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    Hulk by PhatDan81

    Version: 1.51 | Updated: 02/10/02 | Search Guide | Bookmark Guide

    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
    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
    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.
    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
    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)
    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
    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.
    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.
    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.
    Hulk's kicks come out faster than his punches and are much easier to use in
    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
    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.
    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.
    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
    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.
    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.
    None of his special moves can be executed while in the air.
    All of his special moves can be cancelled into a super.
    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.
    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.
    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.
    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
    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.
    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.
    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 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
    Gamma Charge (vertical): C.Fierce (either hit)
    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)
    Assist/Counter: Gamma Slam
    Use this as a combo filler. Besides that, this assist isn't very useful besides
    for unreliable traps.
    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.
    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).
    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).
    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)
    29. J.Roundhouse, C.Fierce (2-Hit), SJ (Jab, Short, Forward, Fierce,
        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
    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
    54. S.Jab, Snapback
    55. C.Jab, C.Strong, Snapback
    56. C.Short, C.Forward, Snapback
    57. C.Short, C.Fierce(1-Hit), Snapback
    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.
                   |                    |                     |
                   |                    |                     |
               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     |
                                |                 |                   |
                                |                 |                   |
                             Vertical          SJ.Jab            Gamma Quake
                           Gamma Charge       SJ.Short           Gamma Crush
                                |            SJ.Forward
                                |           [AC Finisher]
                           Gamma Charge
    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
    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
    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.
    =Akuma (Gouki)=
    =B.B. Hood (Buletta)=
    =Captain America=
    =Captain Commando=
    =Dr. Doom=
    =Iron Man=
    =Omega Red=
    =Ruby Heart=
    =Silver Samurai=
    =Strider Hiryu=
    =Tron Bonne=
    =War Machine=
    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
    1.  He's big
    2.  It's sometimes difficult to pull off combos with him, especially on small
    3.  Although he's quick for his size, he's still pretty slow compared to
    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
    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
    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.
    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
    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.

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