Marvel vs Capcom 3/Hulk
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!


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Hulk
In a nutshell
Hulk is a brute type character that relies on his armored normals to make his opponents regret pressing buttons. He also has one of the only armored assists in the game in his Anti Air Gamma Charge. This, combined with his diverse set of super moves, make him a great teammate for almost anyone. Hulk's offense may seem unsafe, but when paired with the right assists, he can become an unstoppable armored force. If you like to bully other players and make them afraid to press buttons, give Hulk a try.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Special Moves
Hyper Moves
Apprentice Combos
Strategy
Tips and Tricks
- With Hulk as a teammate, nearly anywhere you hit your opponent with a super move, you can DHC into one of Hulk's supers for great damage.
- Instead of pressing Hard and then Special, which leaves you unsafe, trying pressing Hard and an Assist at the same time. If things work out, use the assist to combo into your launcher. If not, you'll be safe enough to cover your assist with something safe of your own and continue making your opponent afraid of your armor.
- Hulk has an "infinite" where he can keep spamming his Gamma Wave. If he can hit an assist with it, he can continue to use it and keep OTGing the knocked down assist. Due to hitstun decay, this will not combo on point characters. Hulk can call assists to keep enemy point characters at full screen while getting several reps on an enemy assist. Note that you can easily combo into Gamma Tsunami. Video at TheNobleEskimo's YouTube page TheNobleEskimo is the discoverer of this tactic.
Basic Strategy
- Hulk's Mixup Game
- The Hulk can really struggle opening up opponents without assists as he doesn't have a good way to get a quick overhead, and has only a single low attack. You can get around this fact by using this one move as much as possible, which when combined with the somewhat deceptive hit box on jumping
works pretty well. Instead of jumping in with Mission Mode's
for max damage, you can jump in with
. If you perform the first attack near the peak of Hulk's jump, Hulk will hit the top of the opponent's head with his heel, and then hit them as low as the foot with the second jumping attack. This hit can come out very late so it looks like Hulk has already hit the ground. You can also slightly delay your initial attack, in which case the Hulk kicks them in the chest, and is unable to perfom the next attack until he lands. Hit
+
with the same timing as before to perform the low mixup. It's very easy to train your opponent to block high then low on the Hulk by going late, then switch to the slightly earlier timing to perform Hulk's deceptive double high jump in. (Author's Note: This will even work on Amaterasu, but gets more much difficult to do on smaller characters. Zero is the shortest character where I found this mixup is 100% reliable.)
- While training them to block how you want, you can follow up once you've landed with
+
xx Gamma Charge
to push them towards the corner while they're blocking and ending up relatively safe from punishment. If one of these block strings does get actually through, its easy to substitute
for the Gamma Charge follow-up.
- You can also land after a single jumping
and command throw them, rather than going into the high/low mixup. This may be Hulk's worst option, as his command throw will always fling them towards the far side of the screen. That said, its pretty unstoppable, and it can be followed up easily by Gamma Tsunami xx DHC.


