Hulk Double Gamma Crush FAQ, v. 0.5. Copyright Geson "Racewing" Hatchett. Not to be read by idiots. Can only appear at: Gamefaqs (http://www.gamefaqs.com) and at my site, Racewing Productions (http://welcome.to/racewing) --------------------------------------------------------------------------- As we've seen in the two-plus years since this game has been released, Marvel vs. Capcom 2 increases the comboability of several returning characters, often to a fault. It's now easier than ever to cancel into a Hyper Combo from a normal, special or even super move after just one or two simple button-pushes. My friends and I have often joked about how this game has degraded into nothing but "tap- tap-super"... it's funny, it holds true for a HELL of a lot of situations in that game, but I'm always inclined to believe that it still requires a sort of skill, albeit weird and warped in nature. However, who says you can't take the easy way out once in a while? :) We know what you want. Screw the flashy multi-hit combos... these days, you want to be standing at the end, and the other guy not, as quickly as posible. And once again, I'm here to tell you how to do this with none other than the Incredible Hulk. Why the Hulk? Because, play-wise, he's an interesting "lower-tier" character and has lots of strange little quirks about him that are as of yet untapped. So, again, I say: THIS IS NOT A TRADITIONAL COMBO GUIDE. It is simply here to serve as a stepping stone for other combos which you are free to devise yourself. Mix and match these things, and come up with your own playing style. It also assumes that you're somewhat familiar with MvC2, and conventional button notation. However, for simplicity's sake, here's a small key: QCF = quarter-circle forward QCB = quarter-circle back c. = crouching s. = standing jab, short, fierce, roundhouse, Assist 1 and Assist 2 are used as buttons. + = do the two moves at the same time. (i.e. c.short+assist means press short and the assist at the same time.) Most other things are explained beforehand. (Some of this stuff is copied straight from my Delayed Hyper Combo Guide, because I'm lazy. I'd say "sorry", except I'm really not.) --------------------------------------------------------------------------- So. Let's get started with an in-depth analysis of Hulk's most power super Technique: The Gamma Crush. Gamma Crush: QCB+both punch buttons. Hulk leaps up into the air (which sometimes sets up for the rest of this super), and comes down with a big moon rock. TONS of damage. This super and Hulk's Gamma Wave are his two most damaging moves, bar none. Much like the Juggernaut Headcrush or Hyper Viper Beam, this move is quite capable of ending a fight much more quickly than anticipated. However, if it misses or it's blocked, Hulk is in a heapload of trouble. This is where the "skill" factor comes in. --------------------------------------------------------------------------- Now, I was going to go into depth and explain the ins and outs of the Gamma Crush super, what it does, known strength/weaknesses, etc. But there are three other FAQs at http://www.gamefaqs.com that do it better than I ever could. So read them. This guide also assumes that you know the ins and outs of your Gamma Crush, including the fact that it hurts like hell, has tremendous lag, and it can be mashed out of when used the tradional way (bastards). There is, however, a way that has been found to a) Make sure that the Crush will always connect and be unmashable; while at the same time, b) do almost double damage and nearly wipe out normal-stamina characters completely with just one level of super meter. ...*I* didn't find it. I just said it's been found. *Quiet* already. :) This is called the Double Crush (If it's not conventionally called that, then I'm calling it that now. Hush.), and it is your key to pushing Hulk up just a few rungs on the old tier-list. Probably not enough to hang with the big boys of zoning (I.E. Sentinel, Cyke, Spiral, STORMaieeeeeeee), but still a contender in his own right. The Double Crush works like this: - You call an assist which puts the opponent in the air and keeps him there, setting them up. - Hulk does a Gamma Crush, and on the way DOWN (not up, if it hits up, Ye Olde Vertical Flying Screen will activate, they will fall to the ground, and they can mash out), hits the opponent with his big rock for a bunch of hits. - After a set number of hits, the opponent falls back down to the ground (it seems to be impossible to roll out of this. Flying Screen in action again, perhaps?) with Hulk pretty much right on top of them. - Hulk does a SECOND crush on them, breaking the rock, for just one giant damaging hit, as if the opponent had been hit with a Crush setup on the way up. In essence, you are getting two Gamma Crushes for the price of one. It takes advantage of both of the Gamma Crush's ways of figuring damage: - First, MvC2 compensates for the opponent being in the air and doles out several small Crush hits which in total add up to 1 Gamma Crush's usual damage. However, since Hulk is still in the air, THE ROCK DOES NOT BREAK and is still in use. In fact, the rock never breaks until it reaches the ground. - Second, the game gives you one big Crush damage dealing when it knows the rock is going to break. Again, standard GC damage, only it doesn't know that it ALREADY dealt that same damage out when Hulk's rock was smacking the other dude around in the air. Incredibly cool, yes. The only catch is, Hulk always needs an assist to pull it off. So the Double Crush is less of a "come-from-behind" technique than it is a "strike fast and destroy all in the first thirty seconds" tecnhique. However, comebacks can be achieved provided you still have a Double-Crush compatible assist. "Compatible", you say? Well, yes, Hulk can't use just any assist. It has to be one that keeps your opponent stuck in the air long enough for Hulk to land directly on them. Some are obviously just for show, however some of them can be useful in a match, especially since they can be connected off of a simple crouching weak attack. Hulk's C. Short isn't the fastest thing in the world, but it gets the job done. The following is the result of many long hard hours of experimentation work I did... over a year ago. All 56 characters are covered. I'd have released this stuff then, but this was around when my lemonwriting bug hit, and I forgot all about this file. Ahem. All of this was tested on the US Dreamcast version. The arcade shouldn't really be any different. --------------------------------------------------------------------------- --------------------------------------------------------------------------- Double Gamma Crush: Compatible Assists and Techniques List --------------------------------------------------------------------------- --------------------------------------------------------------------------- 1-Ken Ken-A: Shoryuken Assist (USEFUL!) 1) C. Short+Call Ken, C. Fierce, cancel into Gamma Crush. (A good way to pull this off for full damage is to watch the combometer. As SOON as it reaches "4", pull off the Crush.) (NOTE: This applies to lots of anti-air assists, which makes them valuable if you have a good pressure game and can get people into the corner quickly. Technically, the low short isn't realy needed... as long as you're close to the corner with the opponent backed up to it (try not to be pressed together directly against the edge of the screen for best results-- maybe take one step back before you let the super loose. Because even if you just get a lucky assist connected, boom. You've got DGC right there. For assists from here on out which say "See Ken-A", the above is the procedure to follow.) Ken-B: Hadoken Assist None. Ken-Y: Hurricane Kick Assist Connect with the Assist, and Crush so that Hulk will land directly on top of them. The kick is wonky, so that's all I can say about it at this time. Use trial and error here. --------------------------------------------------------------------------- 2-Blackheart Blackheart-A: Dark Thunder Assist None. Blackheart-B: Inferno Assist (USEFUL!) 1) C. Fierce + Call BH, cancel into Gamma Crush. (Damage is less than usual, but at least it's still unmashable.) Blackheart-Y: Launcher Assist 1) Stand far away enough so that you do not hit with the Crush's setup. Call BH. As son as you do, Gamma Crush. Corner only. See Sentinel-B. (NOTE: The above procedure should be referred to for all "Usual/Standard Launcher Procedure" notations from here on in.) --------------------------------------------------------------------------- 3-Dr. Doom Dr. Doom-A: Photon Charge Assist None. Dr. Doom-B: Molecular Shield Assist (USEFUL!) 1) C. short+Call Doom, C. Fierce, cancel into Gamma Crush. Damage increases the closer you get to the corner, it seems. 2) Call Doom, Gamma Crush as rocks hit. (Less reliable than method #1 in terms of connecting.) Dr. Doom-Y: Big Yellow Beam Assist 1) Call Doom, Gamma Crush directly after. (This is a weird one. The opponent must be in the coner, and you must be far away enough for the Crush's setup not to hit... preferably in the middle of the screen (not the arena, the *screen*.) Doom will juggle long enough for the Crush to hit in miidair. All in all, this is pretty useless in an actual match...) --------------------------------------------------------------------------- 4-Spiral Spiral-A: Horizontal Sword Cluster Assist (USEFUL!) 1) C. Short+Call Spiral, C. Fierce, Gamma Crush. (Outside of corner. For smaller characters, directing the crush *down* can help.) Spiral-B: Vertical Sword Cluster Assist None. Spiral-Y: Fierce Punch Assist None. --------------------------------------------------------------------------- 5-Tron Bonne Tron Bonne-A: Throw Assist (USEFUL!) 1) Call Tron. As *soon* you press that Assist button, Gamma Crush. (Stand just a little ways from the opponent so that the initial hit doesn't get them too soon. Corner only, but *horrendously* useful. ^^ Also, the heavier the character is, the faster you'll have to be with the crush or they'll fall too soon.) Tron Bonne-B: Anti-Air assist None. Tron Bonne-Y: Projectile Assist None. --------------------------------------------------------------------------- 6-Cable Cable-A: Viper Beam Assist None. Cable-B: Psimitar Assist (corner only.) c. short, c.forward, call Cable, Gamma Crush. Cable-Y: Electrap Aasist 1) Stand next to opponent. Call Cable. As soon as the grenade leaves his hand, Gamma Crush. The timing on this is tricky, but if done right, they should sail right into the grenade and get smacked. --------------------------------------------------------------------------- 7-War Machine War Machine-A: Shoulder Cannon Assist None. War Machine-B: Repulsor Blast Assist 1) Call War Machine. As soon as you press the Assist button, Gamma Crush. (Timing is tricky, but easier than Iron Man's. Depending on how close you are to the opponent, you may have to direct the crush downward.) War Machine-Y: Smart Bomb Assist None. --------------------------------------------------------------------------- 8-Iron Man Iron Man-A: Unibeam Assist None. Iron Man-B: Repulsor Blast Assist 1) Call Iron Man. AS soon as you hear IM say the word "Repulsor", let loose with the Crush. (The reason for this is that IM's Blast come out slower but lasts longer than WM's. Timing is also extremely tricky.) Iron Man-Y: Launcher Assist None. --------------------------------------------------------------------------- 9-Sentinel Sentinel-A: Rocket Punch Assist None. Sentinel-B: Launcher Assist 1) Call Sentinel, Gamma Crush after he hits opponent. Corner only. Setup must not hit. Sentinel-Y No reliable ones to speak of. You can juggle, but the opponent can usually block after the first hit of he Crush. --------------------------------------------------------------------------- 10-Storm Storm-A: Horizontal Typhoon Assist 1) (UNRELIABLE) C. Fierce+Call Storm, Gamma Crush (character size influences greatly your chances of connecting with it.) Storm-B: Lightning Attack Assist 1) Call Storm, Gamma Crush after she hits opponent. Corner only. Setup must not hiit. Storm-Y 1) C.Short+Call Storm, C. Fierce, Gamma Crush. Try directing the Crush downward if you miss with neutral. --------------------------------------------------------------------------- 11-Amingo Amingo-A: Heal Asssist None. Amingo-B: Defense Assist None. Amingo-Y: Onion Dash Assist None. (Man, is *he* useless. :)) --------------------------------------------------------------------------- 12-Sakura Kasugano (...I love you) Sakura Kasugano-A: Shou-ouken assist 1) Call Sakura. As soon as she makes contact, c. Frierce, cancel into Gamma Crush. (Corner Only. Does more damage the larger the character is.) Sakura Kasugano-B: Hadoken assist 1) c. fierce, Call Sakura, Gamma Crush (Can only be done with the opponent standing about an inch away from the corner. If they're hugging it, it won't work.) Sakura Kasugano-Y: Shunpuukyaku assist None. --------------------------------------------------------------------------- 13-Guile Guile-A: Flash Kick Assist (USEFUL!) 1) C. Short+Call Guile, C. Fierce, Gamma Crush. (Corner only.) Guile-B: Sonic Boom Assist None. Guile-Y: Sonic Boom Assist None. --------------------------------------------------------------------------- 14-Charlie Charlie-A: Sonic Boom Assist None. Charlie-B: Flash Kick Assist See Guile-A. Charlie-Y: Sonic Boom Assist None. (You're useless too! Get outta here. :)) --------------------------------------------------------------------------- 15-Strider Hiryu Strider Hiryu-A: Slash assist None. Strider Hiryu-B: Teleport Kick assist 1) Call Strider, Gamma Crush (USEFUL!) 2) c. Fierce, Call Strider, Gamma Crush (The setup hit makes sure your opponent stays in one place, and Strider hits them about a half second later. Unless your opponent breaks the machine, he ain't mashing out of it.) Strider Hiryu-Y: Bird assist 1) C. short+Call Strider, c. Fierce, cancel into Gamma Crush (only works near corner) --------------------------------------------------------------------------- 16-Akuma Akuma-A: Hadoken Assist None. Akuma-B: Shoryuken Assist See Ken-A. Akuma-Y: Hurricane Kick Assist See Ken-Y. --------------------------------------------------------------------------- 17-Servbot Servbot-A: Servbot Rush Assist 1) Stand next to opponent, call Servbot, Gamma Crush. Servbot-B: Flame Assist None. Servbot-Y: Long Flame Assist None. --------------------------------------------------------------------------- 18-Roll Roll-A: Roll Buster Assist 1) See Servbot-A. Roll-B: Flowerbomb Assist None. Roll-Y: Flowerbomb Assist None. --------------------------------------------------------------------------- 19-Spider-Man Spider-Man-A: Web Swing Assist None. Spider-Man-B: Web Swing Assist None. Spider-Man-Y: Spider-Sting Assist 1) See Venom-A. --------------------------------------------------------------------------- 20-Venom Venom-A: Venom Fang Assist 1) Stand half-screen away from opponent. Call Venom. Gamma Crush after opponent is launched. (Corner only.) Venom-B: Venom Rush Assist 1) Call Venom. Once he appears from the side, Gamma Crush. (This one is odd. When Venom appears, Hulk will *not* hit with the setup shot, allowing Venom to juggle. Also, the joystick must be held in the direction *toward* you opponent, or this will not work.) Venom-Y: Launcher Assist None. --------------------------------------------------------------------------- 21-Hayato Hayato-A: Slash Assist 1) Stand a little aways from opponent. Call Hayato, and Crush. Hulk should land on them After Hayato does his second slash. (outside of corner only.) Hayato-B: Uppercut Slash Assist 1) (USEFUL!) (more reliable) c. short+call Hayato, c. fierce, Gamma Crush 2) (more damage) c.fierce+call Hayato, Gamma Crush. (hold the stick toward the opponent to make sure Hulk goes that extra inch.) Hayato-Y: Slash Assist None. --------------------------------------------------------------------------- 22-Jin Jin-A: Jin Tornado Assist 1) Stand next to opponent, call Jin, Gamma Crush (only works outside of corner.) Jin-B: Saotome Dynamite Assist 1) (USEFUL!) (corner only) c. short+call Jin, c. fierce, Gamma Crush Jin-Y: Launcher Assist 1) See other Launcher Assist procedures. --------------------------------------------------------------------------- 23-Cammy Cammy-A: Cannon Spike Assist 1) (USEFUL!) (corner only) c. short, c. forward+call Cammy, Gamma Crush. Cammy-B: Cannon Drill Assist 1) See Cammy-A, only do it faster. Cammy-Y (USEFUL!) 1) c. short, c. fierce+call Cammy, Gamma Crush. (Hulk will only crush them once if done outside of the corner, but it's still unmashable. If the opponent is in the corner, Hulk will crush them twice.) --------------------------------------------------------------------------- 24-Anakaris Anakaris-A: Snake Assist None. Anakaris-B: Throw Assist 1) (USEFUL!) Call Anakaris. As *soon* as you see the hands catch the opponent, Gamma Crush. It will automatically home in where Anak throws them out. Works anywhere on the screen, which is a plus. Anakaris-Y: Coffin Drop Assist None. --------------------------------------------------------------------------- 25-Rogue 1) (USEFUL!) (DHC) Perform Rogue's super while the opponent is in the corner, and DHC to the Gamma Crush at the end of the move. The opponent will be Double Crushed. Rogue-A: Upward Punches Assist None. Rogue-B: Rushing Punches Assist None. Rogue-Y: Power Drain Assist None. It's *possible*, as this is a throw assist, but it's TOO unreliable to risk it. --------------------------------------------------------------------------- 26-Gambit Gambit-A: Kinetic Card Assist None. Gambit-B: Jab Cajun Slash Assist None. Gambit-Y: Launcher Assist Follow previous Launcher procedures. --------------------------------------------------------------------------- 27-Zangief Zangief-A: Lariat Assist (USEFUL!) 1) c. short+Call Zangief, c. fierce, Gamma Crush. Hold Down on the stick or the opponent will be crushed only once. Can be done anywhere on screen. Zangief-B: Bear Grab Assist 1) Call Zangief. Once he grabs(listen for the "clamp" sound), Crush. Corner Only. Zangief-Y None. --------------------------------------------------------------------------- 28-Captain Commando Captain Commando-A: Captain Fire Assist None. Captain Commando-B: Cap. Corridor Assist 1) (corner only) c. short, c. forward+call Capcom, Gamma Crush. Captain Commando-Y None. --------------------------------------------------------------------------- 29-Thanos Thanos-A: Bubble Assist (USEFUL!) 1) c. short, c.fierce+call Thanos, Gamma Crush. (The bubble traps them on the ground, so it's not a double Crush. Also, it may be possible to mash out of the bubble--can anyone verify this?) Thanos-B: Charge Assist (USEFUL!) 1) c. short, c.forward+call Thanos, Gamma Crush. (corner only) Thanos-Y: Launcher Assist Follow usual Launcher procedure. --------------------------------------------------------------------------- 30-Silver Samurai Silver Samurai-A: Multi-Slash Assist None. Silver Samurai-B: Shuriken Assist None. Silver Samurai-Y: Launcher Assist Follow usual Launcher procedure. --------------------------------------------------------------------------- 31-Ruby Heart Ruby Heart-A: Anti-Air Assist 1) c. jab, c. strong+call Ruby, Gamma Crush. Can be done anywhere on screen. Ruby Heart-B: Capture Assist None. Ruby Heart-Y: Power-Up Assist None. --------------------------------------------------------------------------- 32-SonSon SonSon-A: Heal Assist None. SonSon-B: Projectile Assist None. SonSon-Y: Anti-Air Assist 1) (corner only) c. short, c.fierce+call SonSon, Gamma Crush. --------------------------------------------------------------------------- 33-Sabretooth Sabretooth-A: Berserker Claw Assist 1) c. jab|call Sabretooth, c. strong, Gamma Crush. Sabretooth-B: Projectile Assist 1) (100% combo) c. short, c.forward+call Sabretooth, Gamma Charge, cancel into Gamma Crush. (Much like the Spiral version in the video that started it all...) Sabretooth-Y: Standard launcher procedure. --------------------------------------------------------------------------- 34-Omega Red Omega Red-A: Throw Assist 1) Call Omega Red, Gamma Crush. However, unless the opponent is thrown into the corner, Hulk will only smash them once. Omega Red-B: Omega Slice Assist 1) (corner only) c.short+call Omega Red, c. forward, Gamma Crush. Omega Red-Y: Ground Assist None. --------------------------------------------------------------------------- 35-Chun-Li Chun-Li-A: Kikoken Assist None. Chun-Li-B: Anti-Air Assist 1) c.short+call Chun, c. forward, Gamma Crush Chun-Li-Y: Flipkick Assist None. --------------------------------------------------------------------------- 36-Jill Valentine Jill-A: Heal Assist None. Jill-A: Dash Assist None. Jill-A: Rocket assist 1) c.short+call Jill, c. Fierce, Gamma Crush (only crushes once) --------------------------------------------------------------------------- 37-Colossus Colossus-A: Shoulder Slam Assist None. Colossus-B: Air Shoulder Slam Aasist 1) (Corner only) c.short+call Colossus, c.forward, Gamma Crush Colossus-Y: Launcher Assist Standard Launcher procedure. --------------------------------------------------------------------------- 38-Magneto Magneto-A: EM Disruptor Assist None. Magneto-B: Hyper Grav Assist 1) Any weak move+call Magneto, c.fierce, Gamma Crush (only crushes once) Magneto-Y Standard Launcher procedure. --------------------------------------------------------------------------- 39-Morrigan Morrigan-A: Anti-Air Assist 1) (corner only) c.short, c.forward+call Morrigan, Gamma Crush. Morrigan-B: Soul Fist Assist 1) c.fierce+call Morrigan, Gamma Crush Morrigan-Y: Soul Fist Assist 1) See Morrigan-B. --------------------------------------------------------------------------- 40-Bison Bison-A: Projectile Assist None. Bison-B: Psycho Fiend Assist 1) Call Bison. When the ball touches the opponent, c.short, launcher, Gamma Crush. The explosion wil juggle them. Bison-Y: Scissor Knee Assist None. --------------------------------------------------------------------------- 41-Captain America Captain America-A: Shield Throw Assist None. Captain America-B: Stars & Stripes Assist None. Captain America-Y: Charging Star Assist 1) See Cammy-A/B. --------------------------------------------------------------------------- 42-Dhalsim Dhalsim-A: Yoga Fire Assist None. Dhalsim-B: Yoga Flame Assist 1) (USEFUL!) C. fierce+call Dhalsim, Gamma crush. (You can tack on a weak hit to combo before doing this if you wish.) Dhalsim-Y: Upward Yoga Flame Assist 1) Same as Dhalsim-B, except you have to hold down on the stick to get the second Crush. --------------------------------------------------------------------------- 43-Psylocke Psylocke-A: Anti-Air Assist None. Psylocke-B: Projectile Assist None. Psylocke-Y: "Balance" Projectile Aasist None. (Cute, but still useless. :\) --------------------------------------------------------------------------- 44-Iceman Iceman-A: Icebeam Assist None. Iceman-B: Avalanche Assist 1) c. fierce+call Iceman, Gamma Crush Iceman-Y: "Balance" Icebeam Assist None. --------------------------------------------------------------------------- 45-Marrow Marrow-A: Bonemerang Assist 1) (USEFUL!) C. Fierce+call Marrow, Gamma Crush. (weak punch can be tacked on before this with little trouble, but weak kick may present problems with some smaller characters.) Marrow-B: Anti-Air Assist 1) C.jab+call Marrow, c. strong, Gamma Crush. (Usually only crushes once. (*Can* crush twice, but requires lightning fast reflexes in pulling off the Crush.) Marrow-Y: Expansion Assist None. --------------------------------------------------------------------------- 46-Ryu Ryu-A: Shoryuken Assist See Ken-A. Ryu-B: Hadoken Assist None. Ryu-Y: Hurricane Kick Assist See Ken-Y. --------------------------------------------------------------------------- 47-Baby Bonnie Hood BB Hood-A: Projectile Assist 1) c. fierce+call BB, Gamma Crush. A weak attack can be tacked on beforehand. (Crushes only once unless opponent lands in corner.) BB Hood-B: Upward Flame Assist None. BB Hood-Y: Basket Swing Assist None. --------------------------------------------------------------------------- 48-Cyclops Cyclops-A: Optic Blast Assist None. Cyclops-B: Anti Air Assist 1) (corner only) c. jab, c. strong+call cyclops, Gamma Crush. This can be done outside the corner too, but the damage is piddly and useless. Cyclops-Y: Cyclone Kick Assist None. --------------------------------------------------------------------------- 49-Bone Wolverine Bone Wolverine-A: Slash Assist None. Bone Wolverine-B: Launcher Assist None. Bone Wolverine-Y: Slide Assist None. --------------------------------------------------------------------------- 50-Adamantium Wolverine Adamantium Wolverine-A: Berserker Barrrage Assist 1) (corner only) c.short, c.forward+call Wolverine, Gamma Crush. Adamantium Wolverine-B: Tornado Claw Assist None. Adamantium Wolverine-Y: Drill Claw Assist None. --------------------------------------------------------------------------- 51-Juggernaut Juggernaut-A: Earthquake Assist None. Juggernaut-B: Juggernaut Punch Assist None. Juggernaut-Y: Splash Assist None. --------------------------------------------------------------------------- 52-Dan Dan-A: Gadoken Assist ... Dan-B: Koryuken Assist See Ken-A. Dan-Y: Autograph Assist ... (cries) --------------------------------------------------------------------------- 53-Shuma Gorath Shuma Gorath-A: Mystic Stare Assist None. Shuma Gorath-B: Mystic Smash Assist 1) (USEFUL!) c. short, c.forward+call Shuma, Gamma Crush. (The punch versions can be used as well. Works best outside of corner.) Shuma Gorath-Y: Mystic Stare Assist None. --------------------------------------------------------------------------- 54-Megaman Megaman-A: Projectile Assist None. Megaman-B: Mega Upper Assist See Ken-A. Megaman-Y: "Expansion" Projectile Assist None. --------------------------------------------------------------------------- 55-Felicia Felicia-A: "Expansion" Assist 1) Same as Cyclops-B, (with same out-of-corner rules), but kicks can be used as well. Felicia-B: Scratch Assist None. Felicia-Y: (whatever that thing is.) None. --------------------------------------------------------------------------- --------------------------------------------------------------------------- And there you have it. This concluedes the guide for now. I've heard of Delayed Hyper Combos that give Hulk the Double Crush property as well, so I'll look into these next. Got something not featured here? Hit me up at (ghatch@panix.com) and be civil about it. New tricks will be credited to their contributors. Special Thanks: - My Dreamcast for keeping me sane. - Capcom for creating both this game, Roll, and Sakura Kasugano. - Whoever did that video of Hulk doing the Double Crush with the Spiral knives assist. Without that vid and the inspiration it gave, this FAQ wouldn't exist. Shameless Plug: Some of the best videogame fanfiction around can be found at Racewing Productions (http://welcome.to/racewing). Really. I wouldn't kid you about this. Legal Stuff: All characters featured in this guide are copyrighted by their respective companies--in this case, Marvel Comics Co. and Capcom Co. Ltd. This guide is copyright Racewing (Geson Hatchett), 2002. This may be distributed in any form you wish, but never sold. The material herein may not be used for any profit-gaining resource (i.e. a magazine), and my only be featured on the sites listed at the top of this document. Ignorance is not an excuse. Or something. Bye bye, everybody! -Racewing