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    Hulk by JChristopher

    Version: 1.0 | Updated: 12/01/99 | Printable Version | Search This Guide

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    MARVEL VS. CAPCOM FAQ for the PSX
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.0
    Dec. 1, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                           
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
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    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
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    ||     other hand, by indirectly I mean using a part of or all the contents      ||
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    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
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    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                           
    * Hulk is BIG, and throughout my other faqs I have been repeatedly stating
      the fact that super moves make bigger people look dumber rather than
      stronger. But being big is not all that bad. Hulk is still a force to
      reckon with and that I have concluded mainly, and ironically, also because
      of his size. Other reasons include:
                                                                           
    1. Hulk does not get easily stunned by weak attacks which means there's
       enough time to block when being setup for an air combo.
    2. Hulk packs POWER! (obviously)
    3. Hulk yields RANGE! (again, quite obviously)
    4. Hulk's hard normal moves CAN chip.
    5. Hulk's Gamma Charge makes anyone think twice before attacking a defensive
       blocker.
                                                                           
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Supers
       V. Combos
      VI. Vs. Computer
     VII. Vs. Human
    VIII. Ending
      IX. Credits
       X. Revision History
      XI. Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    guard push - LP+MP+HP (while blocking)
    taunt      - press select
    call helper- MP+MK
    tag super  - D,DF,F+HP+HK
    team work  - D,DB,B+HP+HK
                                                                           
    * let me explain a few things about some of the general moves:
    * first of all, in the PSX version, you'll have to choose only ONE partner,
      either one of the conventional characters ("partner heroes") or one of
      the helpers ("special heroes").
                                                                           
    call helper - your helper is the character you choose after you have chosen
                  the special heroes option. He/she basically, when called,
                  just enters the screen, does an attack, and leaves. Fighters
                  available in the character select screen are not available
                  as helpers and vice versa. In the PSX version, choosing a
                  helper does not require much effort since the cursor is at
                  your command. Beware of the time limit though, and be sure
                  of who you'll choose before you enter that menu. Oh, and
                  even the secret helpers are no secret no more---just press
                  down on Iceman to select Shadow and down on Colossus to
                  select Sentinel. One last reminder, helpers in the PSX version
                  are no longer limited to a certain number of strikes so,
                  in my opinion, rammers will RULE.
                                                                           
                                                                           
    tag super - common to crossover fans, this move needs at least two levels
                of super charged up. It will allow both fighters to execute
                their respective supers at the same time, though the resting
                one, in the PSX version, will no longer be left behind as if
                they already "tagged"
                                                                           
    team work - a clone of your opponent enters the screen, and after that
                you can control both your fighters at the same time! (they'll
                both respond to your controls.) What's more, your super gauge
                is set to infinite. Yeah! This state is timed though, so use
                it wisely. The length of time you stay in this state is determined
                by the amount of super you have charged up when you did it.
                Oh and I did say you can choose a helper as a partner right?
                Well if you do, and use this move, he/she'll just enter the
                screen, do his/her thing, exit, and repeat the whole process
                over and over while you do YOUR thing and until the time runs
                out---again one of the reasons why rammers would RULE. (cause
                they'll be the ones repeating their entrances most before
                time runs out).
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1. LP - Hulk is not one of the normal-sized players in the game, so his
            jab won't be quite the same. This jab reaches further, is definitely
            slower, and comes from different angles, making it quite awkward
            to use.
                                                                           
       a) standing - definitely NOT a jab! Hulk reaches for his farther shoulder
                     with his nearer arm and then delivers a 180degree swing,
                     back-fisting his opponent's face in the process. May start
                     a ground combo but still, there are other better replacements
                     so don't ever use this move.
                                                                           
       b) crouching - again, definitely NOT a crouching jab! from a kneeling
                      position, Hulk folds his nearer arm up a bit and then
                      hits the ground, smashing a standing opponent's knee
                      in the process. Good punisher for blocked sweeps but
                      there's a whole lot of other, better ways to do it.
                      Don't expect to hit a low blocking opponent with it cause
                      it's not an overhead.
                                                                           
       c) jumping - not even a punch, and does not even make use of your arms!
                    In this move, Hulk delivers a swift aerial head butt that
                    can be comboed into any other normal move in his arsenal,
                    but of course most jumping LPs can do that. Disregarding
                    the fact that it's a head butt, I can say it has a pretty
                    common set of properties.
                                                                           
    2. MP - his basic combo filler. Not much use for these other than what
            I have just said, though.
                                                                           
       a) standing - his farther arm reaches out as far as it can by means
                     of a punch. Nice counter for dash-ins since it's longer
                     while coming out just as fast as the standing LP. But,
                     as I've said, mainly just a combo filler.
                                                                           
       b) crouching - well, he just crouches and does basically the same attack
                      as his standing LP. Strictly for filling combos and nothing
                      more. May have other uses but can easily be replaced
                      by other normal moves.
                                                                           
       c) jumping - Hulk delivers an almost horizontal punch with his nearer
                    arm. Should have covered nice range but because of Hulk's
                    size, doing this move alone may result in you getting hit
                    even before you reach the opponent.
                                                                           
    3. HP - moves that scream damage, power, and knock down! Comes out slow,
            recovers even worse. Don't use these as long as you know the opponent
            has more than 10% chance of blocking them---or you'll end up black
            and blue all over.
                                                                           
       a) standing - you raise one arm, pack all the power you can muster,
                     and give the opponent a first hand experience of the
                     true meaning of a WHALLOP via hammer punch! But, sadly,
                     it's this move that almost everybody is waiting for cause
                     if blocked, will leave you open for their wildest dreams.
                     Sorry, but don't use this move, ever!
                                                                           
       b) crouching - this is what every MVC character has---a launcher. I
                      don't understand why it's the biggest and strongest MVC
                      character who needs to raise TWO arms just to launch
                      an opponent! Yep, he uses both his arms in this move.
                      It hits twice, but not because he used two arms, but
                      because his first hit low, then high.
                                                                           
       c) jumping - it's a clap, but obviously not the normal person's clap,
                    cause if your head gets trapped in between...squishhh!
                    Good move, high on range and damage, but comes out painfully
                    slow and should only be used as an air combo ender.
                                                                           
    4. LK - the only LKs in the MVC world worth abusing for their priority,
            these not only come out just about as fast as any normal players
            LK, but reaches out more than triply further than normal, and does
            a little more damage as well.
                                                                           
       a) standing - the introduction says it all! Hulk's front leg just turns
                     side ways and stretches out while the whole base of the
                     foot does not leave the ground. Sound's like the common
                     crouching LK but with much, much more range.
                                                                           
       b) crouching - why would he change the way he attacks in this move if
                      his standing LK already looks like the common crouching
                      one? So, he doesn't! He's kneeling this time, but still
                      delivers the same kick.
                                                                           
       c) jumping - well, he just jumps and does basically the same attack
                    as his crouching LK. Not to be underrated cause it's the
                    fastest long-reaching air normal move in MVC. Moreso, it's
                    this move that must be abused for it's priority.
                                                                           
    5. MK - like the MP, his basic combo filler. Not much use for these other
            than what I have just said, though.
                                                                           
       a) standing - he gives you a front kick that hits the face if your
                     not tall enough. Looks cool, comes out a little faster
                     than the standing HP, but recovers just as slow. Don't
                     use this alone.
                                                                           
       b) crouching - well, he just crouches and does basically the same attack
                      as his standing MK. Recovers a little faster though,
                      but still not fast enough.
                                                                           
       c) jumping - Hulk does something similar to an axe kick (hey, I didn't
                    know Hulk can do that!) Has a surprisingly short range,
                    not much priority, damage is also not that evident.
                                                                           
    6. HK - just like the HP, moves that scream damage, power, and knock down!
            Comes out a little slower, but recovers a little faster (though
            still slow enough to be supered). Don't use these as long as you
            know the opponent has more than 10% chance of blocking them---or
            you'll end up black and blue all over.
                                                                           
       a) standing - turning his back on his opponent, Hulk makes a handstand
                     and stretches out both his legs at a 70degree angle.
                     Seems as though it's a launcher, well it is, but the opponent
                     is launched too far across and you recover too slowly
                     so no air combos from this move.
                                                                           
       b) crouching - looks just like his crouching MK, but the foot kicks
                      at a higher angle. Good counter for dash-ins but I'd
                      rather use the LKs.
                                                                           
       c) jumping - this, in my opinion, is just an inverted version of his
                    standing HK. This time he's facing the opponent, his arms
                    are raised, and he stretches both his legs at a -70degree
                    angle! Can counter most launchers but beware the rising
                    supers.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) Gamma Charge - Hold B...F+K
                                                                           
            This is what the computer alomst always does, and you should learn
       from that. ALWAYS use this move as a ground combo ender and dash-in
       counter but only for that, not like the dumb computer who uses it for
       chipping---which can always be punished by a combo to super. You can
       hold any direction + any K afterwards for a second Gamma Charge, a two
       hit combo. An alternative code would be Hold D...U+K to produce an
       upward version of the Gamma Charge, but that should only be used as
       an anti-air, nothing more.
                                                                           
    2) Gamma Slam - D,DF,F+P
                                                                           
            Hulk does what he would in a crouching HP, but this time chunks
       of land rise from the ground in a wave-like manner and hit the opponent
       repeatedly. Good chipper, but nothing more. I really don't recommend
       using this move much.
                                                                           
    3) Gamma Tornado - F,DF,D,DB,B+P
                                                                           
            THE proof that Hulk is sheer strength! He grabs the opponent's
       face with one hand(and that's even larger than the opponent's head!)
       and whirls him round and round and finally throws him to the edge of
       the arena. Can be comboed from a standing or crouching LP, but only
       if you REALLY wanna land this move. Otherwise follow the LP with a
       D+MP-> Gamma Charge-> U+K(second hit of Gamma Charge)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Gamma Crush - D,DB,B+2P
                                                                           
            Hulk does his best rising Gamma Charge which knocks the opponent
       off his feet, and it turns out that Gamma Charge has breached the Earth's
       atmosphere cause as he comes down, a meteorite is with him (and he's
       actually holding it!) and this is what he uses to crush his helpless
       victim. Try to look at the shadow he leaves behind to keep track of
       him cause you CAN control the direction with which he will land.
                                                                           
    2) Gamma Wave - D,DF,F+2P
                                                                           
            Same as his Gamma Slam, but hits the opponent way too many times.
       Takes much, MUCH life off an opponent, and has equal priority to a beam
       super, not to mention better chipping ability so, unlike the special
       version, use this super very frequently.
                                                                           
    3) Gamma Quake - D,DF,F+2K
                                                                           
            Hulk does what he would in a crouching LP, but this time chunks
       of land fall from the sky and hit the opponent repeatedly. Has the same
       strategies that could apply to helpers that allow things to fall from
       the sky like Iceman, Pure and Fur, etc. Use it to nail people with
       lotsa keep-themselves-in-the-air moves but not for jump-ins, where
       the Gamma Crush is a lot better.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    Universal Jump-in: LK-> MK - yup, in Hulk's case, you can use without much
                                 risk an LK as a jump-in cause, like I said,
                                 it comes out fast, has good priority, and
                                 most of all, covers the most distance.
                                                                           
    * a jump-in you MAY add while a dash-in you MUST add to any of these combos:
    * by U+K I mean hit 'em with the second part of the Gamma Charge
                                                                           
    1. LK-> MK-> Gamma Charge-> U+K
    2. D+LK-> D+MK-> Gamma Charge-> U+K
    3. D+LP-> D+MP-> Gamma Charge-> U+K
    4. LP-> Gamma Tornado
    5. D+LK-> D+HP-> LP-> MP-> LK-> MK-> HK
    6. D+LK-> D+HP-> Gamma Crush
    7. D+LK-> D+HP-> Gamma Quake
                                                                           
    * Hulk can link his Gamma Quake to his Gamma Crush. What's more, you can
      add a Gamma Wave at the start of this combo though you have to cancell
      right away to connect.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    Well, pull off all the combos I just taught you! If you block all day,
    computer opponents will most likely do a dumb attack that'd leave them
    open for a combo that ends in a super! If, however, they walk forward
    for no reason, they're planning to throw you so do what you want to counter
    that! Simple enough?
                                                                           
    Oh, yeah, how to beat Onslaught:
    First, cool-looking form: you are soooo powerful all you have to do is
                              dash-in an do a standing HP. It'll stun him a
                              bit so repeat and repeat and repeat until he
                              finally decides a bigger him would match you.
                                                                           
    Second, cheap@$$ form: jump and HP his face until you're all charged up
                           for a super then Gamma Crush or Gamma Quake his
                           face and make his neck crack! Block right after
                           your every move to avoid his eye beams.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    *Well, there won't be any universal rules for fighting against humans cause
     no two humans think identically. There are, however, general rules that
     could apply to at most 80% of your encounters with human challengers.
                                                                           
    1. Use Psylocke as a helper - You may replace him, but make sure the
                                  replacement pretty much does the same thing---
                                  RAM the opponent! You can always do a Gamma
                                  Wave for major damage afterwards.
                                                                           
    2. Patience is the key to success
                                                                           
            This is not the barbaric Hulk! Just look at his hair---he actually
       combed it! And that gives away a useful hint on playing him: Be patient
       and always think counter-attack instead of "berserker barrage". Most
       your attacks will leave you wide open if they're blocked so better
       make sure you'll connect before you execute and what better way to make
       sure than to use them as counter-attacks.
                                                                           
    3. Abuse the priority of your jumping LK
                                                                           
            Whenever you just don't know what to do, or whenever every attack
       of yours ends up being countered, pull yourself together while buying
       time using a ton of LKs while repeatedly super jumping. Not only will
       your supers get charged up in no time, you'll also be quite sure it'll
       take some time before he could think of a way to stop you, and by that
       time you've already thought of a way to stop HIM!
                                                                           
    4. Know which super to use
                                                                           
            Don't always rely on the Gamma Wave to retaliate on the mistakes
       of an opponent. It's slow execution time can make you regret doing it
       because most likely the opponent can still save his own hide by blocking.
       Use the Gamma Wave only if your opponent did a super that's so far from
       you and have 1% chance of ever landing a hit. The Gamma Wave is also
       applicable in times when you have super jumped from the opponent's beam
       super and landed behind him/her. Otherwise, on situations that enabled
       you to block a super or better yet a tag move, use the Gamma Quake which
       comes out a liiiitle faster. Use the Gamma Crush whenever you detect
       a dashing super come your way.
                                                                           
    5. Character-specific strategies:
                                                                           
    Captain America - if there's anyone who could match your air LK priority,
                      it's him. His jumping HP does a lot more damage, reaches
                      further, and all that without having to sacrifice
                      execution time. Don't be the first one to super jump,
                      as he would most likely meet you in the air with the
                      accursed HP. Stay on the ground, dash forward and back
                      and lure him to miss a standing HP cause that's when
                      you pour out your Gamma Wave. (yup this is one of the
                      few matches where you'll have to use this super frequently)
                      Use a counter-attacking strategy and use your Gamma
                      Crush in reply for all his supers!
                                                                           
    Captain Commando - ahh...this captain must be dealt with in a rather
                       opposite manner than the first one. With this captain,
                       ALWAYS super jump and air block to avoid getting hit
                       by the heavily damaging Captain Corridor or the Captain
                       Sword super. Being able to block these would mean a
                       free Gamma Wave for you. Might as well use a counter-
                       attacking strategy with this captain because he'll
                       just Captain Corridor you out of any attack you start.
                                                                           
    Chunli - two problems: avoiding her launcher when you're air-borne and
             avoiding her low combo to Lightning K super when you're on dry
             land. Two solutions: never be the first to super jump and if
             you ever will, hit the LK button rapidly during the whole air
             trip. Second, dash to low combo to special and make use of my
             counter-attacking strategies, but with extra care. Missing would prove
             fatal...
                                                                           
    Gambit - just avoid his cheappy infinite (which would probably work exceptionally
             well on you) and you'll be fine. That's the only thing he can
             do to beat you so if you've mastered the art of avoiding it,
             and everything he can do set you up for it, (like a launcher,
             a ramming helper, or a throw in the corner) then you'll be fine.
             He can be a good confuser but has his options limited to low attacks
             and throws so show-off your Gamma Charge and win! He may use
             a rain of Kinetic Cards as a chip away strategy but that can
             easily be countered: Just dash right below him, and what else
             but Gamma Crush!
                                                                           
    Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
           Then attack, attack, attack! He'll be wide open after just about
           ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
           Gamma Charge. Air combos will also work on him fine, just remember
           to hit him once before launching otherwise he won't budge. Hulk
           is big, but remember that all your supers make bigger look dumber
           rather than stronger---and that goes for YOU too. Don't use the
           Gamma Charge on a standing Hulk cause more often than not you'll
           get punished by HIS Gamma Charge.
                                                                           
    Jin - obviously cannot even dream of having Hulk's reach, but would definitely
          be faster. Other than that, Jin would have all of Hulk's advantages
          and disadvantages as well. He'll pack power with his attacks, especially
          if he's all yellow! That doesn't give him much of an upperhand,
          though, as his attacks have a lame recovery time and could easily
          be punished by an aerial combo. Just use the same strategies you
          would on a Hulk user and watch out for that hurricane super whenever
          you jump!
                                                                           
    Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
              (and it will surely work triply well on someone as big as you)
              Let him use his X buster all he wants, while you constantly super
              jump and HK all the way. There'll be four kinds of Megaman
              users, and only two will you find challenging. The first one
              just hammers away with a stream of X busters that's easy to
              jump over and punish with a combo. The second one will always
              charge up his X buster and use it as part of an air combo. Just
              dash back and forth to confuse him into giving up that hold
              then welcome his fireball with a mid-air Gamma Wave. The third
              Megaman user would be using a rammer as a helper, slide kick
              you, and hope that you'll retaliate with a combo as he summons
              his helper afterwards. He'll surely get hit, but you'll be punished
              by his helper as well, giving him enough time for a Hyper Megaman
              super. Just don't counter the slide kick and wait for him to
              run out of helpers, THEN attack! The fourth, most challenging
              one would be a Megaman that X busters low, then X busters high,
              then low, then high, then you lose your sanity---WRONG!! Fight
              on! Block his low X busters and dash forward when he does the
              high one. Eventually you'd be near him. Time to use your counter-
              attacking skills. How? just dash then...BLOCK! If he attacks,
              counter with a Gamma Charge! If he manages to escape, which
              would only be possible via super jump, catch him off guard with
              a Gamma Crush! By the way, don't worry bout his supers, just
              block and do a super of yours afterwards---Gamma Wave if too
              far, any other super if otherwise.
                                                                           
    Morrigan - will fight like Ryu does, being a good confuser and all that.
               She will, however, have her options limited to low attacks
               and throws so show-off your Gamma Charges and win! If she does
               something you won't, namely raining you with air fireballs,
               Dash in and punish her with your Gamma Crush or catch her off
               guard with a D+HP(your launcher) if you don't have the extra
               charged super bar.
                                                                           
    Ryu - If he's using strategies found in my Ryu faq, then may the best
          confuser win! If he's not, you're in for a cheapy fireball game.
          Again, you'd be needing your invaluable jumping LK to chrage up
          your super, Gamma Charges to counter his ground fireballs and dash-in
          to Gamma Crush his air fireballs wherever he may be! (even at the
          peaks of high jumps!)
                                                                           
    Spiderman - Even his Maximum Spider has a high chance of getting countered
                by a Gamma Crush in progress so abuse that fact to your advantage.
                Master the art of rolling and you'll be avoiding his Crawler
                Assaults forever! His Ultimate Web Throw will be his only
                super that could counter all of yours but you can easily
                detect that. If he uses an air combo that knocks you down
                and falls right behind you as you get up, give him a rising
                Gamma Charge!
                                                                           
    Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                    you to STAY in the corner when pitted against this teleport
                    master. That way he wouldn't be able to use an Ouroboros-
                    and-teleport-behind-you strategy. But with you in the
                    corner, he'll try two things: combo you like crazy, wherein
                    the guard push feature would prove most useful, and chip
                    away some nice damage with his robo dog, which you should
                    super jump to avoid and charge up your super meter. Use
                    your helper whenever he jumps for you then launch him
                    and air combo. If he doesn't have a single super charged
                    up yet, hell, forget all I've just said about him and
                    engage in a confuser's throwing game instead.
                                                                           
    Venom - Just super jump and HK all the way and as you land, choose from
            two landing sites: as far away from him as possible to be able
            to continue super jumping and charging up your meter, or a little
            behind him so your LK could out prioritize he whips up and give
            you an opportunity to do a D+HP-> Gamma Crush combo whether he
            blocks it or not. If he's able to block all of it, engage in
            a confuser's throwing game but beware, he may not have an overhead
            but his throw allows him to combo you afterwards so get ready
            for that.
                                                                           
    War Machine - Just block his ground combos, D+LK to combo his throw attemps,
                  and do a dash in to Gamma Crush if he abuses his mid-air
                  smart bombs. If he's dumb enough not to include his War
                  Destroyer super in a combo, dash to Gamma Quake him one moment
                  after all his missiles are launched from his armor. I guarantee
                  you the missiles will drop where you WERE before you dashed
                  but you have to time it right, though. The Proton Cannon,
                  if not done as an ender to a helper attack, would be easily
                  detected and therefore super jumped from and punished with
                  what else but a Gamma Wave. If your opponent doesn't make
                  flaws like this, then you better stick to your good 'ol
                  jumping LK to do the trick.
                                                                           
    Wolverine - until recently have I thought that Wolvie users (including
                me, once) were just plain good at it but now I know Wolvie
                was just too advantaged to be defeated by a mere above average
                player. I hate to be called cheap, so now I have stopped
                using Wolverine, and started taking him as a challenge to
                defeat with my players. There'll be two things any "challenging"
                Wolvie user would do: stomp you like crazy until you open
                up for a combo to super, or dash in like crazy also until
                you open up for a combo to super! With the first strategy
                you'll again have to utilize your Gamma Crush and your helper
                and mix them up so you wouldn't get too predictable. For the
                second strategy, you'll have to assess yourself. If you think
                you can pretty much predict what he's doing, then combo him
                if he tries to throw and use the guard push otherwise. If
                he doesn't give up and still dashes in like crazy, smile
                and surprise him with a risky but rewarding D+HP to Gamma
                Crush turn his healing factor off for good!
                                                                           
    Zangief - Just charge up the way I've been telling you since the beginning
              of this section and guard push all his attacks so that he couldn't
              link them to a grapple or worse, SUPER grapple! He'll be using
              blocks much, so you'll just have to play a risky confuser's game
              with him. Remember that in a confuser's throwing game, you'll
              have to be extra careful since his throws are part of the few
              that can out prioritize yours! Whenever you're charged up and
              can't land a combo, just chip away with my helper to Gamma
              Wave strategy.
                                                                           
                                                                           
    6. Strategies on secret characters:
                                                                           
    Golden War Machine - Just block his ground combos, super jump from his
                         throw attemps, and do a sudden dash in to Gamma Crush 
                         if he abuses his mid-air smart bombs. If he's dumb
                         enough not to include his War Destroyer super
                         in a combo, dash and give him a Gamma Quake one moment
                         after all his missiles are launched from his armor.
                         I guarantee you the missiles will drop where you WERE 
                         before you dashed but you have to time it right, though.
                         The Proton Cannon, if not done as an ender to a helper
                         attack, would be easily detected and therefore super
                         jumped from and punished with what else but a Gamma
                         Wave. If your opponent doesn't make flaws like
                         this, then you better stick to your good 'ol jumping
                         LKs do the trick. Added note: You CAN Gamma Wave
                         like crazy with this War Machine cause he'll take
                         every last bit of it.
                                                                           
    Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                             dealt with a counter-attacking strategy. This
                             time she can't use a rain of fireballs to annoy
                             you because she'll only have short range ones
                             but still beware her confusing skills and counter
                             as you see fit.
                                                                           
    Orange Hulk - Block, block, block! Eventually he'll grow impatient and
                  hit you. Then attack, attack, attack! He'll be wide open after
                  just about ANYTHING he does so it's time to dash-in, deliver
                  a D+HP, and proceed with air combos which will also work
                  on him fine. Orange Hulk is big, but remember that all your
                  supers make bigger look dumber rather than stronger---and
                  that goes for YOU too. Don't use the Gamma Charge on a standing
                  Hulk cause more often than not you'll get punished by HIS
                  Gamma Charge.
                                                                           
    Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
           MVC is survival of the fittest and Roll, as many would say, is
           not "fit". I'd choose her over Megaman anytime but I must admit
           I find the always-give-you-a-stupid-look boy much harder to defeat.
           Refer to my Megaman strategies for dealing with her and adjust
           them according to these added notes: One, Roll's X buster CAN chip
           some block damage but it would need a down to forward motion so
           it'll come out slow. Two, you can low block against her Hyper Roll
           and you wouldn't get a bruise. And three, all her other supers
           are easy to block and retaliate with any of your supers afterwards.
           Remember, Gamma Wave if too far and any other super if otherwise.
                                                                           
    Shadow Lady - Chunli minus the ability to combo a super but plus the
                  ability to chip away with her butt missiles. Keep an eye
                  out for your life bar cause these farts can cut it down
                  to half without even you noticing. Don't super jump, as
                  that would mean a free chip from those accursed butt bombs.
                  If she's stupid enough to do it while you're on the ground,
                  and up close then it's Gamma Wave time! The missiles won't
                  connect if you time your super right. She'll also be using
                  a ramming helper to easily connect with her Big Bang Laser
                  so you'll have to predict when she'll use it. Knowing all
                  these, engage in a confuser's game and she'll definitely
                  short-circuit.
                                                                           
    Venom's Carnage Mode - I really am not very observant on who takes more
                           damage than who but I definitely noticed the Carnage
                           Mode's belief in the quote, "The best defense is
                           a strong offense." (did I say it right?) Anyway,
                           Carnage Mode concentrates on speed and power, but
                           gives up stamina in return. Don't try a confuser's
                           game for him cause he's already confused!(heh)
                           Seriously though, his tremendous speed just gives
                           him the ability to jab his way out of any confusing
                           strategy you may have in mind. Let him combo you
                           like crazy, (while you block, of course), abuse
                           your guard push, and make him feel he's just another
                           big sucker for the Gamma Wave!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    Hulk has defeated Onslaught, but it turns out that all he did was crush
    his(Onslaught's) armor! Now, Onslaught is a mass of pure energy and poses
    a much greater threat than before. Captain America (that no-good spotlight
    stealer) rushes for Onslaught in an attempt to contain this energy within
    his body. He was successful, but perished in the process. All that's left 
    now is his(cheapy) sheild. And HE gets aaaaall the credit. (not that he
    doesn't deserve any, but, this should be Hulk's ending, not his!)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                        arts
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
            none yet. suggestions, anyone?
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Hulk I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
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    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
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    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
    ||     whatever other way possible. By directly I mean earning less than,        ||
    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
    ||     in exchange for part of or all the contents of this faq. On the           ||
    ||     other hand, by indirectly I mean using a part of or all the contents      ||
    ||     of this faq as a convincing factor for the purchase of another product    ||
    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
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    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~