HULK =========================================================================== Character FAQ Character: Hulk Game: Marvel vs. Capcom 2: New Age of Heroes Version 1.51, 2/10/02 Created by PhatDan81 (Daniel Finch) E-mail: dan@finch.com Updates: 1.1 added a Combo Tree to my entire FAQ's-a special thanks to 3pwood (mayfield_john@hotmail.com) for the concept 1.2 added more combos, added more information about Hulk in Section I, thanks to deshoran@hotmail.com 1.3 added a new combo (Combo 43), thanks to shoryuken.com as well as other combos, revised Section VII 1.4 added more combos, thanks to DougX88@aol.com (Combos 52 and 55) 1.5, 1.51 added some more stuff and some more reliable methods on how to connect Gamma Crush (thanks to BenjVerLyn@aol.com); also corrected a mistake on one of the combos submitted by BenjVerLyn@aol.com =========================================================================== CONTENTS =========================================================================== I. Background II. Legend III. Regular Moves IV. Special Moves V. Supers VI. Combos VII. General Strategy VIII. VS Strategy IX. Misc. Stuff X. Legal Stuff =========================================================================== I. BACKGROUND =========================================================================== Who is the Incredible Hulk? For those who don't know, the Hulk was once just a nuclear scientist named Bruce Banner. He was a very intelligent, hard working individual. One day, Bruce was working at a designated testing area for gamma radiation. He saw an individual on the site, who was unauthorized to be on the site. While guiding the individual away from the area, a nuclear explosion had occurred and while the individual walked away unharmed, Bruce became bathed in gamma radiation. The radiation caused Bruce to mutate into the strongest human being/creature on the planet, the Incredible Hulk. Every time Bruce develops even the smallest amount of rage, he turns into the Incredible Hulk, who often tends to be very violent and aggressive even towards the innocent. His skin color was originally gray, in which he had a bad-ass attitude and was very aggressive. Any time Bruce developed any type of rage, he would turn into the Grey Hulk. His second incarnation was the Savage Green Hulk. In his second incarnation, he got even more of a bad attitude and also a lot tougher. In his third and current incarnation, he still has green skin and he is always in this form--he doesn't turn back into Bruce Banner. Hulk has many different enemies and has even battled Wolverine. He's helped out the X-Men as well as The Avengers. This is Hulk's fourth appearance in a Capcom fighting game. =========================================================================== II. LEGEND =========================================================================== ----------------------------------------------------------- ABBREVIATIONS U Up D Down B Backward F Forward H Horizontal V Vertical S Standing C Crouching P Punch K Kick J Jump/Jumping SJ Super Jump/Jumping OTG On The Ground; an attack that is being performed while the opponent is lying down AC Air Combo A Assist Jab Light Punch LP Strong Medium Punch MP Fierce Heavy/Hard Punch HP Short Light Kick LK Forward Medium Kick MK Roundhouse Heavy/Hard Kick HK ----------------------------------------------------------- UNIVERSAL COMMANDS LP+LK Tag in second partner; if second partner's in, tags in first partner HP+HK Tag in third partner; if third partner's in, tags in first partner A1 Calls in first or second partner to attack (depending upon whoever is not currently fighting) A2 Calls in second or third partner to attack (depending on whoever is not currently fighting) Snapback D, DF, F + A (one super level); forces out opponent that is currently fighting Variable Counter B, DB, D + A (while blocking, one super level) A1 + A2 Crossover Combination (one to three super levels) =========================================================================== III. REGULAR MOVES =========================================================================== ----------------------------------------------------------- PUNCHES ----------------------------------------------------------- JAB 1. Standing Hulk swings his nearer arm out, hitting the opponent(s) with the back of his fist. It's pretty much got the same priority as any other standing jab, except this has better range, is slower and is more powerful. Use it for starting ground combos. 2. Crouching Hulk pounds his fist on the ground. It has about the same range as the standing version and is just as fast on startup. Use it for starting ground combos. 3. Jumping Hulk does a quick head butt. Its main use is for starting air combos. It can be used as a jump-in attack, but he has much better moves for that. ----------------------------------------------------------- STRONG 1. Standing Hulk extends his farther arm straight out. It has pretty good range and is mainly used for ending ground combos and otherwise pointless. 2. Crouching Same thing as a standing jab, except it comes out slower, has more range and does more damage. It sets him up for a lot of moves. 3. Jumping Same as the standing version; the only difference is that he angles his arm downward slightly. It's used for ending air combos or for jump-ins. ----------------------------------------------------------- FIERCE Hulk's fierce punches do very good damage. They're also fairly easy to combo into. However, they have a bad recovery delay, so if they're blocked, you could be punished. They also connect fully on characters with super armor. 1. Standing Hulk swings his arm downward and when it connects, it sends the opponent(s) across the screen. Its main use is for ending ground combos. It can also be used as an anti-air attack or an anti-dash-in attack. Since he has super armor, you can use this to hit an opponent near you just after they threw out a projectile. You'll get hit, but they'll get hurt a lot more. 2. Crouching Hulk raises both arms up, as if he is trying to launch someone or something into the air. It hits once or twice. The first hit hits low and acts as a mini-launcher, while the second hit launches them to the sky. You can combo into any of his supers with this move and a few of his special moves. To make it hit once cancel immediately into a special move or super as soon as you see it connect. The most reliable way to make it hit once is to do this move after a C.Jab. You must be close to the opponent for it to hit twice. Also, if you cancel into a special move or super too early, it may not hit twice either. 3. Jumping Hulk claps his hands together, looking as if he is trying to squish a bug or perhaps his opponent. This is his best air combo finisher and it's also his best move for aerial confrontations. ----------------------------------------------------------- KICKS ----------------------------------------------------------- Hulk's kicks come out faster than his punches and are much easier to use in combos. ----------------------------------------------------------- SHORT 1. Standing A conventional short kick, it's mainly used for starting ground combos. 2. Crouching Also a conventional low short kick, it hits low and is also used for starting combos. 3. Jumping Same as the standing version, this should be used mainly for an air combo filler or to start a multi-hit jump-in attack. ----------------------------------------------------------- FORWARD 1. Standing Hulk extends his leg out. It has good range and the same priority as his standing strong. It has good range, but very little comboability. 2. Crouching Same as the standing version, except it has much better comboability, since it doesn't knock the opponent(s) across the screen. It combos into some of his special moves pretty easily. 3. Jumping Hulk swings his nearer leg upward--identical to most other Marvel characters' J.Forwards. It's mainly used for air combos, but can also be used as a jump-in attack after doing a J.Jab or J.Short. ----------------------------------------------------------- ROUNDHOUSE Just like his fierce punches, Hulk's roundhouse attacks are powerful, yet they have slow startup and recovery delays. These attacks will also connect fully against opponents with super armor. 1. Standing Hulk does a handstand and extends his legs out diagonally. When it hits, it launches the opponent(s), but it launches them too far horizontally for him to do an air combo or a Gamma Crush afterwards. He may be able to do air combos or a Gamma Crush off this in the corner, but I've never tried it. You can combo into this off a S.Short but it won't register as a true combo. It has poor horizontal range, but excellent vertical range. Use mainly as an anti-air attack--be careful about that awful recovery delay it has. It stuffs just about any jump-in attack--it will trade hits at least. 2. Crouching Same as a C.Forward except he angles his leg upward and is not low-hitting and it has a little less range. Unlike most other C.Roundhouses, Hulk's version does not knock down--it sends the opponent(s) across the screen when it hits. You can use it to end ground combos or counter dash-ins but it has an awful recovery delay and gives your opponent a good amount of time to counter. 3. Jumping An inverted version of his standing roundhouse, this is his primary jump-in attack. It can be used for finishing air combos, but only if the opponent(s) is/are below you. During an air combo in the corner, you can do this after a SJ.Fierce connects. This attack will stuff or at least trade hits with launchers. ----------------------------------------------------------- DASH Hulk does a quick leap that covers roughly half the screen; it's also a little slower than most other dashes. It's not very good for starting combos due to it's speed and the amount of distance it covers. ----------------------------------------------------------- THROWS F or B+HP: Hulk grabs the opponent by the head and slams them into the floor causing the opponent to bounce upward. It has very poor juggling ability but if you're quick enough, you can connect a Gamma Quake off this in the corner. F or B+HP (in air): Hulk holds the opponent above his head and then throws them to the ground. If done close enough to the ground, you can OTG afterwards with a J.Short or J.Roundhouse. =========================================================================== IV. SPECIAL MOVES =========================================================================== None of his special moves can be executed while in the air. All of his special moves can be cancelled into a super. GAMMA SLAM D, DF, F + P Hulk does his C.Fierce motion and creates a ground wave, pushing the opponent(s) away. It does decent damage but is a little difficult to combo into. The punch button used determines how far the wave travels; the stronger the punch button, the farther the wave travels. If it gets jumped over, there's a good chance that you're screwed. GAMMA TORNADO F, DF, D, DB, B + P This is a command throw, which can be blocked but does pretty good damage. Hulk sticks his hand out, and when it connects, Hulk holds the opponent by the head with his hand then whirls them around a few times and then throws them across the screen. It's also a little tricky to combo into. The only way to cancel this into a super is by canceling immediately as it's blocked. If it's blocked or it misses, Hulk holds his hand out for a second, unable to do anything. Never throw this out at random. The stronger the punch button, the better the range, the slower the startup and the slower the recovery. GAMMA CHARGE Horizontal: charge B, F + K Vertical: charge D, U + K Hulk charges either upward or forward depending on the command entered. With both versions, the opponent gets knocked upwards. You can make him do another Gamma charge by pointing the joystick in the desired direction and then pressing a kick button. The horizontal version combos off any crouching medium attack easily. It can go through fireballs [but not beams] but he will take damage and it will slow the charge down slightly. It will lose out to most dragon punches. Watch out for its recovery time and do not throw this out at random. Use only in combos and for punishing mistakes. =========================================================================== V. SUPERS =========================================================================== GAMMA WAVE D, DF, F + 2P Hulk does a super version of the Gamma Slam. It covers the entire screen--the best way to avoid it is by super jumping. It does very good damage and can be comboed into. It has a very minimal recovery to it, but a slight startup for it. This is Hulk's best super for inflicting block damage. You must be careful about who you throw this out against if you want to use it to chip as some characters are capable of jumping over the rocks and will be able to nail you. GAMMA CRUSH D, DB, B + 2P Hulk makes a giant leap upwards, grabs a meteor and comes downwards at the opponent. You can control where he lands by pressing left, down or right on the joystick. The super can be comboed off of a C.Fierce or a Horizontal Gamma Charge. The only problem is that if you connect the first part of the super, the opponent can mash on the buttons to get up quicker than normal, which means Hulk will whiff the second part of the super and be highly vulnerable to attack. However, thanks to BenjVerLyn@aol.com, there are some methods you can use that will guarantee that Gamma Crush will connect. See Section VIII learn about it. GAMMA QUAKE D, DF, F + 2K Hulk does a C.Jab motion and a bunch of rocks fall downwards. This is Hulk's easiest super to combo into because it starts up very quickly. With this super, you can throw this out at random any time you want to, because there's almost no way for the opponent to counter it. It also has no recovery delay. Although this is Hulk's quickest and most effective super, it does the least amount of damage and block damage of the three. Use it mainly as an anti-air attack and for pressuring your opponent. =========================================================================== VI. COMBOS =========================================================================== ----------------------------------------------------------- COMBO CHAINS On the ground, Hulk has the Weak Start (light attack to medium or heavy attack). During a regular jump, Hulk has the stronger chain. During a super jump, Hulk has the full-scale zigzag chain (he can chain a SJ.Fierce into SJ.Roundhouse in the corner). ----------------------------------------------------------- Launchers C.Fierce (1-hit: mini-launcher, 2-hit: standard launcher), S.Roundhouse Knockdowns None Strikes S.Strong, S.Forward, S.Fierce, C.Roundhouse Snapback S.Fierce AC Finishers SJ.Strong, SJ.Fierce, SJ.Roundhouse, Fierce air throw ----------------------------------------------------------- SPECIAL MOVE & SUPER CANCELING Special Moves Gamma Slam (does not register as a combo off any regular attacks, yet it can be used to safely chip after you connect a C.Strong, C.Forward or C.Fierce) Gamma Tornado: S.Jab, C.Strong, C.Forward, C.Fierce (1-Hit) Gamma Charge (horizontal): S.Jab, C.Jab, C.Short, C.Strong, C.Forward, C.Fierce (1-Hit) Gamma Charge (vertical): C.Fierce (either hit) Supers Gamma Wave: C.Strong, C.Fierce (1-Hit), H.Gamma Charge Gamma Crush: C.Fierce (either hit), H.Gamma Charge Gamma Quake: C.Jab, C.Fierce (either hit), H.Gamma Charge, V.Gamma Charge (in corner only after both hits connect) ----------------------------------------------------------- ASSISTS & CROSSOVER COUNTERS Alpha Assist/Counter: Gamma Slam Use this as a combo filler. Besides that, this assist isn't very useful besides for unreliable traps. Beta Assist/Counter: Horizontal Gamma Charge Use this like how you would use most other dashing assists. If it connects, you can juggle the opponent or connect certain supers afterwards. It also works very well as a combo filler. Gamma Assist/Counter: Up-Forward Gamma Charge This is a mostly defensive assist. Use this against jump-ins or during cross-ups (whether you're attempting one or preventing the opponent from crossing you up). ----------------------------------------------------------- CROSSOVER COMBINATIONS Alpha Gamma Wave This super works best with beam supers. If you use it with supers that juggle the opponent or with vertical supers, it may not even connect at all. The best way to set this up is to do C.Short, C.Fierce (1-Hit) and then press both assist buttons. Beta & Gamma This super works with just about any super because Hulk always lands on the opponent and if you connect the first part, the opponent will get knocked into the path of your partners' supers. The best way to set this up is to do, C.Short, C.Fierce and then press both assist buttons (it won't matter whether the C.Fierce hits once or twice). ----------------------------------------------------------- JUMP-INS J.Roundhouse: Very good vertical range and priority; stuffs a lot of launchers. This is Hulk's primary jump-in attack. J.Short, J.Forward: This works on almost any character and is quite effective. However, you must dash in afterwards when you land to continue the combo. J.Strong can be used instead of J.Forward. J.Jab, J.Forward: Doesn't work on as many characters as the above setup, yet is quite effective if you do fully connect it. J.Short, J.Forward, J.Fierce: This only works on larger characters and is obviously his most-damaging jump-in attack. ----------------------------------------------------------- 1. J.Roundhouse, S.Jab, Gamma Tornado 2. S.Jab, S.Strong 3. S.Jab, S.Fierce 4. S.Short, S.Forward 5. S.Short, S.Roundhouse 6. J.Short, J.Forward, S.Roundhouse 7. J.Roundhouse, C.Jab, C.Strong, jab Gamma Slam 8. C.Jab, C.Strong, Snapback 9. C.Jab, C.Strong, H.Gamma Charge, V.Gamma Charge 10. C.Jab, C.Strong, Gamma Tornado 11. C.Short, C.Forward, H.Gamma Charge, V.Gamma Charge 12. C.Short, C.Forward, Gamma Quake 13. C.Short, C.Fierce(1-Hit), Gamma Tornado 14. C.Short, C.Fierce(1-Hit), H.Gamma Charge, V.Gamma Charge 15. C.Short, C.Fierce, V.Gamma Charge, V.Gamma Charge 16. C.Jab, Gamma Quake 17. C.Jab, C.Strong, Gamma Wave 18. C.Short, C.Fierce, Gamma Quake 19. C.Short, C.Fierce(1-Hit), Gamma Wave 20. C.Short, C.Fierce, Gamma Crush 21. C.Short, C.Fierce (1-Hit), H.Gamma Charge, Gamma Quake 22. C.Short, C.Fierce (1-Hit), H.Gamma Charge, Gamma Crush 23. C.Short, C.Fierce (1-Hit), Crossover Combination 24. C.Short, C.Forward, H.Gamma Charge, Gamma Quake 25. C.Short, C.Forward, H.Gamma Charge, Gamma Crush 26. C.Short, C.Forward, H.Gamma Charge, Gamma Wave 27. C.Short, C.Fierce (2-Hit), SJ (Jab, Short, Strong, Roundhouse) 28. C.Short, C.Fierce (2-Hit), SJ (Jab, Short, Forward, Fierce) CORNER COMBOS 29. J.Roundhouse, C.Fierce (2-Hit), SJ (Jab, Short, Forward, Fierce, Roundhouse, Roundhouse(OTG)), C.Jab, S.Fierce 30. J.Roundhouse, C.Short, C.Forward, Short-V.Gamma Charge, H.Gamma Charge, C.Short(OTG), H.Gamma Charge, Gamma Crush 31. Back to Corner: C.Short, C.Forward, Gamma Tornado, C.Short(OTG), C.Fierce(2-Hit), SJ.(Jab, Short, Forward, Fierce, Roundhouse, Roundhouse(OTG)), C.Jab, C.Fierce 32. Back to Corner: C.Short, C.Forward, Gamma Tornado, C.Jab(OTG), C.Roundhouse 33. Back to Corner: C.Short, C.Forward, Gamma Tornado, C.Short(OTG), C.Fierce, 34. Back to Corner: C.Short, C.Forward, Gamma Tornado, S.Short(OTG), S.Fierce 35. J.Roundhouse, S.Jab, S.Fierce, Gamma Quake 36. J.Roundhouse, S.Short, S.Roundhouse, Gamma Quake 37. J.Short, J.Forward, S.Roundhouse, Gamma Crush 38. C.Short, C.Fierce, V.Gamma Charge, V.Gamma Charge, Gamma Quake 39. C.Short, C.Fierce(1-Hit), Gamma Quake, Gamma Quake, C.Fierce(1-Hit), Gamma Crush TAG-IN COMBOS 40. Tag In, Snapback 41. Tag In, S.Fierce 42. Tag In, H.Gamma Charge, V.Gamma Charge 43. Tag In, C.Fierce, V.Gamma Charge, UF.Gamma Charge 44. Tag In, C.Fierce, SJ.(Jab, Short, Forward, Fierce) 45. Tag In, Gamma Quake 46. Tag In, C.Fierce, Gamma Crush 47. Tag In, H.Gamma Charge, Gamma Wave 48. Tag In, H.Gamma Charge, Gamma Crush 49. Tag In, H.Gamma Charge, Gamma Quake 50. In Corner: C.Fierce, SJ.(Jab, Short, Forward, Fierce, Roundhouse(OTG)), Jump(Short, Forward, Fierce) 51. In Corner: Tag In, S.Fierce, Gamma Quake 52. In Corner: Tag In, S.Roundhouse, Gamma Quake 53. In Corner: Tag In, Gamma Quake, Gamma Quake, C.Fierce, Gamma Crush SNAPBACK COMBOS 54. S.Jab, Snapback 55. C.Jab, C.Strong, Snapback 56. C.Short, C.Forward, Snapback 57. C.Short, C.Fierce(1-Hit), Snapback ----------------------------------------------------------- COMBO TREE Thanks to 3pwood (mayfield_john@hotmail.com) for this concept. This is basically a tree of what attacks combo into other attacks. This does not list every possibility but is basically to give you an idea of what attacks to do according to the attacks you start with. START J.Roundhouse | | ------------------------------------------ | | | | | | S/C.Short S.Jab C.Jab | | | | | | ----------------- S.Strong, ----------------------- | | S.Fierce, | | | | | Gamma | | | S/C.Roundhouse C.Forward Tornado C.Strong S.Fierce | | | | | C.Fierce | | | | | Gamma Quake | | Gamma Quake | (in corner) | | (in corner) | | | | ----------------------- | | | | | | | | | | Horizontal------------->Gamma Quake | | Gamma Charge | --------------------------------- | | | | | | | | | | | | | Vertical | | | Gamma Wave | Gamma Charge _| | | | | | | ____________|________ | Horizontal Gamma | | ____________| Gamma Charge Tornado | | | | (1-Hit) | | | ----------------------- | | ----------------------- | | | | | | | ------->|<-------- | | | | | | | | | | | | Gamma | | | Vertical | Gamma Quake, | | | Tornado | | | Gamma Charge | Gamma Crush, | | |_____ | | | | Gamma Wave | | | | | |_____________________| | | | | | Horizontal | | | Gamma Charge | | | | | | | | Vertical | | Vertical Gamma Charge | | Gamma Charge | | | | | | Vertical | | Gamma Charge | | _____________________________________| | | | | ________________________________| Gamma Crush | Gamma Wave | Gamma Quake | | (2-Hit) ------------------------------------- | | | | | | Vertical SJ.Jab Gamma Quake Gamma Charge SJ.Short Gamma Crush | SJ.Forward | [AC Finisher] Vertical Gamma Charge ----------------------------------------------------------- TEAM HYPER COMBO Hulk's supers are excellent for doing Team Hyper Combos (THC, excuse the pun). All three of his supers can be used for fillers. Gamma Crush and Gamma Quake are his best THC starters. Gamma Wave should be used for ending a THC so it can do as much damage as possible. If you find any possibilities as far as THC's go, e-mail me and I'll put it up and give you credit for it as well. Some of these are not 100 percent reliable. This is just to give you an idea of how to use THC's when using Hulk as one of your characters and does not list every possibility. You will have to try these for yourself to see if they work or not. 1: First partner's super, 2: second partner's super, 3: Third partner's super A. 1. (Hulk) Gamma Crush, 2. Any beam super, any rushing super, Final Justice, Captain Storm, Venom Web, Death Bite, Ultimate Web Throw, Final Atomic Buster, Weapon X, Fatal Claw, Kikou-Shou, Blodia Punch, Blodia Vulcan, Saotome Cyclone or Shin-Shoryuuken 3. Third partner's super B. 1. (Hulk) Gamma Quake 2. Any vertical super, any beam super or any rushing super 3. Third partner's super C. 1. Any vertical super, Darkness Illusion (while in air), Ragnarok (while in Air), Shinkuu-Tastumaki Senpuu Kyaku, Kikou-Shou, Final Atomic Buster, Ultra Final Atomic Buster, Final Justice, Venom Web or Fatal Claw 2. (Hulk) Gamma Crush 3. Any beam super, any rushing super, Final Justice, Captain Storm, Venom Web, Death Bite, Ultimate Web Throw, Final Atomic Buster, Weapon X, Fatal Claw, Kikou-Shou, Blodia Punch, Blodia Vulcan, Saotome Cyclone or Shin- Shoryuuken D. 1. First partner's super 2. Any beam super, any rushing super, Shinkuu- Tastumaki Senpuu Kyaku, Kikou-Shou, Final Atomic Buster, Ultra Final Atomic Buster, Final Justice, Venom Web or Fatal Claw 3. (Hulk) Gamma Wave E. 1. First partner's super 2. Any vertical super, Shinkuu-Tastumaki Senpuu Kyaku, Kikou-Shou, Final Atomic Buster or Final Justice 3. (Hulk) Gamma Crush, Gamma Wave, or Gamma Quake =========================================================================== VII. GENERAL STRATEGY =========================================================================== Hulk is pretty easy to learn but does require some skill to play. Although he's mostly made for punishing mistakes, you can still play him offensively. Don't just stand around all day and expect your opponent to leave himself or herself open for attack. While on the offensive, don't throw out an attack that may leave you open for attack. When playing offensively, it's best to start your attacks with a jump-in--his dash is pretty slow and doesn't cover very much distance. J.Short followed by J.Forward is a pretty good and simple jump-in attack--the good thing about it is that it usually leaves you close to your opponent. The bad thing is that it loses out to a large number of launchers. J.Roundhouse is his best jump-in--it does good damage and is also better for overhead jump-ins--the only real problem with it is that it tends to push opponents away. The best feature about it is that it'll either stuff or at least trade hits with launchers. While on the ground, mix up your jabs and low attacks. Use heavy attacks when you're sure that they will connect. If such an attack gets blocked, cancel into a Gamma Slam to avoid possible punishment. If you use medium attacks, use low medium attacks, since they won't knock the opponent across the screen and since they set Hulk up for a large number of moves. Hulk's special moves are quite effective and easy to combo into-however they tend to leave you open for attack if thrown out at the wrong time. Gamma Slam is used for pressuring your opponent. It's mainly used just after a heavy attack gets blocked. Otherwise, there isn't much use for it. Gamma Tornado is used strictly in combos as you will be in big trouble if it's blocked or if it misses. It combos off ground jabs, low medium attacks and off of a one-hit C.Fierce. If you connect it while Hulk's back is facing the corner, you can OTG afterwards for extra damage. Gamma Charge has very good priority. It's major flaw is that it has an awful recovery delay. The horizontal version sets Hulk up for any of his supers. IF you connect the vertical version twice in the corner, you can OTG afterwards or do a Gamma Quake or Gamma Crush. You can use it to go through fireballs and nail your opponent-you can also use it to punish mistakes. It also combos off any low medium attack or off of a C.Fierce. Just don't throw one out to see your opponent block it, as you will eat a nasty combo or super. All of Hulk's supers are very useful. Gamma Wave is used in combos and to finish off a nearly-dead opponent. It does massive amounts of damage if it connects. Be aware that if timed correctly, your opponent will be able to jump over it and counter-otherwise, you shouldn't have anything to worry about, since it recovers pretty quickly. Gamma Crush is strictly used in combos. If it's blocked or if it misses, your opponent has a very long time to decide how they wish to punish you. If you want to combo this off of a C.Fierce, only let it hit once or else there's a very good chance that you will have problems. The best ways to get a Gamma Crush to fully connect if off of a one-hit C.Fierce or off of a horizontal Gamma Charge. Gamma Quake has many different uses. It will combo off a S/C.Jab, C.Fierce or a horizontal Gamma Charge. It will also combo off of a S.Fierce or S.Roundhouse in the corner. It comes out very fast and is very hard to counter since it recovers very quickly. It's a good anti-air attack also and will sometimes catch jumping opponents off-guard. Hulk plays very good defensively. He has a wide variety of anti-air attacks, including S.Fierce, S.Roundhouse, C.Fierce, J.Fierce and Gamma Quake. Nailing a jumping opponent is not a problem for Hulk. Deterring dashers is a slight problem for Hulk. You can try using S.Fierce, but it takes a long time to come out, so you'll have to anticipate your opponent attemping to dash in. S.Jab is a safer attack against dashing opponents-it sets Hulk up for a few opportunities and is also safe if it's blocked. In mid-air, use J.Fierce to send your opponent back to the ground. You can also start comboing your opponent with a J.Jab or J.Short--just try to stay out of throwing range to avoid any possible throws from your opponent. Small characters tend to give Hulk some problems. Try sticking with low attacks against small characters. One trick you can do against small characters (and most other characters for that matter) is push-block as your opponent is jumping in, then nail them with a S.Fierce as they get pushed away. You can also jump up and meet them in the air with a J.Fierce. When doing jump-ins on small characters, stick with J.Roundhouse-just make sure that you'll land as close as possible, since small characters tend to get pushed away farther than their larger counterparts. ======================================================================== VIII. VS STRATEGY ======================================================================== =============== =Akuma (Gouki)= =============== ======== =Amingo= ======== ========== =Anakaris= ========== ===================== =B.B. Hood (Buletta)= ===================== ============ =Blackheart= ============ ======= =Bison= ======= ======= =Cable= ======= ======= =Cammy= ======= ================= =Captain America= ================= ================== =Captain Commando= ================== ========= =Charlie= ========= ======== =Chunli= ======== ========== =Colossus= ========== ========= =Cyclops= ========= ===== =Dan= ===== ========= =Dhalsim= ========= ========== =Dr. Doom= ========== ========= =Felicia= ========= ======== =Gambit= ======== ======= =Guile= ======= ======== =Hayato= ======== ====== =Hulk= ====== ======== =Iceman= ======== ========== =Iron Man= ========== ====== =Jill= ====== ===== =Jin= ===== ===== =Ken= ===== ======= =Kobun= ======= ========= =Magneto= ========= ======== =Marrow= ======== ========= =Megaman= ========= ========== =Morrigan= ========== =========== =Omega Red= =========== ========== =Psylocke= ========== ======= =Rogue= ======= ====== =Roll= ====== ============ =Ruby Heart= ============ ===== =Ryu= ===== ============ =Sabretooth= ============ ======== =Sakura= ======== ========== =Sentinel= ========== ============== =Shuma-Gorath= ============== ================ =Silver Samurai= ================ ======== =Sonson= ======== =========== =Spider-Man= =========== ======== =Spiral= ======== ======= =Storm= ======= =============== =Strider Hiryu= =============== ======== =Thanos= ======== ============ =Tron Bonne= ============ ======== =Venom= ======== ============= =War Machine= ============= =========== =Wolverine= =========== ========= =Zangief= ========= =========================================================================== IX. MISC. STUFF =========================================================================== ----------------------------------------------------------- ADVANTAGES AND DISADVANTAGES ADVANTAGES 1. Excellent range 2. Pretty good speed for his size 3. Highly damaging, yet simple combos 4. Highly damaging regular, special and super moves 5. All his supers can be comboed into 6. Super armor while on the ground 7. All of his regular moves inflict block damage 8. Plays defensively well DISADVANTAGES 1. He's big 2. It's sometimes difficult to pull off combos with him, especially on small characters 3. Although he's quick for his size, he's still pretty slow compared to smaller characters 4. No super armor while in the air 5. Slow start up on many of his moves 6. Slow recovery on many of his moves 7. Not one of the better offensive characters 8. He is mainly designed for punishing mistakes and therefore has a very tough time against experts 9. Poor versatility 10. Poor variety 11. Has a slight learning curve 12. Cannot fight effectively from far away 13. Must be up close to dish out large amounts of damage 14. Has a tough time against keep away characters 15. No knockdown attack ----------------------------------------------------------- GUARDBREAK After you KO one of your opponents, call in B-Cyclops or B-Blackheart to force the next opponent to block. Afterwards, do a S.Roundhouse after they're no longer in their block-stun animation and it will connect as long as they do not touch the ground. After that, you can do a Gamma Charge, Gamma Crush or Gamma Quake. ----------------------------------------------------------- GETTING GAMMA CRUSH TO CONNECT Here are some ways to get Gamma Crush to connect with the help of assist attacks. I received all of these from BenjVerLyn@aol.com. Since the last version, the first setup has been changed slightly since the sequence of attacks I had before were not correct. "Hulk's Helfire Corner Martini" Make sure that you pick Iron Man's Beta assist (Repulsor Blast). This works in the corner. The Gamma Crush cannot hit on the way up or it will cause Hulk to whiff the super completely. This does not work on Sentinel (will get hit by the Gamma Crush on the way up) or on Roll and Kobun. 1. Do a dash-jump and do J.Short, J.Forward on the opponent. 2. When you land do C.Short, C.Forward (call Ironman in right as you're connecting the C.Forward). 3. Right after the C.Forward connects, do a Gamma Crush. 4. If done right, the opponent will get nailed by the Gamma Crush as they're being juggled around by the Repulsor Blast. "Hulk's Mid Screen Groundpounder" Juggernaut will be your partner and you must pick his Alpha (Juggernaut Earthquake) assist. If Juggernaut has his glitch activated (if you don't know what it is, please read Kmegura's MVC2 FAQ or a Juggernaut FAQ), skip Step 1 and it will do more damage. 1. Do J.Short, J.Forward 2. When you land do C.Fierce (you can do C.Short before the C.Fierce if you skip Step 1). 3. Right as the second hit of C.Fierce connects, call Juggernaut in and then cancel into Gamma Crush. 4. Juggernaut's assist should nail the opponent right as they hit the ground and then Hulk will connect the Gamma Crush. "Mid Screen Groundpounder 2" Juggernaut will again be your partner but in this setup, you must pick his Alpha assist also for this setup. Juggernaut's assist basically leaves the opponent stunned long enough for the Gamma Crush to fully connect. 1. Jump in with J.Short, J.Forward. 2. Call Juggernaut in. 3. Do C.Short, C.Forward right after you call the assist. 4. Right as C.Forward connects cancel into Gamma Crush and leave the joystick in the neutral position. ----------------------------------------------------------- Any comments, questions or suggestions? E-mail me at dan@finch.com. ----------------------------------------------------------- ACKNOWLEDGEMENTS Kmegura for the names of all of Hulk's moves Capcom for making such an awesome game 3pwood (mayfield_john@hotmail.com) for the Combo Tree concept Deshoran@hotmail.com for the info on Hulk Shoryuken.com for a nice combo (Combo 30) DougX88@aol.com for those combos (Combos 39 and 53) BenjVerLyn@aol.com for some ways to connect the Gamma Crush =========================================================================== IX. LEGAL STUFF =========================================================================== This FAQ is Copyright (c) 2000-2001 by Daniel Finch. No part of this FAQ may be reproduced and re-posted on the Internet in its original, unedited and unaltered format or redistributed under a different name in any way whatsoever. Any Internet, commercial or public use is prohibited without written permission from the author. Profit from this FAQ in any form is also prohibited. Any similari-ties in this FAQ to another FAQ or another web page are unintended and coinci-dental. Marvel characters, X-Men and Avengers are all registered trademarks of Marvel Comics. Capcom Characters and Marvel vs. Capcom 2 are all registered trademarks of Capcom.