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= | = Introduction = | ||
= Basic Tips = | |||
= Move List = | = Move List = | ||
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of rocks come from the top of the screen. | of rocks come from the top of the screen. | ||
= Combos = | |||
COMBOS: | |||
Easy Combos: | |||
1) FP, cancel JP Gamma Wave | |||
Ok, this isn't much of a combo but that FP takes off so much and if your opponent blocks, just cancel into Gamma Wave. | |||
2) JP, FP | |||
Simple but painful! | |||
3) c. FP, cancel Gamma Crush | |||
Make sure you maneuver Hulk onto the knocked over opponent cause sometimes | |||
he'll miss. | |||
Intermediate Combos: | |||
1) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK. | |||
A high damaging combo that every Hulk player should learn. This hurts like | |||
hell! | |||
2) j. RK, c. FP (one hit), cancel Super Gamma Wave | |||
The first hit of the FP does not launch so make sure you cancel before the | |||
second hit comes out. | |||
3) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher | |||
Ouch, ouch, and ouch! | |||
4) j. SK, j. FK, c. FP, sj. JP, sj. SP, sj. RK (OTG), c. FP | |||
This is a real simple but showy offy combo. | |||
It doesn't even take much timing. | |||
You can also add on more hits in the middle but I haven't really tried. | |||
You just have to do it in the corner. | |||
5) j. RK, c. FP, cancel U RK Gamma Charge, redirect U RK | |||
The second Gamma Charge hit can be hard to connect sometimes. Don't do it | |||
too early or you will miss. | |||
Hard Combos: | |||
1) j. SK, j. MK, c. FP (one hit), cancel JP Gamma Tornado, FP (OTG), cancel | |||
JP Gamma Tornado. | |||
This only works if Hulk is in the corner. | |||
He will toss the opponent into the corner where he can then OTG them. | |||
Very hard timing to get used too. | |||
Only seen it done a few times myself. | |||
2) j. punch throw, j. RK (OTG), c. FP, cancel Gamma Crush | |||
This is another show off combo. | |||
However, the Gamma Crush will only hit on the way up and not on the way down. | |||
Beats me why. Must be some rule. | |||
Try doing a Gamma Quake or Wave. | |||
Or air combo them. | |||
But this one just looks cool even though you kinda screw yourself. | |||
[[Category:Marvel vs Capcom]] | [[Category:Marvel vs Capcom]] |
Revision as of 03:49, 20 December 2015
Introduction
Basic Tips
Move List
Special Moves
Ground Smash: QCF + P
First Introduced in MSHvSF, Hulk does a crouching HP which rises the ground in from of him a bit.
Gamma Tornado: HCB + P
Hulk's command grab as he grabs the opponents head and swings the around with them thrown to the other side of the screen.
Gamma Charge: Charge B, F or D, U + K
Hulk does a charging attack which can be followed up by another one but only using the horizontal version of it.
Hyper Combos:
Gamma Wave: QCF + Px2
Hulk does an extended version of Ground Smash which can land the opponent to the other side of the screen.
Gamma Crush: QCB + Px2
Hulk does a vertical Gamma Charge at the start and comes down from above with a giant rock which engulfs the opponent in flames.
Gamma Quake: QCF + Kx2
Introduced in MvC, Hulk punches the ground as a barrage of rocks come from the top of the screen.
Combos
COMBOS:
Easy Combos: 1) FP, cancel JP Gamma Wave
Ok, this isn't much of a combo but that FP takes off so much and if your opponent blocks, just cancel into Gamma Wave.
2) JP, FP
Simple but painful!
3) c. FP, cancel Gamma Crush
Make sure you maneuver Hulk onto the knocked over opponent cause sometimes he'll miss.
Intermediate Combos:
1) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK.
A high damaging combo that every Hulk player should learn. This hurts like hell!
2) j. RK, c. FP (one hit), cancel Super Gamma Wave
The first hit of the FP does not launch so make sure you cancel before the second hit comes out.
3) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher
Ouch, ouch, and ouch!
4) j. SK, j. FK, c. FP, sj. JP, sj. SP, sj. RK (OTG), c. FP
This is a real simple but showy offy combo. It doesn't even take much timing. You can also add on more hits in the middle but I haven't really tried. You just have to do it in the corner.
5) j. RK, c. FP, cancel U RK Gamma Charge, redirect U RK The second Gamma Charge hit can be hard to connect sometimes. Don't do it too early or you will miss.
Hard Combos:
1) j. SK, j. MK, c. FP (one hit), cancel JP Gamma Tornado, FP (OTG), cancel JP Gamma Tornado.
This only works if Hulk is in the corner. He will toss the opponent into the corner where he can then OTG them. Very hard timing to get used too. Only seen it done a few times myself.
2) j. punch throw, j. RK (OTG), c. FP, cancel Gamma Crush
This is another show off combo. However, the Gamma Crush will only hit on the way up and not on the way down. Beats me why. Must be some rule. Try doing a Gamma Quake or Wave. Or air combo them. But this one just looks cool even though you kinda screw yourself.