Hulk
A TierGrappler / Brawler · Beginner · notes verified Aug 9, 2026
Big damage and armored presence, but positioning matters more than buttons.
Strengths
- + Huge damage up close
- + Armored options vs mashing
- + Simple game plan
Weaknesses
- − Weak at range
- − Loses to patient zoners
Best Team Partners
Community suggestions for team synergy. Star-Lord and Captain America pair well with Hulk in the recorded launch notes.
Start a team with Hulk →Where They Fit on Your Team
Hulk is the team's closer: get him in and the shared life bar is safe, because everything he does up close is a threat. His problem is the approach, so zoners like Star-Lord exist to make that walk forward possible. He rewards a team built around getting him in.
Pick or Skip
Pick Hulk if you want simple, devastating close-range play and have teammates who cover space. Skip him if you don't want to spend the match trying to get in.
How to Play
Hulk does not need to be complicated: walk forward, block projectiles, and explode when you get close. The hard part is getting in — use your team's assists to cover your advance and save your armored options for when you are sure they will press a button.
The move list below is source-checked and dated. Verify anything tournament-critical in training mode.
Hulk Move List
Character-specific commands checked Sep 5, 2026 against TŌKONDB's transcription of the in-game command list and cross-checked against Tokon Fighting Souls Guide. Numpad notation: 236 = quarter-circle forward, 214 = quarter-circle back, 623 = forward/down/down-forward, and 632146 = half-circle back then forward. Verify tournament-critical timing and properties in training mode; frame data is not claimed here.
Source pages: TŌKONDB command list · Tokon Fighting Souls Guide
| Move | Type | Input | Quick Skill | Gauge | Notes |
|---|---|---|---|---|---|
| Thunder Clap | Skill | 236 + L / M / H | QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Thunder Clap (Aerial) | Skill | 236 + L / M / H (mid-air) | QS (mid-air) | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Skull Crush | Skill | 623 + L / M / H | 6 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Violent Charge | Skill | 214 + L / M / H | 4 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Violent Charge (Aerial) | Skill | 214 + L / M / H (mid-air) | 4 + QS (mid-air) | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Seismic Smash | Skill | 22 + L / M / H | 2 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Rampage | Super | 236 + M + H | U + QS | 50 | — |
| Gamma Bomb | Ultimate | 632146 + M + H | 6 + U + QS | 100 | — |
| Gamma Level | Unique | Hulk's unique gauge | — | — | — |
| Gamma Spark | Unique | U | — | — | — |
| Giant Stomp | Unique | 2 + U / U (mid-air) | — | — | — |
| Command Normal | Unique | H (hold) | — | — | — |
L = Light (Square), M = Medium (Triangle), H = Heavy (Circle), U = Unique (R1), QS = Quick Skill (R2). In numpad notation, 236 is quarter-circle forward, 214 is quarter-circle back, 623 is a dragon-punch motion and 632146 is half-circle back then forward. ↓↘→ is quarter-circle forward, ↓↙← is quarter-circle back, ↓↓ is double down. Air OK means the move works mid-air. The controls page covers the full button and gauge breakdown.
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