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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.  

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