of Hulk's weaknesses. It hits OTG, which can help Hulk work around the more awkward parts of using his Gamma Wave as a solo OTG. It sweeps the entire stage, destroying projectiles along the way, so it can cover Hulk's approach very effectively (similar to Sentinel Drones). Although expensive, Hulk/Shuma can also perform an Unblockable setup by DHCing Gamma Quake (623XX) to Chaos Dimension (236XX) and then using Chaos Dimension's unblockable finisher while the opponent is stuck blocking rocks.


(Charge)[[File:b.png]][[File:atk.png]]+[[File:atk.png]][[File:db.png]]
'''Players to Watch:''' Jan (Hulk/Shuma/Haggar)


This is known as the "Wavedash Glitch".
'''Other Players to Watch:''' Airtola (Hulk/Nemesis/Taskmaster), Double A (Hulk/Nemesis/Taskmaster)


Here's a video example of converting off a G.Tornado via this method. The second dash is jump cancelled into G.Wave:
== Alternate Colors ==
<youtube>aMzTpaCn3tQ</YouTube>
(Credit: ProzacStylings)


(Charge)(NEUTRAL)[[File:atk.png]]+[[File:atk.png]][[File:f.png]][[File:uf.png]]+[[File:L.png]]
{{Chara-Colors-UMVC3}}


This method is simply dashing forward and jump canceling it into G.Wave. You must let the stick go to neutral before pressing the dash buttons (unless you are attempting to dash back).
{{Content Box|content=
 
{{Navbox-UMVC3}}
Here's a video using this method to allow Hulk to extend solo after a hard knockdown:
}}
<youtube>OqwElHyfAk8</YouTube>
 
== Strategy vs. Hulk (WIP) ==
 
== Match Videos (WIP) ==
 
[http://wiki.shoryuken.com/Ultimate_Marvel_vs_Capcom_3/Hulk#Top Top of Page]
 
[[Category: Ultimate Marvel vs Capcom 3]]

Latest revision as of 09:51, 22 March 2024


Introduction

Genius physicist Bruce Banner was exposed to a large amount of gamma radiation in a military accident. As a result, he transforms into a monster - The Incredible Hulk - whenever his emotions get out of control. The Hulk is its own persona that Banner can not meaningfully control, and often goes on destructive rampages.

In UMvC3, Hulk is an aggressive "Big Body"-style character. His gameplan revolves around making opponents scared to attack against his heavily armored, or even invincible moves, then grab them with throws or command grabs once they start to block. Hulk doesn't have much aerial mobility but is deceptively fast and deals explosive damage when he lands a hit.

Strengths Weaknesses
  • Explosive Damage: Absolutely nuclear damage potential, with very high base damage on normals, specials and hypers, and the highest minimum damage scaling in the game.
  • Extremely Dangerous Offense: Can bully his way into close range with armored attacks like 5H, 6M and Gamma Charge (236X) to start his devastating offense. Hulk can force 50/50 strike/throw mixups using his Command Grab, his airthrow, his 2L, and frametraps with various armored attacks, all of which convert into big damage.
  • OTG Hyper Synergy: The quick OTG hit of his Gamma Tsunami hyper can support teammates via THC and DHC synergies.
  • Hulk-Sized Body: As a big-body character, Hulk is vulnerable to instant overheads and other setups that do not work on normal-sized characters. Many combos are easier on characters of his size, and additional extensions are possible. He also has a harder time navigating dense projectile patterns than smaller characters would.
  • Very Low Mobility: Hulk has very poor mobility, with an awkward fixed-duration dash and none of the other standard mobility tools found on other characters.
  • No Aerial Strength: Hulk has virtually no air-OK specials, command normals, hypers, or aerial movement tools. His gameplan becomes significantly more linear if the opponent is able to escape to superjump height, and he suffers against flight-capable characters who can attack from above indefinitely, like Magneto and Morrigan.

Unique Mechanics

Hulk's grounded dash is a fixed duration "hop"-style dash. Unlike most characters, Hulk can not cancel his dash with attacks or by crouching, and thus he can not Plink Dash or Wavedash. He can, however, cancel his dash into a jump, and thus can indirectly cancel his dash into Special Moves with a Tiger Knee motion. During Hulk's forward dash, he can pass over small-body characters who are standing, normal-sized characters who are crouching, and any size of character who is knocked down, crossing to the opposite side.

UMVC3 Hulk Nameplate.png
UMVC3 Hulk Portrait.png
Health 1,200,000
Invulnerable Reversal(s) 214XX
Grounded Magic Series Short
X-Factor Damage Boost (1/2/3) 40% / 70% / 100%
X-Factor Speed Boost (1/2/3) 0% / 0% / 0%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No No No
Minimum Attack Scaling
Normals Specials Hypers
30 30 50

Move List

Assists

Gamma Wave
Assist A
200Hulk 4Charge6M.png
Damage Startup Active Recovery
40,000 x3 47 28 123, 93
On Hit On Block Guard Properties
- - Mid Otg.png, Softknockdown.png, Priority: Low, Durability: 5 per rock

THC Hyper: Gamma Tsunami. Recommended assist. Hulk rips up the ground, causing three rocks to launch upwards successively farther away from him. The outer edge of the farthest rock reaches roughly 2/3 of fullscreen distance. Each rock has only average durability, but because destroying one rock does not prevent the further ones from appearing, this move has a tendency to blow past other projectiles and hit opponents on the other side. Each rock is also OTG-capable, which can be useful for point characters whose own OTG options are bad.

Gamma Charge (Anti-Air)
Assist B
200Hulk 623M.png
Damage Startup Active Recovery
40,000 x4 29 19 129, 99
On Hit On Block Guard Properties
- - Mid Strk.png, armored frames 23-32

THC Hyper: Gamma Quake. Hulk rushes into the air, knocking up opponents on hit. This is a rare example of a DP-style reversal assist that actually has some kind of protection - one hit of armor. This assist knocks opponents very high into the air, making it awkward to use in combos.

If used as an Alpha Counter, AA Gamma Charge can not be chained into its follow-up attacks, which makes it minus on hit or block.

Gamma Charge
Assist Y
200Hulk 236X.png
Damage Startup Active Recovery
40,000 x4 33 8 131, 101
On Hit On Block Guard Properties
- - Mid Strk.png, armored frames 27-36

THC Hyper: Gamma Crush. Hulk charges forward with a shoulder tackle. It has one hit of armor, but this does not activate early enough, and so Hulk is vulnerable to meaty hits when being called with this assist.

If used as an Alpha Counter, AA Gamma Charge can not be chained into its follow-up attacks, which makes it minus on hit or block.

Ground Normals

Stand Light
5L
250Hulk 5L.png
Damage Startup Active Recovery
85,000 9 3 14
On Hit On Block Guard Properties
+2 -1 Mid -

Hulk's standing jab. Same startup as crouching L and this move is often used to continue combos, like j.5M > j.5M, land, 5L, but its large hitbox can also be used as an anti-air or punishing tool (ie blocked uncancelable footdive) or even as a crossunder midscreen! 2L is usually the better move for CQC situations though.

Stand Medium
5M
250Hulk 5M.png
Damage Startup Active Recovery
90,000 13 3 33
On Hit On Block Guard Properties
KND (+1) -10 Mid Strk.png, armored frames 3-15

Standing 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 (6M) for massive damage. 5M's high-angled & forward-reaching hitbox can also anti-air linear approaches. Unfortunately, 5M doesn't have the all-around reach of 5H, and its hitbox can potentially whiff on all but 20 characters when they are crouching, somewhat limiting its use on grounded foes.

Stand Heavy
5H
200Hulk 5H.png
Damage Startup Active Recovery
120,000 15 4 37
On Hit On Block Guard Properties
- -15 Mid Groundbounce.png into Hardknockdown.png, armored frames 6-18

Hulk's infamous smash, 5H has super armor from frames 6-18. Not only does it have a huge hitbox that can even reach opponents who are behind Hulk, but its Ground Bound and Hard Knockdown properties gives Hulk ample time to confirm an action afterwards. Hulk can often combo after this attack even if it trades, recovering while the opponent is still bouncing. 5H's armor is not as fast as 5M, so the move isn't necessarily going to save Hulk in every situation - it is vulnerable to Rapid Fire L attacks, and other moves fast enough to hit twice and break its armor. 5H can also option select into ground throws, which is an excellent round-start option.

5H's long, but scary, armored startup make it a good target for kara-canceling into specials. At close range, 5H ~ 63214X early cancel will scoop opponents who are hoping to block the attack. Against opponents who try to mash out of this setup, you can simply let 5H finish, or kara-cancel into one of Hulk's Gamma Charge variants instead to beat their attack.


Crouching Light
2L
200Hulk 2L.png
Damage Startup Active Recovery
58,000 9 3 19
On Hit On Block Guard Properties
-3 -6 Low -

This move should see some use in Hulk's neutral, as it's his only low. Although 2L's 9f startup may seem undesirable compared to the average 5, it has above-average range. Hulk can set up simple frametraps by chaining 2L into 5H or canceling into AA Gamma Charge (623H > H). 2L is an important tool to discourage opponents from chicken blocking Hulk's strike/throw offense, since it will catch opponents who are holding up-back.

Crouching Medium
2M
200Hulk 2M.png
Damage Startup Active Recovery
85,000 14 3 26
On Hit On Block Guard Properties
-5 -9 Mid -

Note: not a low. 2M is good for continuing as chain combo filler, and works around 5M's inconsistency against crouching characters. Hulk moves forward roughly one character length during this attack, then retreats back during the recovery. Canceling the attack into another move will negate this retreat, giving Hulk extra effective range on his following attacks. Hulk can crouch underneath an incoming opponent and use 2M to move behind them for a tricky crossup, although this will lose to strong air-to-ground attacks like Doom's Foot Dive unless covered by an assists.

Crouching Heavy
2H
200Hulk 2H.png
Damage Startup Active Recovery
100,000 12 4 34
On Hit On Block Guard Properties
- -12 Mid Strk.png

Note: not a low. 2H is faster for covering the immediate area in front of Hulk than 5H, but it lacks the range and armor of some of Hulk's other normals. It does a large amount of damage, but 5M > 6M is still the more damaging confirm route. On some characters, Hulk can link 2H after a Gamma Wave OTG hit, leading to solo extensions.


Launcher/Special
S
200Hulk 5S.png
Damage Startup Active Recovery
40,000 + 90,000 10 2(2)3 36
On Hit On Block Guard Properties
Launch -13 Mid Strk.png (first hit), Launch.png (second hit), Nocancel.png

Hulk's launcher. Although the hitbox and speed aren't bad, it is too unsafe on block to use in neutral. For combo extensions, 5S is a possible followup after Gamma 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).

If only the first hit is blocked, S can be jump canceled (?).

Aerial Normals

Jumping Light
j.5L
200Hulk jL.png
Damage Startup Active Recovery
60,000 7 3 18
On Hit On Block Guard Properties
+15 +13 OH -

j.5L works as an instant overhead against normal-sized characters if set up via Fuzzy Guard, or works naturally against other Big Body characters. If successful, it can be converted with j.5L > j.5H > j.5S. jL doesn't have the hitbox to use as an air-to-air without cover. You can chain it into itself once as a gimmicky double overhead.

Jumping Medium
j.5M
200Hulk jM.png
Damage Startup Active Recovery
90,000 13 3 19
On Hit On Block Guard Properties
+19 +20 OH -

j.5M is rather slow to use for most things other than combos and conversions. You can try to set-up a guardbreak on incoming with it's large hitbox, but j.5S and Gamma Quake do that more easily.

Jumping Heavy
j.5H
200Hulk jH.png
Clap
Damage Startup Active Recovery
110,000 16 5 18
On Hit On Block Guard Properties
- -2 OH Stagger.png

j.5H will Stagger grounded foes on hit, and has a large hitbox. It will also halt Hulk's aerial momentum, leaving him to fall straight down afterwards. When used in a Launcher combo, the momentum halt from j.5H can cause Hulk to take longer to return to the ground, and so some combos omit this attack from air chains. If Hulk throws this attack out at regular jump height (or higher), he recovers in time to throw out a tricky j.5L overhead before landing.

Jumping Special
j.5S
200Hulk jS.png
Damage Startup Active Recovery
130,000 17 3 36
On Hit On Block Guard Properties
- +14 OH Aircombofinisher.png, Groundbounce.png, Softknockdown.png

Although j.5S has a large hitbox that easily crosses up and massive frame adv. on block, its startup is deceptively slow, so it is vulnerable to getting stuffed in neutral. j.5S can be used to set up a gimmicky Guard Break on incoming, by land-canceling the recovery and then throwing the opponent as they recover from blockstun.

If used outside of a Launcher combo, j.5S causes a Ground Bounce on hit. This gives Hulk a consistent tool for converting air-to-air hits into a larger combo.

Command Normals

Impact Punch
Hulk Smash
6M
200Hulk 6M.png
Damage Startup Active Recovery
115,000 / 140,000 16 ~ 46 5 28
On Hit On Block Guard Properties
+4 -7 Mid Strk.png, armored frames 10-19 (uncharged), frames 10-48 (charging), Chipdamage.png, Forcedwallbounce.png (fully charged)

6M is an armored, special-cancelable punch useful in hitconfirms and mixups. Hulk can charge 6M by holding down M, which will extend the duration of the armor (although it still only absorbs one hit). When fully charged, Impact Punch will force a Wall Bounce on hit, even if Wall Bounce has already been used in the same combo. 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 to Kara-Cancel into Gamma Tornado (63214X), grabbing opponents who expect the attack and attempt to block.

Special Moves

Gamma Wave
[4]6X (Charge 45 frames)
200Hulk 4Charge6L.png
200Hulk 4Charge6M.png
200Hulk 4Charge6H.png
L
B.png, (charge) F.png + L.png
Damage Startup Active Recovery
40,000 x2 19 23 34
On Hit On Block Guard Properties
- -1 Mid Otg.png, Softknockdown.png, Priority: Low, Durability: 5 per rock
M
B.png, (charge) F.png + M.png
Damage Startup Active Recovery
40,000 x3 23 28 36
On Hit On Block Guard Properties
- -5 Mid Otg.png, Softknockdown.png, Priority: Low, Durability: 5 per rock
H
B.png, (charge) F.png + H.png
Damage Startup Active Recovery
40,000 x4 27 32 36
On Hit On Block Guard Properties
- -6 Mid Otg.png, Softknockdown.png, Priority: Low, Durability: 5 per rock

Hulk rips up the ground, causing rocks to erupt from the stage successively farther away from Hulk. Heavier button strengths are slower but create more rocks, resulting in larger screen coverage. The rocks are OTG-capable, and can be spaced carefully to allow Hulk to solo relaunch, called a Gamma Wave Extension.

L version is the fastest, and thus easiest to use for combo extensions. It is also the safest on block, and a decent way to end blockstrings safely if Hulk runs out of ways to extend pressure. M version has good reach while still being fairly quick. M Gamma Wave can loop an assist character caught by it indefinitely, continually OTGing them before they have a chance to recover, although the opponent's point character can try to interfere. H version travels nearly fullscreen. It tends to perform well against other grounded projectiles, since even opponents with good projectile durability can not prevent additional rocks from appearing underneath them. However, it is very slow, and vulnerable to being punished if the opponent simply chooses not to stay on the ground.

Keeping Gamma Wave Charge

Gamma Charge requires holding back on the stick for at least 45 frames in order to activate the move. In most cases, Hulk can simply start holding back a short time before he needs to access the move in order to build a charge. However, this presents issues if Hulk needs to advance forward while maintaining a back charge. Hulk has three methods to retain a back charge through a forward dash, if he needs to get closer for certain combo routes:

  • Charge Buffer - UMvC3 gives players some room for "sloppy" charge inputs, letting them release the back charge slightly early and still have access to it for the special. Players can take advantage of this by inputting a dash during the leniency window: [1] > 5XX > [1]6X. Release the stick to a neutral position and input a dash, then quickly return to holding a down-back charge, before completing the Gamma Wave input when your dash completes.
  • Block Dashing - If a character dashes on the same frame that they change from a standing block to a crouching block, they will dash forwards instead of backwards: [4] > 1XX > 6X. You can see a video example here.
  • Jump Cancel Charge Buffer - Works similarly to the normal charge buffer, but you jump-cancel the dash into Gamma Wave using a Tiger Knee input to perform it earlier: [1] > 5XX > 69X. You can see a video example here.


Gamma Charge
236X
200Hulk 236X.png
L
Qcf.png + L.png
Damage Startup Active Recovery
50,000 x3 9 6 36
On Hit On Block Guard Properties
-12 -12 Mid Strk.png, armored frames 9-15
M
Qcf.png + M.png
Damage Startup Active Recovery
50,000 x4 9 8 39
On Hit On Block Guard Properties
-15 -15 Mid Strk.png, armored frames 9-17
H
Qcf.png + H.png
Damage Startup Active Recovery
50,000 x5 9 10 42
On Hit On Block Guard Properties
-18 -18 Mid Strk.png, armored frames 9-19

Hulk performs a large shoulder tackle, in which he charges at the opponent with a large front-facing hitbox. Gamma Charge has one hit of armor and can be followed up with one of three special follow-ups (see below). Button strength determines distance traveled and recovery time, with L traveling the shortest distance.

It is unsafe on hit or block, but is extremely oppressive if its recovery is covered by an assist. It deals solid chip damage, and will easily snipe assist calls, hard tags, and stray buttons from the opponent. If outside of Gamma Charge's range, Hulk can forward dash -> jump cancel -> Gamma Charge to cover the distance surprisingly quickly.

Gamma Charge has a tendency to catch both the opponent and their assist in a Happy Birthday situation due to its armor and large hitbox. In this situation, X-Factor canceling to secure a kill on both characters is very high value. If X-Factor activation is not considered, Gamma Charge's best solo conversion is 236X > L xx 236XX (Midscreen) or 236X > L xx 214XX in the corner.

Gamma Charge Followups
236X > X
200Hulk 236XL.png
L - ONE MORE
200Hulk 236XM.png
M - OUT OF WAY
200Hulk 236XH.png
H - BREAK YOU
L
(During Gamma Charge) > L.png
Damage Startup Active Recovery
70,000 9 10 27
On Hit On Block Guard Properties
- -11 Mid Strk.png, armored frames 3-15
M
(During Gamma Charge) > M.png
Damage Startup Active Recovery
70,000 7 19 35
On Hit On Block Guard Properties
- -28 Mid Strk.png, armored frames 3-15
H
(During Gamma Charge) > H.png
Damage Startup Active Recovery
70,000 9 10 32
On Hit On Block Guard Properties
- -16 Mid Strk.png, armored frames 3-15

Follow-up attacks to Gamma Charge, done by pressing any of the three normal attack buttons during frames 9-25 of Gamma Charge. Each follow-up has an additional hit of armor, besides the hit from regular Gamma Charge.

L version is an additional charge further forward in the direction of the original Gamma Charge. If it hits an airborne opponent high enough, Hulk can link a Snapback or a 623X afterwards. Has a deep enough hitbox to cross-under opponents if spaced and timed correctly.

M version sends Hulk charging into the air. It is catastrophically unsafe and prevents Hulk from accessing any of his hyper cancels, so it is rarely used.

H version is a retreating tackle that Hulk can use to attempt to escape if the initial Gamma Charge is blocked. However, it has enough recovery that most characters can still punish without protection from Hulk's assists. This followup can be used for incoming mixup midscreen, but requires X-Factor to convert if solo.


Gamma Charge (Anti-Air)
623X
200Hulk 623L.png
L
Dp.png + L.png
Damage Startup Active Recovery
50,000 x3 5 6 38
On Hit On Block Guard Properties
-20 -22 Mid Strk.png, armored frames 6-11
M
Dp.png + M.png
Damage Startup Active Recovery
50,000 x4 5 19 44
On Hit On Block Guard Properties
-25 -29 Mid Strk.png, armored frames 6-11
H
Dp.png + H.png
Damage Startup Active Recovery
50,000 x5 5 25 48
On Hit On Block Guard Properties
-39 -43 Mid Strk.png, armored frames 6-11

Gamma Charge (AA) is an armored attack with a "dragon punch"-style hitbox. Like the grounded horizontal Gamma Charge, this move has three followups performed by pressing any of the three regular attack buttons afterward. The main differences between the strengths are their damage, active frames, peak height and the width of their hitboxes as Hulk rises.

Because L GCharge(AA) has the widest hitbox close to the ground, it is the most practical of them all for Gamma Wave extension, even being the only strength that can be landed on some characters.

The M strength is between the other two in stats and will probably see the least usage in neutral. On some characters like Shuma and Jill, it is the optimal option for Gamma Wave extension.

H G.Charge(AA) is sometimes used in the neutral for frametraps and mixup (Hulk can soar above the foe and do another followup to cross-up). At the start of round it can counterhit players mashing throw(tech) or attacks. It does the most damage for Gamma Wave extension, although with the most risk.

Gamma Charge (Anti-Air) Follow-Ups
623X > X
200Hulk 623XL.png
L - ONE MORE
200Hulk 623XM.png
M - OUT OF WAY
200Hulk 623XH.png
H - BREAK YOU
L
(During AA Gamma Charge) > L.png
Damage Startup Active Recovery
70,000 10 6 Until grounded+10
On Hit On Block Guard Properties
+6 -28 Mid Strk.png
M
(During AA Gamma Charge) > M.png
Damage Startup Active Recovery
70,000 10 6 Until grounded+10
On Hit On Block Guard Properties
- +2 Mid Wallbounce.png into Softknockdown.png
H
(During AA Gamma Charge) > H.png
Damage Startup Active Recovery
70,000 10 6 Until grounded+10
On Hit On Block Guard Properties
- +5 Mid Groundbounce.png into Hardknockdown.png

Follow-up to AA Gamma Charge. Input any of the three attacks during frames 5-25 of 623X to perform.

L version is the least noteworthy of the followups. It leaves both Hulk and the foe airborne and doesn't recover until Hulk touches ground. Not very useful for much other than situational combo extension.

M version causes a Wall Bounce 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). However, it is vulnerable to being thrown if used raw.

H followup causes a Ground Bounce, making it the typical ender to a confirm with G.Charge(AA) to start an easy combo. If Ground Bounce has already been consumed earlier in the combo, it only causes a Soft Knockdown. Hulk is positive on block afterwards and can even frametrap after it with a normal or another special. Take care to not have it whiff due to pushblock. If an opponent X-Factor Guard Cancels this attack, Hulk can not hyper cancel fast enough to protect himself.


Gamma Tornado
63214X
200Hulk 63214L.png
L / M version
200Hulk 63214H.png
H version
L
Hcb.png + L.png
Damage Startup Active Recovery
12,000 x1~10 + 80,000(92,000 ~ 200,000) 11 2 28
On Hit On Block Guard Properties
- - Throw Mashable, Hardknockdown.png
M
Hcb.png + M.png
Damage Startup Active Recovery
12,000 x1~10 + 80,000(92,000 ~ 200,000) 16 2 23
On Hit On Block Guard Properties
- - Throw Mashable, Hardknockdown.png
H
Hcb.png + H.png
Damage Startup Active Recovery
12,000 x1~10 + 80,000(92,000 ~ 200,000) 18 2 21
On Hit On Block Guard Properties
- - Airthrow Mashable, Hardknockdown.png

Hulk's command grab. All three strengths can be mashed for extra damage. Because their range, startup and recovery leave something to be desired, conditioning the foe to fear Hulk is the only way to land these. The L strength has less range and startup. The M strength has more range and startup, and throws the opponent further away from Hulk. The H version is an airthrow, for catching aerial characters. Unlike the other two strengths, H version does not chuck the opponent very far away, letting Hulk convert from any screen position with Dash jc. j.5L > j.5H > j.5S.

Hyper Combos

Gamma Tsunami
236XX (1 bar)
200Hulk 236XX.png
Damage Startup Active Recovery
80,000 x5 6+15 24 39
On Hit On Block Guard Properties
- -11 Mid Otg.png, Strk.png, Priority: High, Durability: 3 per rock, scales by 0.9

Enhanced version of Gamma Wave. Hulk rips up the stage, causing several rocks to appear sequentially farther away. Consequently, it deals more damage if Hulk is closer to the opponent, and deals very little damage if done near the corner. It is a simple combo ender and an emergency OTG in situations where Hulk can not generate a back charge for Gamma Wave. Some combos optimize by sideswitching Hulk into the corner, and then ending with Gamma Tsunami to maximize its damage output, dragging the opponent across the entire stage.


Gamma Quake
623XX (1 bar)
200Hulk 623XX.png
Damage Startup Active Recovery
35,000 per rock (~11 rocks) 6+9 81 89
On Hit On Block Guard Properties
- +13 Mid Otg.png, Hardknockdown.png (every rock except the last one), Softknockdown.png (last rock), Priority: High, Durability: 3 per rock.

Hulk smacks the ground. After 34 frames, rocks begin to fall from the sky in the area Hulk hit. 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). Gamma 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 is not 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 H Gamma Tornado (63214H) if they pushblock the last few rocks.


Gamma Crush
214XX (1 bar)
200Hulk 214XX.png
Damage Startup Active Recovery
60,000 x8 5+10 56 48
On Hit On Block Guard Properties
- -25 Mid Invuln until frame 73 (!!), Hardknockdown.png

Hulk leaps into the air, then drops back down carrying a large boulder, vaguely tracking the opponent's location. 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.

Gamma Crush's enormous damage mean that even a relatively short confirm into this hyper can kill an assist character if you happen to snipe one. 236H > L xx 214XX xx DHC is safe from punishment (depending on the second hyper), can frame trap an opponent who tries to mash between the hits and will decimate any assist character who happens to get clipped while also doing great damage to the point character.

Universal Mechanics

Ground Throw
6H, 4H
200Hulk grab.png
Damage Startup Active Recovery
100,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.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).

Air Throw
j.6H, j.4H
200Hulk Airgrab.png
Damage Startup Active Recovery
100,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.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 any time, 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).


Snap Back
Qcf.png+A1.png/A2.png
200Hulk Snap.png
Damage Startup Active Recovery
50,000 1(?) 3 33
On Hit On Block Guard Properties
- -10 Mid Snapback

Animation and hitbox based on 5M. This means it can be inconsistent against most characters if they are crouching.


Hard Tag
Hold 14f A1.png/A2.png
200Hulk Tagin.png
Damage Startup Active Recovery
30,000 - 21 35
On Hit On Block Guard Properties
- -11 OH Softknockdown.png

If the hardtag "jump-in" hits late enough to give him enough frame advantage, Hulk can link G.Charge(AA) for a full combo! As a result, some characters can hard tag to Hulk during a combo to use him as a damage engine.


Air Exchange
(During a Launcher Combo) U.png / F.png / B.png / D.png + S.png
Up
U.png + S.png
Damage Startup Active Recovery
65,000 9 6 -
On Hit On Block Guard Properties
- - - -
Side
F.png / B.png + S.png
Damage Startup Active Recovery
65,000 9 6 -
On Hit On Block Guard Properties
- - - Forcedwallbounce.png
Down
D.png + H.png
Damage Startup Active Recovery
35,000 9 6 -
On Hit On Block Guard Properties
- - - Forcedgroundbounce.png

-

Team Position

Hulk is almost always played as a Point character. Although he has several powerful and armored attacks, many of them are quite unsafe on block. He relies on assists to protect him during the recovery of moves like Gamma Charge. Assists are also important to cover him while he approaches, especially against projectile-heavy zoning characters, who he struggles against. Giving Hulk two assist calls to work with drastically improves his neutral game and damage output.


Notable Synergies

Sentinel: The "Big Bodies" pairing is one of Hulk's most well-known shells. Sentinel Force (Charge) can be called immediately before Hulk attempts a Gamma Charge, and it will reach the opponent just as Hulk finishes the follow-up move. This lets Hulk quickly and safely take momentum in almost any situation where he is on the ground, and leads to devastating damage against opponents who do not respect Hulk's armor.

Players to Watch: KaneBlueRiver (Hulk/Sentinel/Haggar), Shuffle (Hulk/Dante/Sentinel), JDog (Nemesis/Hulk/Sentinel), Tong (Hulk/Sentinel/Haggar), General Reaction (Hulk/Sentinel/Haggar)

Haggar: Haggar's Lariat assist adds a dangerous layer to Hulk's hit/throw mixup game. By calling Haggar before an airthrow attempt, the invincible Lariat will punish players who press buttons trying to escape. Additionally, Hulk can follow-up an airthrow or other early knockdown by calling lariat right before performing Gamma Wave. Lariat will juggle the opponent after the Gamma Wave OTG, allowing Hulk time to recover and perform a full combo, even midscreen.

Players to Watch: KaneBlueRiver (Hulk/Sentinel/Haggar), Fooblat (Hulk/Wesker/Haggar, Hulk/Haggar/Doom), Jan (Hulk/Shuma/Haggar), Tong (Hulk/Sentinel/Haggar), General Reaction (Hulk/Sentinel/Haggar)

Shuma-Gorath: Shuma's "Mystic Ray" is a fantastic all-in-one assist that covers just about all of Hulk's weaknesses. It hits OTG, which can help Hulk work around the more awkward parts of using his Gamma Wave as a solo OTG. It sweeps the entire stage, destroying projectiles along the way, so it can cover Hulk's approach very effectively (similar to Sentinel Drones). Although expensive, Hulk/Shuma can also perform an Unblockable setup by DHCing Gamma Quake (623XX) to Chaos Dimension (236XX) and then using Chaos Dimension's unblockable finisher while the opponent is stuck blocking rocks.

Players to Watch: Jan (Hulk/Shuma/Haggar)

Other Players to Watch: Airtola (Hulk/Nemesis/Taskmaster), Double A (Hulk/Nemesis/Taskmaster)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Hulk Color 1.png UMVC3 Hulk Color 2.png UMVC3 Hulk Color 3.png UMVC3 Hulk Color 4.png UMVC3 Hulk Color 5.png UMVC3 Hulk Color 6.png UMVC3 Hulk Color Alt.png