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= Basic Tips = | = Basic Tips = | ||
Launchers<br> | |||
D+FP<br> | |||
Magic Series:<br> | |||
Ground Chain-Combo Weak Start<br> | |||
Jump Chain-Combo Stronger<br> | |||
Super Jump Chain-Combo Zig-Zag<br> | |||
Air Combo Finishers <br> | |||
FP<br> | |||
RK<br> | |||
= Move List = | = Move List = |
Revision as of 18:21, 4 January 2016
Introduction
Basic Tips
Launchers
D+FP
Magic Series:
Ground Chain-Combo Weak Start
Jump Chain-Combo Stronger
Super Jump Chain-Combo Zig-Zag
Air Combo Finishers
FP
RK
Move List
Special Moves
1) Gamma Charge - Hold B...F+K
This is what the computer alomst always does, and you should learn from that. ALWAYS use this move as a ground combo ender and dash-in counter but only for that, not like the dumb computer who uses it for chipping---which can always be punished by a combo to super. You can hold any direction + any K afterwards for a second Gamma Charge, a two hit combo. An alternative code would be Hold D...U+K to produce an upward version of the Gamma Charge, but that should only be used as an anti-air, nothing more.
2) Gamma Slam - D,DF,F+P
Hulk's Onslaught Mode does what he would in a crouching HP, but this time chunks of land rise from the ground in a wave-like manner and hit the opponent repeatedly. Good chipper, but nothing more. I really don't recommend using this move much.
3) Gamma Tornado - F,DF,D,DB,B+P
THE proof that Hulk's Onslaught Mode is sheer strength! He grabs the opponent's face with one hand(and that's even larger than the opponent's head!) and whirls him round and round and finally throws him to the edge of the arena. Can be comboed from a standing or crouching LP-> MP, but only if you REALLY wanna land this move. Otherwise follow the LP->MP with a Gamma Charge-> U+K(second hit of Gamma Charge)
Super Moves 1) Gamma Crush - D,DB,B+2P
Hulk's Onslaught Mode does his best rising Gamma Charge which knocks the opponent off his feet, and it turns out that Gamma Charge has breached the Earth's atmosphere cause as he comes down, a meteorite is with him (and he's actually holding it!) and this is what he uses to crush his helpless victim. Try to look at the shadow he leaves behind to keep track of him cause you CAN control the direction with which he will land.
2) Gamma Wave - D,DF,F+2P
Same as his Gamma Slam, but hits the opponent way too many times. Takes much, MUCH life off an opponent, and has equal priority to a beam super, not to mention better chipping ability so, unlike the special version, use this super very frequently.
3) Gamma Quake - D,DF,F+2K
Hulk's Onslaught Mode does what he would in a crouching LP, but this time chunks of land fall from the sky and hit the opponent repeatedly. Has the same strategies that could apply to helpers that allow things to fall from the sky like Iceman, Pure and Fur, etc. Use it to nail people with lotsa keep-themselves-in-the-air moves but not for jump-ins, where the Gamma Crush is a lot better.
Combos
1. s.SK, s.FK,Gamma Charge,UB+K
2. c. SK,c. FK,Gamma Charge,UB+K
3. c. JP,c. SP,Gamma Charge,UB+K
4. s.JP,s.SP,Gamma Tornado
5. c. SK,c. FP,JP,SP,SK,FK,HK
6. c. SK,c. FP,Gamma Crush
7. c. SK,c. FP,Gamma Wave
8. c. SK,c. FP,Gamma Quake
9. s.JP,c. SP,Gamma Quake
10. s.SK,c. FK,Gamma Quake