The bad-ass big poppa! Hulk is one of my most favorite players! His power and the fact that he loses life very slowly makes him a perfect partner for anybody! Hulk has changed a lot since his first appearance in MSH cause like Juggernaut before him, he now has super armor! It takes at least two hits to make him start reeling! The idea with Hulk is to let him take a little punishment and then pay it back...with interest! All of his normal moves cause block damage now! He's slowed down a bit since MSH but they've made him even stronger! You have to balance his offense and his defense cause if you just sit around, you'll lose cause of block damage and if you attack blindly, you'll lose cause of his horrible recovery time! Attack with a plan and punish any mistakes with either of his supers or his Gamma charge! A great character in the hands of an expert!
Ground Wave 

+P
Hulk rips up part of the ground and causes a wave of dirt to fly towards his opponent! This is a very safe move to do if your opponent is jumping in cause Hulk's super armor will protect him while the poor sucker gets caught in the wave! He's open to beam attacks while doing this but he can stop supers if it hits first! Also, it is a good idea to end your ground combos with this cause at least it'll push you to safety if they block! His C.Fierce will set this up perfectly as long as you cancel it before the second hit connects!
Gamma Tornado 



+P
Hulk sticks out his arm and grabs the opponent by their heads and spins them around before throwing them! This move hurts and it's also one of the funniest in the game! Problem is that it takes forever to start and it's blockable! Use it sparingly cause cautious opponents can counter this rather easily! The cool thing though is that if they try to hit you after you've started this move, you'll absorb their hit and grab them cause of the super armor! As soon as you catch them in your big hands, start spinning the joystick around to make him do a few extra rotations before letting go! It'll do extra damage and hurt a lot!
Gamma Charge hold 
+K or hold 
+K
Hulk charges at his opponent with streaks of light all around him! This is one of his best moves both offensively and defensively! After Hulk has hit the opponent once, you can have him hit again by pressing a direction and then kick again! He must take three hits before this move can be stopped so countering this move is pointless! It even goes through fireballs and it'll catch your opponent in their fireball stun if it's started quickly enough! You should always be charging back so that you can pull this move off at any time! It is lightning fast and will counter moves that normally wouldn't be counterable!
Gamma Wave 

+2P(Level One)
Hulk does a huge Ground Wave that sends up mountains of dirt and rubble flying across the screen! This move is uncounterable and Hulk is completely safe while doing it! The Wave pushes the opponent far back and will always hit any opponent that tries to attack Hulk! Half of your opponents life is gone if this move connects! This works best if Hulk's back is to the corner so that they will "ride" it all the way to the opposite side like Magneto's Magnetic Shockwave! Hit em with the C.Fierce and cancel it into this move before the second hit connects and they will not be able to avoid it! Try to have your back to the corner while doing this move cause it'll only hit three or four times if they're the ones in the corner! The Gamma Wave doesn't do that much chip damage either so don't expect them to lose a lot of life if they block!
Gamma Crush 

+2P(Level One)
Hulk charges upwards, disappears from the screen and comes down holding a huge rock! It hits both on the way up and on the way down! It is a very good anti-air move and does great damage! It even comboes off of his launcher so it is a great alternative to an air combo if you've got a level of super charged up! Where Hulk lands with the rock can be controlled by pushing a certain direction! This is the super that I use more often cause of it's comboability and it's speed! Watch out though cause if you mess up, the opponent will be able to either avoid or counter the second hit! Try to anticipate where they'll run and direct his landing to crush em!
Gamma Charge MP+MK
This is an excellent team attack! It comes out fast and it hurts! It even goes through fireballs! Use it whenever your character is in trouble to have the Hulk come in and help em out! Also, you can use this move to set up certain supers such as the Shinku Hadoken and Mega Optic Blast!
Gamma Charge 

HP+HK
As I've said before, this move is a very good counter to use when you need the Hulk to come in and save your ass! It'll come out very quickly and his super armor will even allow him to take some hits so this could be used to counter multi hitting moves!
Gamma Wave 

HP+HK(Level Two)
This is an awesome team super! It comes out very fast and if your opponent is suicidal enough to try and hit Hulk, they will get hit by both his super as well as his partners! If you're starting it off with Hulk, this could potentially be comboed after his launcher! I haven't experimented yet but it should work! This is an awesome attack to use and your opponent will usually be dead if it connects! If not, then they're pushed away and your partner is safe when he switches in!
Hulk's greatest drawback is the fact that he is so friggin slow! Most of his special moves along with his Fierce and Roundhouse attacks have enormous lag time and can often be taken advantage of by quick opponents! To remedy this problem, you should always cancel all of your Fierce or Roundhouse attacks with the Ground Wave! It pushes your opponent far away and it has quicker recovery time! Don't just throw out Gamma Charges at random cause if blocked, the opponent has eons of time to counter! Always set them up first with your forward kicks before trying a Gamma Charge!
His super armor doesn't help him much against the really quick "dialers" Wolverine and Spiderman! These two can just pummel a careless Hulk player! They can even pull off their supers after most of Hulk's attacks are blocked! Don't take risks against these guys! Block and counter when you see an opening. If they're jumping in, try hitting them with a Gamma Crush, Gamma Charge or hit em with a launcher! Hulk's C.Fierce is a very good air defender and will knock them back up for a quick air combo or Gamma Crush! Block low against them and be very very careful of Wolverine's cheap ass infinite! Hulk is extremely susceptible to it cause he's such a big target!
Keep away characters can be a problem for Hulk cause he doesn't have a fast projectile to counter any of those Hadokens, Optic Blasts and Yoga Fires! However, if he's at least half a screens distance from these guys, it's no problem! Just hit em with that big S.Fierce of his! Sure, he'll get hit but his armor will protect him and they'll be vulnerable to his attack cause they'll be in their stun animation! Also, his Gamma Charge and Gamma Throw will go through all single hit projectiles! The trade off in damage is well worth it! All in all though, fireballers are pretty easy pickins for experienced Hulk players!
Omega Red is a problem for Hulk cause he's such an easy target to launch for the Russian! Red's extremely quick S.Jab, S.Strong combo launches Hulk up for that painful Carbonadium Coil air combo! Also, there's almost nothing that Hulk can do against someone that dfoes repeated Omega Strikes. I really hate it...
However, Hulk's worst enemy is Zangief! His lack of speed and recovery time just leaves him open for all those punishing SPD's and FAB's! The solution? Play keep away and use attacks that will get you out of range quickly, like the Ground Wave and the S.Fierce! Don't let him do his grabs and there's really not much that Zangief can do against you!
Finally, I have to note one last thing! It's not a weakness though, it's more of a strength! Hulk's weight makes him land very fast if he's knocked up! So if you're up against Ken or Akuma, wait for them to do their Shoryu Reppas and you can even let it connect! As soon as you land, hit C.Fierce and cancel into the Gamma Crush! Funny thing is that they never learn their lessons! They will just keep right on doing it!
Combos!
Combo Comments
The Hulk was never the greatest comboer in the series, and he's not much better now because he's been slowed down, but a good player can still put together a combo that takes off 30-40% damage! Mind you, he doesn't need a lot of hits cause any combo that involves his Fierce punch or his Gamma Charge takes off so much life that a Spiderman character who's just been comboing the hell outta you will actually crap in his pants over the damage that he takes! Keep the Gamma Charge ready at all times! I can't stress how important this move is to his ground comboes!
Ground Magic: Weak Start
Air Magic: Weak Start
Super Jump Magic: Zigzag
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse
Easy Combos
1) C.Jab, S.Fierce --> Ground Wave
The Ground Wave is not really part of the combo but it pushes away the opponent leaving Hulk safe in case they block!
2) C.Forward --> Gamma Charge
3) S.Strong --> Gamma Throw
4) C.Fierce --> Gamma Throw
You have to be very fast to make this connect because if the second hit of Hulk's C.Fierce connects, they weill be launched! This will leave you grabbing air! Just cancel immediately after the first hit and it should connect!
5) J.Roundhouse \/ C.Fierce --> Gamma Crush
The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos! It should be mastered in order to have a powerful offensive move. As soon as you see the opponent being launched, cancel the move into the Gamma Crush!
6) C.Fierce(one hit) --> Ground Wave
This is a simple enough combo but there's a trick to it! You have to immediately do the motion for the ground wave after you hit the Fierce button or your opponent will get launched! If you time it just right, the ground wave will come out just after the first hit and they'll get sucked into it, unable to block! Even if they block the C.Fierce, this is a very safe combo cause it'll push em away!
7) C.Fierce(one hit) --> Gamma Wave
Omigosh! I finally figured out how to combo the Gamma Wave! Amazing! This combo just hurts! It's the same principle as combo number 6! Cancel immediately so that you don't pull off the second hit off his launcher! Trust me...this works!
Harder Combos
1) J.Short, J.Roundhouse \/ C.Short, S.Forward --> Gamma Charge --> Gamma Charge
2) J.Short, J.Roundhouse \/ D.S.Short, S.Strong --> Gamma Throw
3) Be in Corner: D.S.Jab, S.Strong --> Fierce-Gamma Throw(FS), C.Jab(OTG), S.Fierce
For this combo to work, you've gotta have your back to the corner so that when you throw your enemy backwards, they'll end up right next to you! OTG and hit em with that big Fierce!
4) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Strong, SJ.Fierce
5) J.Short, J.Strong \/ C.Fierce --> Upwards Gamma Charge --> Upwards Gamma Charge, C.Fierce(OTG) --> Gamma Throw
The C.Fierce at the end of the combo will not launch as I previously thought! It will only hit once and the only thing you can tag on afterwards is a Gamma Throw! Thanx Dave for giving me this tip!
6) J.Short, J.Strong \/ C.Fierce --> Upwards Gamma Charge --> Upwards Gamma Charge, C.Fierce(OTG) --> Gamma Wave
I find this easier to do than number 6 and it does more damage as well! Oh, and yes! The Gamma Wave can be put into an OTG!
7) J.Short \/ C.Jab, C.Fierce(one hit) --> Gamma Wave
This is just like easy combos number six and seven but this is a possible setup for that devastating Gamma Wave!
Theoretical Combos
1) C.Fierce(2nd hit) --> Gamma Wave
This looks promising! I got an E-mail saying that if you hit with only the second hit of Hulk's launcher, it will combo into a Gamma Wave! I need verification quick! Aw heck, I'll do it!
1) In corner: J.Short \/ C.Jab, C.Fierce(2nd hit) --> Gamma Wave, C.Short, C.Strong(OTG) --> Gamma Charge --> Gamma Charge
This combo also involves the idea that you can combo a Gamma Wave! If you happen to do it in a corner, you can add in four more hits cause you'll be close enough to OTG him! However, the Gamma Wave won't do much damage if you're in the corner.....
Go to the Silver Sage Hulk Guide for some more good info!
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1998 Migs Rustia: [email protected]
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