Well, here's the Hulk, for what it's worth. Of course, to be true to the comics, he's probably 40th level or higher, but we'll make him 20th. Now let's min-max a Hero's strength and melee capability. He has 160 Hero Points to play with.
Gain Feat (2 HrPs): Hulk gains the Exotic Weapon Proficiency (giant melee object) feat.
Gain Feat (2 HrPs): Hulk gains the Exotic Weapon Proficiency (giant thrown object) feat.
Gain Feat (2 HrPs): Hulk gains the Leap of the Clouds feat.
Heightened Accuracy (1 HrP): Persistent. Hulk gains a +1 bonus to attack rolls. Base rank 1.
Heightened Constitution (22 HrPs): Persistent. +16 Constitution. Base rank 3. Increased effect x7 (21 ranks). Only when in Hulk form (worth double for high ransk, 2 HrP reduction).
Heightened Defenses (natural armor) (19 HrPs): Persistent. +10 natural armor bonus to AC. Base rank 2. Increased effect x9 (18 ranks). Only when in Hulk form (1 HrP reduction).
Heightened Strength (22 HrPs): Persistent. +16 Strength. Base rank 3. Increased effect x7 (21 ranks). Only when in Hulk form (worth double for high ranks, 2 HrP reduction).
Increased damage (19 HrPs): Persistent. Hulk's unarmed attacks do an extra +20 damage. Base rank 3. Increased effect x9 (18 ranks). Only when in Hulk form (worth double for high ranks, 2 HrP reduction).
Invulnerability (17 HrPs): Persistent. DR 25/+1. Base rank 2. Increased effect x12 (12 ranks). Greater resistance (4 ranks). Only when in Hulk form (1 HrP reduction).
Mighty Lifting (9 HrPs): Persistent. Effective +40 strength for lifting, carrying, and throwing, and can wield weapons and carry items as if he were a colossal creature. Base rank 2. Increased effect x7 (7 ranks). Only when in Hulk form (1 HrP reduction).
Rage (22 HrPs): Activated. Can go into a berserker rage as a free action, gaining +14 Str, +14 Con, a +7 bonus to Will saves, but a –2 penalty to AC, lasting 18 rounds. Hulk becomes fatigued afterward. Base rank 4. Increased effect x6 (24 ranks). Automatically occurs when assuming Hulk form (worth double for high ranks, 2 HrP reduction), irrational rage (worth double for high ranks, 4 HrP reduction). Note that since rage requires anger, he cannot enter rage without assuming his large Hulk form, see Sizeshift below.
Sizeshift (1 HrP): Uncontrollable activated. Whenever damaged or angered, Bruce Banner must succeed a Will save (DC 15) each round, or assume his Hulk form, which is a large, green version of himself. His gear does not change size to fit (0 HrP reduction), unrestrained change (1 HrP reduction).
Super Strength (22 HrPs): Persistent. +12 bonus to melee weapon and hurled weapon damage rolls, and a +12 bonus to Strength checks and Strength-based skill checks. Additionally, an effective +24 strength for the purposes of determining how much she can lift and carry. Base rank 2. Increased effect x11 (22 ranks). Only when in Hulk form (worth double for high ranks, 2 HrP reduction).
So, when all is said and done, the Hulk has an effective strength for lifting and throwing of 90 (104 while he is in rage, which he usually is), plus he can use things like busses as weapons. With his unarmed attacks, he gets a +18 bonus to-hit, which is strong, but not as good as a fighter of the same level (since the Hulk is just a big brute with huge hands). His unarmed attacks deal 1d3+40 points of damage per hit, however. He has about 230 hit points, but also has damage reduction 25/+1, so it'll be nearly impossible for everyday people or weapons to kill him.
When raging (most of the time), this goes up to a +25 to-hit, 1d3+47 damage, and 370 hit points.