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HULK
"Banner wants to stay on
top...That's why he drinks milk."
Hulk has become the most improved chracter hands down since
MSH.
But there are many who do not use his full ability. Standing
Fierce
all day? What the hell are you doing? Up against a pro, you'll be
alpha out then a super up your ass! Hulk is a full metroplex of
abilities that come together with an ending that will blow your
mind
away. Wolvie problems?, got that stupid Ryu fireball to deal
with? Hire
the Hulk and you'll see them drooling on the ground thinkin
"what the
hell just happened?" Well, you're going to need to know just
how to
cancel and use all buttons to use the Hulk and that's what we are
about
to venture into.
------HULK AND SAKURA: BONNIE AND CLYDE OF
MSHvsSF-------------
I have to mention these two cuz they have an
advantage that many don't
know about. When I saw that the computer would occasionally
choose
these two I wondered, why? Sakura and Hulk? Here's why: First,
they
are team players. If Hulk is fighting, calling in Sakura as a
helper
keeps you in control of anyone thinking of jumping cuz sakura
will be
flying right into them placing them back on the ground or in a
world of
hurt. Hulk can do ground wave while sakura is hurricane kicking.
That
covers all areas of the screen...period. Even if they try doing
their
super from a distance, the ground wave you've just done will
reach them
and stop them halfway or Sakura will be coming down from above.
Sakura
in the front will have a body guard, which is 3 times larger than
she is,
to protect her. She can hide behind hulk and do her running
uppercut or
even better; whe Hulk comes out and connects with is gama charge,
the
victim will be popped into the air and Sakura can do her
hurricane kick
or her super Hadoken. Ok second, They are complete opposites of
abilities. You have all raw speed and priority from Sakura who
needs to
sneak in and out of confrintation. Then you have dominating and
Tank
Hulk intimidating the screen. This is a real throw off because
they are
not used to the extreme change. You can't keep the same strategy
for
both players like you can do for other team ups. That in itself
is a
true defense.
Third, their team super is devestating and covers the whole
bottom
screen on up. When I saw just how much damage this did, I knew I
had to
use these two together often. I can't explain the damage to you,
you'll
just have to see it. To catch them in the air and/or set them up,
have
sakura in the lead. Use that standing forward kick to have her do
a
cheerleader kick. That will pop them for a good hit while in the
air.
Now as soon as you do that, IMMEDIATELY cancel to your team
super.
Sakura will start blasting and juggle your victim while Hulk
pulls up
the ground and gives them every last hit that the Gamma Wave has
to
offer. Pure devistation. If hulk is in lead and the victim tries
to
jump over you, call in team super and Sakura will stand behind
him and
blast away. GOTCHA!!!! The blast will rock them back into hulk
while
he's doing Gamma Wave. No way out. Even if they block it all
there is
no room for them to do their super cuz there's not ground to
stand on
and the air ways are covered with air Hadokens. One of the
perfect Team
supers on the game. Not even Akuma's Fireball barrage will stop
these
two...maybe one but then Akuma will get hit by the other person.
Learn
these two well, there are fun to play and awsome to master.
----THE PERFECT HULK COMBO (WORKS IN MAVEL VS
CAPCOM TOO!!)-----
Folks, I have a patented combo(S) that will take out even the
best of
players. You can do it in the middle of the screen but it can be
extended if you have them in the corner. Here they are: For
smaller
warriors or for those that can launch you easily- Running jump
and use
short kick for hulk's small foot action...this will stun them.
Now, jab
then fierce. That's if if you connect :) This does a hell of a
lot of
damage everytime. Now to cover your ass just in case they block,
cancel
the fierce using jab ground wave. That way since they are close
to you,
they can't run in and attack cuz of the ground wave you've just
done, or
they can't do their super without getting hit by the ground wave.
I
always do it just to make sure, even it they get hit by the
fierce. It
increases your Super meter anyway :)
If you connect with the fierce, use the fierce ground wave to
send it
all the way over. Talk about superior defense.
If you do a super jump, use the air roundhouse to do the big hurt
on
them then do jab, fierce. Ouch. If you catch them in the corner
with
this superior combo, after tagging them with either the air short
or
roundhouse kick, change up by using jab, then strong instead of
fierce.
By doing this you are garanteed excellent cancelation into a jab
ground
wave which will rock them up in the air. Now after the jab ground
wave,
cancel out into your SUPER GAMMA CRUSH!!! THIS WORKS ONLY IF YOU
SWITCHFROM USING STANDING FIERCE TO STANDING STRONG! Don't count
on recoveringin time if you use fierce. It will do damage as
usual, but it's not
extendable. This works great against Ryu, Ken, and Wolverine and
it's
simple.
------LAUNCHER GAMMA CRUSH-------
Sorry folks, but this is a good one That I use when
I face the cheesey
people. Many people know it: Ducking fierce, (launches), then
gamma
crush. Use this one as a last resort to get the upper hand, but
don't
get slap happy with it. You're not being too much of a great
warrior if
you do.
-----STOP WOLVERINE IN HIS TRACKS-----
If wolvie starts pullin out all the stops with his
Super barrage, when
he finishes, just do a standing short and then standing fierce to
send
him across the room.
-----CHARGE IT!!-------
I like changing up my combos to end up into a gamma
charge. Like doing
all forward kicks and then Gamma charge with forward kick. Best
combo
like that is just forward air kick, standing forward, cancel and
go into
forwrad gamma charge then press up and forward kick to do a
verticle
gamma charge.
-----JABBER JAW-----
That perfect little combo I mentioned previously
can work as a counter
against regular jumping opponents. Stand up and press jab while
they
are in the air...hell you're tall enough!! They will either block
or
try to stop you with a round house...it won't work. They may
connect
but since you already have your jab stuck out, you'll just shrug
the hit
off and combo using your standing fierce punch. Beautiful. If the
jab
connects...well you know what to do.
-----SURF THE WAVE------
Here's a combo hard to pull off but is so
intimidating...they'll run for
the rest of the game. Either run jump or super jump and land on
them
with an air roundhouse or an air forward kick. When it connects,
crouching jab, then crouching fierce. Don't let the second hit
come out
of the fierce or you'll semi launch them. Let the first fierce
hit and
quickly cancel into the gamma wave. You'll know they'll be
surfing when
the game pauses to display your super pose and your opponent is
drifting
about 4 feet in the air upside down. CAN YOU SAY HANG 10 DUDE!?
-----WATCH YOUR FEET-----
Hulk has a real problem guarding his feet. He even
takes a little time
just standing back up after ducking :(. So watch those feet
hitters and
use crouching jab then gamma charge if the jab connects.
-----ADVANCE GUARD----
Do this frequently to get close to do a tonado
throw or gamma charge.
-----HANDSTAND POWER--------
Here's a risk taker that few expect. Many know that
if Hulk wants to
launch, he has to duck and use fierce. Well, change up and press
standing roundhouse. It will angle off the hit which is
unexpected and
you can still launch them.
----AIR COMBO------
When you launch your victim, use jab, strong,
forward, fierce. When you
are countering or sizing up your victim, use the roundhouse
instead of
the fierce cuz most likely they'll land on the ground before you
do.
Hulk's air combo is one of the best counters cuz of the range of
the
jab.
Now that we've covered the Hulk's power, let's see about the
weaknesses.
-----COMBO ALL THE WAY DOWN------
Many characters can jumpinto him and pull off their
whole combos on
their way down. Just do it when hulk's off guard.
-----HEAVY HITTER------
To launch hulk, you have to either do one heavy hit
in the air or a
middle button hit on the ground and then launch. Weak characters
must
use heavy buttons to launch Omega, Zan, Cap, and a few others can
use
jab, strong to launch without any problems.
-----NO FEAR------
If you see that standing fierce coming, go into
your quickest super with
no hesitation and you'll get em. If you hesitate...you're a spot
on the
ground. Advance guard the hit often to and go for your super
afterwards.
-----UP AND AT EM------
Hulk is vunerable when jumping so take your chances
and launch if you
know he won't attack in time. Or you could dash under and lauch
him
from behind.
----AKUMA'S REVENGE-----
Akuma players can use the fireball barrage to press
hulk down. It's one
of the hardest supers to escape from cuz of his size. If it
connects or
it's linked, then he's in trouble.
----NO SHORT JOKES PLEASE-------
Please, if you want to live, don't use dashing
crouching short kick.
It's useless and you will get railroaded.
----CHARACTERS FACING AGAINST HULK-------
THE SHOKOTAN FAMILY- Fireball only at long range or
HULK
will counter. Get gutsy and go for the feet and launch using
forward.
Ryu and Ken, get personal and uppercut. Akuma, launch this bad
boy and
end off your combo with fierce, and cancel out with your fireball
barrage!
BISON- Use plenty of psycho
fireballs and fields. Your best super to use is psycho crusher
when you launch him in the air or do your knee press at the end.
Mess with his mind by using scissor
kick nightmare when he's close and tries to standing fierce you.
DAHALSIM- Jab Yoga flame when at close range to shrug his blocks
off and
away from you. Hulk's big so he's easy target but if he is above
you,
either slide with timing or yoga strike.
SAKURA- Play cat and mouse with HULK. Hurricane only when he is
in the
air or on the other side of the screen. He'll try to jump at you
so be
ready to dish out your upward super fireball. Using standing
roundhouse
and the strong button for your running upper will fustrate HULK a
lot.
Keep from doing the fireball in the air unless you know he's jump
up to
you. Air running upper with jab or strong to end your launch
combos. Don't be afraid to throw and use your headlock throw when
he
screws up.
Chun Li- Run fast to get in your attacks and use plenty of trips.
Attack from the air and start using the heel stomp by pressing
down and
the forward kick button. Lightning kick after you trip HULK or
when
you're over his head. Your blazing super lightning kick is handy
in
times of ground combos or when HULK tries to hit you with a heavy
one.
But use the energy bubble to be on the safe side.
DAN- Launch whenever possible and use the gale kicks to pin him
to the
wall. Your forward kick won't save you unless you end it off with
an
uppercut. Throw him when he gets in too close for comfort.
CYCLOPS- Optic blast with the forward button. Your punches mean
nothing
to HULK so you better go with the kicks. Jump kick him
repeatedly. Stay
away from Jean Splice cuz if HULK pushblocks it away, you are in
a heap
of trouble. Bull dog throw when he is close. Hulk's big enough
for you
to end your air combo with a super optic blast.
SPIDERMAN- Good Matchup. Web throw will do very well in this
situation.
Double hit when you jump into him and then start your launch with
the
crouching forward kick and then standing roundhouse. Run in and
crouch
combo with all 3 punch buttons for quick damage. Maximum spider
is a
death wish if Hulk blocks. Web globs will keep him at bay but not
forever. Trip and cancel to Crawler assault.
WOLVERINE- Go go with standing forward until you can launch him.
Double hit him when you jump into him and use your beserker
barrage
with only strong and jab.
Drill claw will open you up for a fierce down your
throat so avoid it. Standing fierce will push him away often.
CAPTAIN AMERICA- Use that fierce to keep him away. And shield
slash
with strong or fierce. Jump in on him and double hit with kicks.
Air fierce will keep him away and use your helper to set him up
for
final justice. Uppercut to chip away at him and launch when you
see him
air attack. Throwing in the corner then doing Hyper stars and
stripes
will be a great Hulk butster.
ZANGIEF- You have some work cut out for you. Advance guard alot
and
don't worry about launching. SPD with the jab for quick grabs
with less
hazzard. Hulk is slow so if you have a level 2 super, go for the
Double
Final Atomic Buster. Air Lariat will throw hulk off fast. If you
are
going to runn grab, make sure it's at close range or you'll be
getting a
Fierce sandwhich.
BLACKHEART- Sick your little pretties on the floor to make him
jump then
meet him halfway and combo him out or inferno in the middle of
the
screen. Use Armegedon Super more so he can't call on his helper.
Your
standing critter super will work wonders for you. Dark thunder
with
strong and use crouching forward kick when he is ontop of you.
You'll
shoot out your hair and it will protect you often. That air
strong
button will work magic for you. But be careful, If you pull of an
inferno and he takes the block, he will gamma charge you.
OMEGA RED- Forget about coil grab unless he's in the air.
Attack with air fierce on your way down and use forward
crouching roundhouse when he's at a distance. It's time for the
smasher!
Also, Omega strike when he jumps and come quickly back or he will
air
grab you. Double hit him in the air while he is standing and try
to
launch with the standing jab, strong once you've hit the ground.
That air roundhouse sure looks good right about now.
Standing fierce will keep him at bay on the ground.
Questions or comments on anything or if I didn't focus on a
particular
problem you may have, e-mail me at chromeluv@hotmail.com