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The Incredible Hulk (Update 12/17/2018)

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New Hyper: https://streamable.com/wi70n


- Gamma Quake Rework: Inspired a little bit from MvCI. The hyper is now a LV3. Input changes to D,DF,F,D,DF,F + 2 attack buttons.
- Old Gamma Quake is now a Tag Team-exclusive Hyper.
- Gamma Crush's input changed to D,DF,F,D,DF,F + attack.
- Improved and added extra sprites for Standing Weak, Medium, Hard.
- Fixed cross-up related glitches.
- Added extra effects to a successful throw.
- Updated new air-combo system.
- Updated with a new damage dampen system that works properly in both Single and Simul Mode.
- Updated juggle system.
- Now air-throw can be used during combo.
- Hard knockdown from air-combo now lasts 40f.
- j.Special now pushes opponents further.
- Air Weak now can chain into itself (similar to UMvC3 version).
- Codes and files clean up.
- Normal no longer ignores hitpause.
- Fixed a glitch which made Gamma Wave unable to count hit.
- Removed hyper background.
- Gamma Tsunami no longer has start-up invul.
- Standing Medium's recovery reduced by 5f.
- Gamma Tsunami's damage per pulse reduced from 80 to 50.


Character Demonstration:



Tag system:
Start - Partner assist
z+c - Tag in/Tag out
D,DF,F,z+c - Tag Team Hyper

- Avalanche Leap: Taken from MvC: Infinity. By pressing in opposite direction of the nearby wall, Hulk will be able to leap away.
- Guard Push - x+y/y+z/z+x while guarding.
- Super Jump.
- Recovery Roll.

X - Weak
Y - Medium: Has armor from frames 3-15.
f.Y - Impact Punch (Can be charged): A new move from UMvC3. As it's special cancelable and armored, Hulk can use it to begin or continue his shenanigans. 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 Gamma Tornado. When fully charged, Impact Punch will force a wallbounce on hit.
Z - Strong: Has super armor from frames 6-18, causes ground-bounce on hit.
A - Dash
B - Throw (can be teched by opponents)
C - Launcher (G): Can be jump-canceled if move hits.
C - Air Special (A): Cause ground-bounce on hit. If used during air-combo, this move will cause a 60-frame hard knockdown.

Gamma Wave (Charge B,F,x/y/z) (G): Hulk pulls up chunks of the ground and flips them, creating a carpet of flying rock. The attack button hit determines the distance it will travel. This move can hit OTG.
Gamma Charge (D,DF,F,x/y/z): Hulk dashes forward with great power while bracing himself. Z version causes hard-knock down. Has 1 stack of armor during charge. This attack can be performed either straight forward or as an anti-air. Hitting an attack button during the move will allow Hulk to do a followup charge (Gamma Charge two times in a row). The light version will dash forward again, medium version will dash into the air, and heavy version will dash backward.
Gamma Tornado (F,DF,D,DB,B,x/y/z) (G): Hulk grabs his opponent by the head and swings them around before throwing them. X version has quick start-up with least damage. Y version has longest start-up with highest damage. Z version is an anti-air throw that can be comboed into.

B,F,B,F,x/y/z - Gamma Tsunami (LV1): Hulk picks up the ground beneath him and ruptures it, sending a wave of violent earth rushing towards the opponent. This attack does the most damage if the opponent is directly in front of Hulk and is as far away from the opposite side of the screen as possible. Can hit OTG.
D,DF,F,D,DF,F,x/y/z - Gamma Crush (LV1): Hulk crouches down and then launches himself upward at an angle off-screen, then reappears clutching a burning meteor, bringing it down on the opponent. This Hyper Combo is at its most effective when used when the opponent is directly next to Hulk, as the initial first hit knocks them down or launches them upward slightly and leaves them open for the rest of the attack.
D,DF,F,D,DF,F,x+y/y+z/x+z - Gamma Quake (LV3):  https://streamable.com/wi70n

Special thanks to:
One Winged Angel & Unko man & REDHOT for the based character.
Rei for UMvC3 Hulk's voice, sound effects and hyper portraits.

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