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Monday
Feb072011

NORMAL MOVES

Damage #s are (standing/crouching/air)

L - LIGHT (85k/58k/60k)

M - MEDIUM (90k/85k/90k)

s.M has Super Armor and causes a knockdown.  c.M and s.M will not combo into either version of H.

H - HARD (120k/100k/110k)

s.H has Super Armor and causes a ground bounce.  c.H is a low attack that knocks the oppponent down.

S - EXCHANGE (121k/NA/130k)

Standard launcher.  If j.S is used in air combo without launching, the S will cause a ground bounce.

COMMAND NORMALS

IMPACT PUNCH
TOWARDS + M

Can be charged, results in wall bounce on hit.  

Monday
Feb072011

SPECIAL MOVES

 GAMMA WAVE - CHARGE B, F+ATK (76K/108K/137K)

Hulk sends a shock wave across the ground.  The startup is long, but once an opponent blocks a Gamma Wave, they can be used much like any other beam to zone the opponent out.

GAMMA CHARGE - QCF+ATK (135k/171k/204k) (70k for follow up)

Hulk charges forward with a rushing tackle.  Primarily used to make blocked normals safe, Gamma Charge has three follow ups with L, M, or H.  L performs another horizontal Gamma Charge, M a vertical Gamma Charge, and H a retreating horizontal Gamma Charge.  The H follow up can be used to keep block strings safe, but is vulnerable to fast moves with long range.

GAMMA CHARGE (ANTI-AIR) - F,D,D/F+ATK (135k/171k/204k) (70k for follow up)

Hulk performs an upward angle Gamma Charge.  Gamma Charge (Anti-Air) has the same follow up options as the ground version - L, M, and H will perform a second Gamma Charge.  L will perform a second upward angle Gamma Charge, M an aerial horizontal Charge, and H will perform a downward angled Gamma Charge.  The H follow up works well in combos, and is safe on block.

GAMMA TORNADO - HCB+ATK (60k)

Hulk's command grab.  The L and M version of the Gamma Tornado will allow you to land an OTG Hyper Combo, and the H version functions as an anti-air grab.  

Monday
Feb072011

ASSISTS

GAMMA WAVE (108k)

Shot - Front

Hulk's Gamma Wave.

Like the regular version, the Gamma Wave is slow to start up.  If you can find the time to throw it, the Gamma Wave is a solid assist choice.

GAMMA CHARGE (ANTI-AIR) (137k)

Direct - Upward

Hulk's Gamma Charge (Anti-Air)

The Super Armor on the assist does not kick in right away, so the Gamma Charge can be stuffed before it animates.  Still a decent assist.

GAMMA CHARGE (137k)

Direct - Front

Hulk's Gamma Charge.

Like the anti-air version, the Super Armor isn't active immediately.  

Sunday
Jan302011

HYPER COMBOS

GAMMA TSUNAMI - QCF+2ATK (327k)

Hulk's projectile Hyper Combo.  Gamma Tsunami does less damage the farther away it hits the opponent, and very little as a combo ender when the opponent is cornered.

GAMMA CRUSH QCB+2ATK (403k)

While Gamma Crush hits for massive damage, its range is poor and is unsafe if blocked.  This limits its use to corner combo ending and a situational THC.

GAMMA QUAKE F,D,D/F+2ATK (301k)

Hulk can cancel otherwise unsafe attacks into the Gamma Quake to retain the offensive momentum.  There is a moderate gap between when Hulk slams the ground and the rocks start to fall, which can be used to escape or even punish Hulk by some characters.

Sunday
Jan302011

COMBOS

Sunday
Jan302011

TEAMING GUIDE