Hulk Frame Data (UMvC3)

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Grounded Normals

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

Aerial Normals

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

Special Moves

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

Hyper Combos

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

TAC/Air Exchange

Command Startup Active Recovery Attributes
U.png /F.png /B.png /D.png + S.png 9 6 Until Grounded Tags available ally.

Throws

Command Startup Active Attributes
Airok.png F.png OR B.png + H.png 1 1 Hard knockdown

Assists

Type Move Used Crossover Combination Startup Active Recovery (this crossover assist) Recovery (other partner) Attributes
Alpha.gif B.png [Charge]F.png + M.png Qcf.png + Atk.png Atk.png 47 Projectiles in play for total of 28f. 123 93 OTG. Soft knockdown. Each projectile = 5 low priority durability points
Beta.gif Dp.png + M.png Dp.png + Atk.png Atk.png 29 19 129 99 Armor (1 hit) during frames 23-32
Gamma.gif Qcf.png + M.png Qcb.png + Atk.png Atk.png 33 8 131 101 Armor (1 hit) during frames 27-36

Links

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