Ultimate Marvel vs Capcom 3/Hulk

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Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/StrategyUMvC3HeaderButtons.png

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Hulk

Umvc3 hulk face.jpg
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.

In a nutshell 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.

Alternate Colors

Hulk colors.jpg

Players to Watch

KaneBlueRiver, Fooblat, Jan, jDog

Character Vitals

CHARACTER DATA
Health:
1200k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
40.0 %
70.0 %
100.0 %
X-Factor Speed Boost:
0.0 %
0.0 %
0.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
30 %
30 %
30 %
30 %
50 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
50 %

Video Walkthrough

Mission Mode

Combo Videos

Hulk/Shuma/Haggar combos
Hulk/Nemesis/Sentinel team combo video
Jdog's Combo video with Hulk/Sentinel


Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gamma Wave
Shot.png Front.png
40,000 X 3
(108,300)
Proj.png Otg.png
Softknockdown.png
Gamma Tsunami
Beta.png Anti-Air Gamme Charge
Direct.png Upward.png
40,000 X 4
(137,400)
Strk.png
Gamma Quake
Gamma.png Gamma Charge
Direct.png Front.png
40,000 X 4
(137,400)
Strk.png
Gamma Crush

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
85,000
Crouching Light
D.png + L.png
58,000
Low.png
Standing Medium
M.png
90,000
Strk.png Armored.png
Crouching Medium
D.png + M.png
85,000
Standing Heavy
H.png
120,000
Groundbounce.png
Hardknockdown.png
Armored.png
Crouching Heavy
D.png + H.png
100,000
Strk.png
Special
S.png
40,000 + 90,000
(121,000)
Strk.png on first hit
Launch.png on second hit;
Nocancel.png
Impact Punch
F.png + M.png
115,000
Strk.png
Impact Punch (charged)
F.png + M.png (hold M.png )
140,000
forced Wallbounce.png
Softknockdown.png
Armored.png
Chipdamage.png
Jumping Light
air L.png
60,000
High.png
Jumping Medium
air M.png
90,000
High.png
Jumping Heavy
air H.png
110,000
High.png
Stagger.png
Jumping Special
air S.png
130,000
High.png
Groundbounce.png
Aircombofinisher.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Gamma Charge L
Qcf.png + L.png
50,000 X 3
(135,400)
Strk.png
Armored.png
Gamma Charge M
Qcf.png + M.png
50,000 X 4
(171,800)
Strk.png
Armored.png
Gamma Charge H
Qcf.png + H.png
50,000 X 5
(204,600)
Strk.png
Armored.png
Gamma Charge 2nd
Gamma Charge, then Atk.png
70,000
Strk.png
Armored.png
Button pressed determines direction:
L.png goes F.png
M.png goes U.png
H.png goes B.png
Anti-Air Gamma Charge L
Dp.png + L.png
50,000 X 3
(135,400)
Strk.png
Anti-Air Gamma Charge M
Dp.png + M.png
50,000 X 4
(171,800)
Strk.png
Anti-Air Gamma Charge H
Dp.png + H.png
50,000 X 5
(204,600)
Strk.png
Anti-Air Gamma Charge 2nd L
Anti-Air Gamma Charge, then L.png
70,000
Strk.png ,
Charges Uf.png
Anti-Air Gamma Charge 2nd M
Anti-Air Gamma Charge, then M.png
70,000
Wallbounce.png Softknockdown.png ,
charges F.png
Anti-Air Gamma Charge 2nd H
Anti-Air Gamma Charge, then H.png
70,000
Groundbounce.png Softknockdown.png
Charges Df.png
Gamma Tornado
Hcb.png + Atk.png
92,000 (2 hits) ~ 200,000 (11 hits)
Throw.png Hardknockdown.png
mashable
L.png and M.png are ground throw,
H.png is anti-air throw.
Gamma Wave l
charge B.png , F.png + L.png
40,000 X 2
(76,000)
Proj.png Otg.png
Softknockdown.png
Gamma Wave m
charge B.png , F.png + M.png
40,000 X 3
(108,300)
Proj.png Otg.png
Softknockdown.png
Gamma Wave h
charge B.png , F.png + H.png
40,000 X 4
(137,400)
Proj.png Otg.png
Softknockdown.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Gamma Tsunami
Qcf.png + Atk.png + Atk.png
80,000 X 4
(275,000)
Proj.png Otg.png
Softknockdown.png
Gamma Quake
Dp.png + Atk.png + Atk.png
35,000 X X 11
(301,400)
Proj.png Otg.png
Hardknockdown.png on hits 1 - 10 ;
Softknockdown.png on final hit
Gamma Crush
Qcb.png + Atk.png + Atk.png
60,000 X 8
(403,700)
Hardknockdown.png

Frame Data

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

Strategy (Beginners)

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.
  • 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.

Gameplan

  • 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.
  • 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.

Strategy (Intermediate-Advanced)(WORK IN PROGRESS)

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Normals

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
L.png Hulk 5L.png Hulk's standing jab. Same startup as crouchingL.png and this move is often used to continue combos (ie jM.png ,jM.png ,L.png ), 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! CrouchingL.png is usually the better move for CQC situations though. Hulk Lcrossunder2.gif StandingL.png crossunder - -
M.png Hulk M.png Standing M.png 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.png's high & forward reaching hitbox can also anti-air linear approaches. Unfortunately standing M.png doesn't have the all around reach of standing H.png 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. Hulk Mwhiff.gif Be careful if they're crouching! - -
H.png Hulk H.png An infamous normal in UMvC3, standing H.png not only has 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! As it's armor doesn't start until frame 6, the move isn't necessarily going to save Hulk in every situation. As it moves Hulk forward slightly, standing H.png is worth empty canceling (or "Kara") into other moves. For instance, Kara-H.png into G.Tornado will effectively increase it's range and fool foes who were expecting to block (this works especially well when you condition foes to block by bullying them with Hulk's armor and low). Standing H.png also serves as an option select for Hulk's ground throws, making Hulk one of the most dangerous start of round characters! Hulk Hhitbox.gif Large area of effect. - -
Down.gifL.png Hulk dL.png This move should see some use in Hulk's neutral, as it's his only low. Although crouchingL.png'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. - - - -
Down.gifM.png Hulk dM.png CrouchingM.png is good for continuing a ground chain combo started by L.png and won't have the same problem with some crouching characters as standingM.png. 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 standingH.png. 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 crouchingM.png to sandwich them between him and the assist for a tricky crossup! Hulk karaMhcb.gif Kara-M.png G.Tornado Hulk karaMcrossunder.gif M.png crossup
Down.gifH.png Hulk dH.png CrouchingH.png is faster for covering the immediate area in front of Hulk than standingH.png, 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 standingM.png 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. - - - -
S.png Hulk S.png 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.png 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). - - - -
(Charge) Right.gifM.png Hulk fM.png Impact Punch is a new addition for Hulk in UMvC3. 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. - - - -

Aerial Normals

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
[Air]L.png Hulk jL.png AirL.png won't really instant overhead too many characters beyond the obvious larger ones (convert with jL.pngH.pngS.png), but it does work as a fuzzy on most average-sized characters. jL.png 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.  - - - -
[Air]M.png Hulk jM.png jM.png 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.png and G.Quake do that more easily. - - - -
[Air]H.png Hulk jH.png "The Clap", jH.png, 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.png 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.png so that Hulk will be closer after the hard knockdown. While falling from jump height, Hulk has time to surprise some foes with jL.png. - - - -
[Air]S.png Hulk jS.png Although jS.png 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. This move can be used to set-up a gimmicky guard-break on incoming and it's groundbounce allows Hulk to complete aerial conversions. - - - -

Special Moves

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
B.png [Charge]F.png + L.png Hulk bChargefL.png Of the three strengths of Gamma Wave, L.png is arguably the most useful overall. It's quicker startup affords Hulk much more time than M.pngorH.png 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. - -
B.png [Charge]F.png + M.png Hulk bChargefMH.png The M.png strength of Gamma Wave covers a moderate amount of distance, but without as much commitment as the H.png strength. Because of the larger coverage, this and the H.png 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). - -
B.png [Charge]F.png + H.png Hulk bChargefMH.png 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.png Gamma Wave judiciously and with coverage. - - -
Qcf.png + L.png Hulk qcfAtk.png - - -
Qcf.png + M.png Hulk qcfAtk.png - -
Qcf.png + H.png Hulk qcfAtk.png - -
[ Qcf.png + Atk.png ] L.png Hulk qcfAtkL.png -
[ Qcf.png + Atk.png ] M.png Hulk qcfAtkM.png - -
[ Qcf.png + Atk.png ] H.png Hulk qcfAtkH.png - -
Dp.png + L.png Hulk dpL.png - -
Dp.png + M.png Hulk dpM.png - -
Dp.png + H.png Hulk dpH.png - -
[ Dp.png + Atk.png ] L.png Hulk dpAtkL.png
[ Dp.png + Atk.png ] M.png Hulk dpAtkM.png -
[ Dp.png + Atk.png ] H.png Hulk dpAtkH.png -
Hcb.png + L.png Hulk hcbLM.png - -
Hcb.png + M.png Hulk hcbLM.png - -
Hcb.png + H.png Hulk hcbH.png - -
Qcf.png + A1.png/A2.png Hulk snapback.png Tags out foe character to the one chosen by the assist button. Foe assist call and tag-outs are locked for 4 seconds. -

Hyper Combos

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
Qcf.png + Atk.png Atk.png Hulk qcfAtkAtk.png -
Qcb.png + Atk.png Atk.png Hulk qcbAtkAtk.png
Dp.png + Atk.png Atk.png Hulk dpAtkAtk.png -

Assists

Name Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2
Alpha.gif B.png [Charge]F.png + M.png OTG. Soft knockdown. Each projectile = 5 low priority durability points
Beta.gif Dp.png + M.png Armor (1 hit) during frames 23-32
Gamma.gif Qcf.png + M.png Armor (1 hit) during frames 27-36

Throw

Command Screen Strategy/Notes Demo1 Demo1 Caption Demo2 Demo2 Caption
Airok.png F.png OR B.png + H.png Hulk groundgrab.png Hulk airgrab.png

Strategy vs. Hulk

Match Videos