FIGHTER FILE 04
Hulk sits in slot 4 of 21 on the select screen, rates 5 of 5 for ease of use, and wears 1 costume in 9 colours.
Hulk's immense stature grants his attacks impressive range. Although he cannot perform aerial dashes, he has potent offensive options allowing him to push through the opponent's attacks. Charging up his Gamma Level activates the monstrous Gamma Rage state.
Hulk claps his hands, generating a shockwave.
Both the strike and the shockwave negate projectiles on contact.
An additional input after the version performs a second attack.
The version follow-up attack and the version, as well as any version during Gamma Rage, enters an armor state from partway through the action.
version Skill Gauge cost: 25
Universal (first hit)
A direct attack performed by the character.
Clashes with projectiles on contact.
Universal (second hit)
An indirect attack using a projectile or other means.
version
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Version Additional Input
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Hulk claps his hands, generating a shockwave.
Both the strike and the shockwave negate projectiles on contact.
An additional input of or after the version performs a second attack.
The version follow-up attack and the version, as well as any version during Gamma Rage, enters an armor state from partway through the action.
version Skill Gauge cost: 25
Universal (first hit)
A direct attack performed by the character.
Clashes with projectiles on contact.
Universal (second hit)
An indirect attack using a projectile or other means.
version
Will not be knocked back by attacks except for throws and grounded attacks from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Version Additional Input
Will not be knocked back by attacks except for throws and grounded attacks from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Leaps up while performing an attack.
An additional input of or after the version performs a slam as a follow-up.
Enters an armor state from midway through the action. All versions are effective against aerial opponents.
version Skill Gauge cost: 25
version
A direct attack performed by the character.
Will not be knocked back by aerial attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
version
A direct attack performed by the character.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
version
A direct attack performed by the character.
Will not be knocked back by aerial attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Version Additional Input
A direct attack performed by the character.
Will not be knocked back by attacks except for throws and grounded attacks from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
A horizontal lunging attack.
An additional input after the version performs a follow-up attack.
The version follow-up attack and the version, as well as any version during Gamma Rage, enters an armor state from partway through the action.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
version
An attack that triggers a Break when near the corner.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Version Additional Input
An attack that triggers a Break when near the corner.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
A horizontal lunging attack.
An additional input after the version performs a follow-up attack.
Enters an armor state midway through the version follow-up attack and the version, as well as any version during Gamma Rage.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
version
An attack that triggers a Break when near the corner.
Will not be knocked back by attacks except for throws and grounded attacks from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Version Additional Input
An attack that triggers a Break when near the corner.
Will not be knocked back by attacks except for throws and grounded attacks from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Picks up a weapon and swings it.
An additional input after the version performs a follow-up attack.
The and versions hit as an overhead, making them mixup options from mid-range.
The version follow-up attack and the version, as well as any version during Gamma Rage, enters an armor state from partway through the action.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that cannot be blocked while crouching.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
version
An attack that cannot be blocked while crouching.
Version Additional Input
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Super Skill
Unleashes a powerful strike.
During Gamma Rage, the attack changes and deals additional damage.
Gamma Rage ends after using this move.
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Leaps up high, performing an attack as he lands.
The follow-up attack becomes more powerful after it hits at close range.
If not already in Gamma Rage, Hulk's Gamma Level increases to max after using this attack.
During Gamma Rage, he descends at the opponent's current position to perform the attack.
Gamma Rage ends after using this move.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
A gauge unique to Hulk.
The gauge changes after using Gamma Spark or enduring the opponent's attacks with Hulk's Skills.
Hulk enters the Gamma Rage state after using Gamma Spark while the icon is at Level 3.
During Gamma Rage, his dash gains extra speed and his damage and Skills receive major power-ups.
An attack that increases the Gamma Level.
Hulk enters an armor state from partway through the action.
Universal
A direct attack performed by the character.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
A move that triggers a power-up.
Universal (during Gamma Rage)
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Stomps the ground, dealing damage to the opponent if they are grounded.
This attack can be followed up by Gamma Spark on contact.
Universal
An indirect attack using a projectile or other means.
Hulk charges up for a more powerful punch.
When the input is fully charged, the attack sends the opponent flying back.
During Gamma Rage, he enters an armor state from partway through the action. The attack also becomes unblockable when the opponent is not currently in blockstun.
Universal
A direct attack performed by the character.
During Gamma Rage (Hold)
A direct attack performed by the character.
This attack cannot be blocked.
Will not be knocked back by all attacks except for throws from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Stomps the ground, dealing damage to the opponent if they are grounded.
During Gamma Rage, he enters an armor state from partway through the action.
Gamma Rage ends after using this move.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Universal (during Gamma Rage)
Will not be knocked back by attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Performs an attack while leaping up.
During Gamma Rage, he enters an armor state from partway through the action.
Gamma Rage ends after using this move.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Will not be knocked back by aerial attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Universal (during Gamma Rage)
Will not be knocked back by attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Picks up a weapon and swings it.
During Gamma Rage, he enters an armor state from partway through the action.
Gamma Rage ends after using this move.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Universal (during Gamma Rage)
Will not be knocked back by attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Hulk claps his hands, generating a shockwave.
During Gamma Rage, he enters an armor state from partway through the action.
Gamma Rage ends after using this move.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal (first hit)
A direct attack performed by the character.
Universal (second hit)
An indirect attack using a projectile or other means.
Universal (during Gamma Rage)
Will not be knocked back by attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, performs Rampage as a follow-up.
During Gamma Rage, the attack changes and deals additional damage.
Gamma Rage ends after using this move.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can jump again.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent