Hulk
"Gamma charged and ready to rock!"
Magic Series
| Ground Magic: | Weak Start |
|---|---|
| Air Magic: | Stronger |
| Super Jump Magic: | ZigZag |
| Strikes: | S.Strong, S.Forward, S.Fierce, C.Roundhouse |
| Knockdowns: | None |
| Air Launchers: | C.Fierce, S.Roundhouse |
| AC Finishers: | Strong, Fierce, Roundhouse, Strong Air Throw |
Special Comments
- Hulk has very good throw priority both on the ground and in the air. If you find yourself stuck in a corner or up in the air near your opponent, you've gotta throw cause trying any other move will just kill him cause of his recovery lag after everything.
- All of Hulk's attacks do chipping damage. However, don't go into a fight thinking that you can chip an opponent to death cause Hulk takes forever to recover after every one of his moves.
- Almost all of Hulk's normal moves are strikes, making it very hard for him to pull off any long combos on the ground. Stick to crouching if you wanna ground combo.
- If you're planning to air combo the smaller characters like Wolvie and Spider-Man, stick to launching while they're jumping in. They're too small for the C.Short, C.Fierce combo to launch consistently.
2) C.Fierce --> Jab-Gamma Tornado
Immediately cancel the C.Fierce with the Tornado so that the second hit does not connect. If it does, then your opponent will get launched and Hulk will be left grabbing at air.
3) J.Roundhouse \/ Gamma Quake
Hit em deep with the kick and do the super as soon as you land. They'll be able to block if the kick is not extremely deep.
4) C.Short, C.Forward --> Gamma Quake
A simple and easy to do combo. However, Hulk needs to be right up next to his opponent for this to connect.
5) D.C.Short, C.Fierce --> Gamma Crush
The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos. It works great on people that like to jump in on you!
6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave
If you time it just right, the wave should catch them before they get launched. Even if they block the C.Fierce, this is a very safe combo cause it'll push em away.
7) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Fierce
Hulk's basic air combo. It should work on every character. If you try to tack on any more hits, he'll either miss the Fierce or finish the AC prematurely.
Harder Combos
1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge
This combo is Hulk's easiest and most painful ground combo. The trick is to start charging for the Gamma Charge as soon as you start the combo.
2) In Corner: J.Short, J.Forward \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Strong, SJ.Roundhouse
This is Hulk's most damaging air combo. Since his SJ.Strong is an AC Finisher, it shouldn't be possible to hit em with the Roundhouse right? Well the range that he's got on that sucker is awesome and will catch his opponents if done in a corner.
3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards Gamma Charge, C.Fierce(OTG) --> Gamma Wave
I've yet to make this combo connect cause frankly, my Hulk sucks. The idea is for Hulk to land before his opponent and mini launch them into the Gamma Tornado or Wave. It's a waste to do the wave though, cause it'll do pitiful damage, with your opponent being in the corner and all.
Don't understand any of these terms? Go to the Legends and Definitions Page
| Moves | Strategies |
� 1998 Migs Rustia: [email protected]
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