http://i1008.photobucket.com/albums/af206/k0rr1/hulk-1.png
Strengths:
+ Has high health. (1,200,000)
+ Hulk’s normals have great range.
+ Hulk provides great assists. Each type can be very beneficial; it just depends on your team composition.
+ Good character to DHC in and out of. His supers are extremely damaging.
+ Capitalizes on people who love to press buttons, are impatient, or are overly/mindlessly aggressive.
+ Hulk’s strongest asset is the super armor on some of his normals and moves, particularly Stand H. It has a huge hit box, it’s easy to hit-confirm, it sometimes hits from behind, and it can be canceled into a special (Gamma Charge, Command throw, Gamma Wave) and/or super.
+ His forward M (Incredible Punch) is another super armored normal and it is best used to extend combos. You are able to cancel this into a command grab, gamma charge, or charge it for a wall bounce. It also does chip damage.
+ His combos are extremely damaging. He can do 800-900+k damage (that is practical) without an assist and up to a million with an assist off of only 1 meter without using X-Factor. Combos with an assist are relatively easy to perform.
+ Although his mix-up game isn’t particularly scary, the fact that they can be converted into a kill off of a single hit especially on the corner makes them intimidating.
+ Has a good pressure game, especially in the corner. If he has a lockdown assist like Sentinel, this effectiveness is enhanced tremendously.
+ Gamma Crush has a lot of invincibility so it can be used to punish many things on reaction.
+ Gamma Quake in some situations is extremely good for applying pressure or chipping. Gives you frame advantage on block.
**+ **His Air S. has really nice range, it can sometimes cross up, and it causes a ground bounce that can be easily converted into a combo.
**+ **Hulk’s Air. H has pretty good range and it causes a lot of hitstun/blockstun. He is also able to prolong his time in the air with it (can be used up to two times when super jumping). It is also frequently used to start/create double overheads.
+ His Air. M has a great deal of frame advantage on block and it can be very effective when chained in the air to apply pressure with or without an assist due to lack of pushback when advance guarded.
+ His Air. L can be used for instant overheads against bigger characters. This move comes out faster and is a lot safer than the other two listed. Another upside to this move is the frame advantage it gives you on block so it is extremely useful in applying pressure given the lack of pushback it has if advance guarded.
+ Crouch L. This move is extremely underrated. Although it isn’t particularly impressive by itself it is extremely useful in Hulk’s case because opponents are usually looking to block high against him. Empty jump low with Hulk is the last thing many players expect.
+ Stand L is another extremely underrated poke and it is commonly overshadowed by Stand H. It is fast, has decent range, and looks similar to Zangief’s Stand M. It can be used to play footsies, create additional damage at the start of combos, or convert whiffed animations from your opponent into combos.
+ You can combo off his Stand L, M & H command grabs (Gamma Tornado) if you have an OTG assist for major damage or just use Gamma Tsunami.
+ Can OTG without an assist using Gamma Wave, Gamma Quake, or a Gamma Tsunami. If you have X-F and you’re near the corner you can cancel the wave/tsunami and perform a re-launch.
+ Gamma Wave has decent durability and can be used for semi-decent keep away. It can also be used for relaunches (with or without assist) or to repeatedly OTG an assist from full screen.
+ Air throws can pretty much be converted into damaging combos on the corners through Hulk’s own OTGs then X-F’d into re-launch or through the use of an OTG assist.
+ Gamma Charge has a great hit box, H version traverses a long distance (used for getting in), is easy to hit confirm, does a decent amount of chip, and is an excellent pressure tool. The L follow up is usually used to maintain pressure, close the distance, or continue a combo through hit confirming. The H follow up is mostly used as a retreat option. Another way it can be used is if you want to change the area you want to cover or hit.
**+ **When at a corner you can cancel Gamma Charge with X-Factor and easily convert it into a combo that may or may not kill.
+ All versions of Gamma Charge Anti-Air are extremely useful in different situations. The preferred follow up is H because it causes a ground bounce, is unsafe but hard to punish, and can be spammed repeatedly (good for chipping) if not punished accordingly or push blocked. The M follow up is used for extending combos and it causes a wall bounce. The L follow up can be used as an extremely unsafe anti-air. All in all, they all can be used as anti-airs but only a few are viable.
+ Specials can be cancelled into Supers for unsafe pressure or the continuation of combos.
+ His dash (more like hops and rolls) is jump cancellable.
+ Although unsafe, Hulk has plenty of good reset setups.
[LEFT]Weaknesses:[/LEFT]
- Has VERY obvious mix-ups that you can react to the more familiar you get with the matchup.
- Judge the distance between yourself and Hulk, because chances are all you have to do is block overheads. Just press up back or block while you’re standing. Don’t press buttons, don’t mash, just block and wait for your opportunity.
- Although Hulk has pretty intimidating blockstrings if you’re patient enough you can punish anything he throws. If he cancels his Stand H and follows up with a Gamma Charge and has meter to cancel it what you should be doing is blocking, but if he doesn’t, punish him when the animation finishes. (Preferably with a fast projectile or super if he ends it by dashing back or a full combo if he ends it by dashing in front of you) Oh yeah, don’t push block the gamma charge (if he’s meterless) if you plan on punishing it because you’ll be too far if you do.
- Keepaway characters obliterate Hulk. If you use characters like Morrigan, Trish, Deadpool, Hawkeye, Taskmaster, Arthur, etc. chances are you’ll shit on Hulk for free if you know the matchup, especially if you’re doing it in conjunction with a lock down assist and know your character. (Those matchups are literally 7-3 to 8-2 imo) If you get beat by Hulk using those characters, you might 1. Suck, 2. Have gotten unlucky 3. Have been pressing buttons 4. Suck. So keep training.
- Don’t do random full screen supers. If you use one make sure it’s a bait and DHC into a counter for example (Task or Wesker) or have x-factor to cancel it because it could end up being a fatal mistake assuming he has an OTG assist and X-Factor cancels the Gamma Crush. There are some situations where just taking the damage and saving your X-Factor/Meter is a good option too though. This is usually a good option if simply don’t care that characters dies or your opponent is devoid of X-Factor or meter (mostly X-F).
- He is a big character so he is prone to instant overheads.
- Has SO MANY bad matchups. The only way around this for Hulk players is to train their defense, learn match ups, and keep applying pressure to the opponent. For example, my main goal to stop you from gaining momentum is by applying pressure and getting in your face all the time. I want to be in close proximity. But if the opponent doesn’t succumb to the pressure, has good defense, knows the matchup as well and uses characters like Vergil, Zero, Dante, Wesker, etc. for example, I should have no chance of winning if you play solid unless I get lucky. Characters with great air mobility and multi-hitting/super armor breaking moves like Morrigan are especially troublesome against Hulk.
- I’d also like to note that all his supers are extremely punishable. Gamma Tsunami is often used to “somewhat” make his Gamma Charges safe. Thing is, if you don’t push block the super and Hulk is too close to you, you can punish it. Another thing Hulk players use which is incredibly unsafe is Gamma Quake usually at the end of a Gamma Charge. You can punish this in a multitude of ways: Walk/Dash up grab (Don’t try this if you’re too far and your character is slow), teleport out, air combo out and away from the super (is not viable for some characters), use a projectile counter super (Doc Strange), invincible supers, animation supers (like Deadpool’s cutting time, or most lvl 3s), moves that move your character out fast enough (Berserker Slash, Gamma Charge), or you can just block. If you’re unsure of your timing or the opponent has an additional meter to DHC out then your best bet is to just take the chip damage unless you’re down to your last character with a pixel of health. If that is the case, just use X-F to negate the chip damage if you are unable to do any of the things I’ve listed.
- His aerial attacks are easily punishable with a variety of things (E.g. Anti airs, etc.). Make a Hulk that abuses Air. H/S too much rethink his way of approaching you.
Other interesting tidbits:
- Back/forward dashes are extremely punishable if not jump canceled.
+ Despite being the only big character to not have a wavedash, he is still quite mobile.
- Hulk’s Air S covers several of your opponents options if they’re incoming and if you’re facing the corner.
- He recently had an infinite removed.
(Only 2 reps of different Gamma Charge Anti-Airs can be performed now and then it resets. Use only 2 gamma waves so it doesn’t reset.)
- Him and Thor are the only two characters that don’t get a speed boost in x-factor.
+ His DP (Anti Air) crossover counter can interrupt supers.
**- **Despite the range, a large percentage of the cast can easily duck under his Stand M.
+ He has a 1 frame snapback.
+ He can perform relaunches without the need of an assist or X-F on bigger characters via corner.
+ You can extend his command throw range by cancelling his normals.
[LEFT]Team Placement:[/LEFT]
[LEFT]+ The position he’s most effective in is point. (E.g. Hulk / ? / ? )[/LEFT]
[LEFT]- The position he’s least effective in is anchor. (E.g. ? / ? / Hulk)[/LEFT]
[LEFT]+ The position he’s somewhat effective in is secondary. (E.g. ? / Hulk / ? )[/LEFT]
[LEFT] [/LEFT]
[LEFT]Basic Assist Functions:[/LEFT]
[LEFT]**α | **Gamma Wave[/LEFT]
[LEFT]Primary Function: OTG/Combo Extender[/LEFT]
[LEFT]Secondary: Combo Initiator[/LEFT]
[LEFT]β | ****Gamma Charge Anti-Air ****[/LEFT]
[LEFT]Primary Function: Anti-Air/Get off me[/LEFT]
[LEFT]Secondary: Combo Initiator/Extender[/LEFT]
[LEFT]**γ |******Gamma Charge ****[/LEFT]
[LEFT]Primary Function: Get off me/Combo Initiator/Extender[/LEFT]
[LEFT] [/LEFT]
[LEFT]Types of assists he benefits from the most: OTG & Lockdown assists. (Characters that extend his combos after a gamma wave are also good.)[/LEFT]
[LEFT]List of characters that give Hulk trouble when played correctly and paired with the right assist:[/LEFT]
[LEFT] Zero, Dante, Wesker, Vergil, Trish, Morrigan, Captain America, Magneto, Phoenix, Wolverine, Arthur, Spencer, Chris Redfield, Dormammu, Modok, X-23, Taskmaster, Spiderman, Deadpool, Doctor Doom, Ghost Rider, Rocket Raccoon, Strider, Nova, Viewtiful Joe, Firebrand[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]Combos:[/LEFT]
[LEFT]
[/LEFT]
[LEFT] [/LEFT]
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