Hulk
"Brains and body....what a perfect combo!"


The Brilliant rocket scientist Bruce Banner was conducting a routine nuclear bomb test when some moron decided to drive into the blast zone. Banner was able to save the guy from harm but was bathed in Gamma Radiation. He mutated into the Incredible Hulk and ran off to do some mindless destruction. Over the years, he's evolved and now has the body of the green Hulk, the attitude of the bad ass Grey Hulk and the brain of Bruce Banner. Definitely the most powerful version yet, his strength will be sorely needed in the battle against Onslaught. The most powerful character in the game, his new super only makes him even more dangerous. Capcom has made him faster as well, resulting in longer comboes and easier move cancellation. Definitely one of the best respectable characters in the game.

Move Commands

Ground Wave +P
Hulk rips up the ground and sends a shockwave along the floor towards the opponent. This move will beat out any other projectile because of Hulk's Super Armor. The punch button used determines the distance that the rubble goes. This move has enormous start up delay and moves slowly across the screen so use it carefully or you'll get a super beam in the face. Lord knows there are a lot of those in this game.

Gamma Tornado +P
Hulk grabs his opponent by the head and swings them around before throwing them. This move is extremely powerful and should be done whenever Hulk is able to catch em. However, it's blockable and he stands there with his arm sticking out for the longest time. Use it carefully. The punch button used determines the damage he does. It also determines how long he sticks his arm out to catch his opponent. His super armor helps him out here because he can take one or two hits before reeling.

Gamma Charge hold +K or hold +K
Hulk charges at his opponent with mega armor. This comes out very fast and will counter most moves. However, if blocked, Hulk is stuck there unable to do anything for the longest time. Any opponent with a brain can easily counter it so make sure it hits. You can combo it or use it to plow through fireballs. The kick button used determines the distance that he goes. Hit a direction and any kick again to immediately do a double charge.

Supermove Commands

Gamma Wave +2P(Level One)
A suped up version of the Ground Wave. Boulders of dirt fly across the screen, repeatedly pummeling the opponent and making him surf across the screen. One of the most powerful supers when done while in a corner. Over half of an opponent's life bar will disappear after it connects. It comes out quickly and is great when used after a blocked character switch. It will also combo after the first hit of his C.Fierce.

Gamma Crush +2P(Level One)
Hulk jumps up into the sky, grabs a meteor and then comes crashing down with it. It hits on the way up as well as on the way down. It does massive damage and it also combos off of his launcher. This move's usefulness as air defense has been reduced drastically cause his opponents can knock him out of it with a Fierce or Roundhouse attack. Oh well...at least now it hits multiple times and the damage has been pumped up.

Gamma Quake +2K(Level One)
Hulk slams his fist into the ground, making several stalactites fall from above. It's a very easy super to stick into a combo because it's so fast and his fist also counts as a hit if he manags to catch his opponent with it. It also does tremendous damage if the opponent is in just the right spot when the rocks fall. It's also nearly impossible to counter because he has no recovery delay. Use this one the most because it's his most useful super.

Team Counter

Gamma Charge HP+HK(Level One)
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. Like most counters, don't attempt to counter beam supers with it unless the opponent is right in his partner's face.

Team Super

Gamma Wave HP+HK(Level Two)
This super isn't as effective when used with your partner. First of all, the damage that it does is toned down and another thing is that it will often conflict with your partner's super. It'll often pushe the opponent away while your partner is trying to hit him. Don't use it too often offensively, but this is very effective if you want to switch your characters safely. The wave pushes them too far away for them to counter.

 
Combos Strategies

� 1998 Migs Rustia: [email protected]
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