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.