Marvel vs Capcom/Hulk: Difference between revisions

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(→‎Move List: Format update for all normals.)
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= Introduction =
= Introduction =
Pros:
{|
* He had nice Stamina
|-style="text-align:left;"
* Damaging Normals and Short Magic Series
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* High stamina
* Damaging normals
* Easy combos
* Gamma Charge is directional
* Gamma Charge is directional
* His Hyper Combos can OTG
* Hyper Combos can OTG
 
| style="width: 50%;"|
Cons:
* Big target, easy to cross-up and infinite
* He is a Big Target for cross ups and infinites
* Very slow
* He had slow Speed
* Hyper Combos are unsafe in the corner
* Hyper Combos can be a bit unsafe in corner
* Sucks against zoning
|-
|}


= Basic Tips =
= Basic Tips =

Revision as of 17:16, 26 December 2020

Mvc1hulk.gif

Introduction

Pros Cons
  • High stamina
  • Damaging normals
  • Easy combos
  • Gamma Charge is directional
  • Hyper Combos can OTG
  • Big target, easy to cross-up and infinite
  • Very slow
  • Hyper Combos are unsafe in the corner
  • Sucks against zoning

Basic Tips

Launchers:
c. FP (second hit)
RK

AC Finisher:
SP, FP, RK

Magic Series:
Ground Magic Series: Weakest to Any
Jump Magic Series: Weakest to Any
Super Jump Magic Series: Weakest to Strongest

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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:


1) FP, cancel JP Gamma Wave
2) JP, FP
3) c. FP, cancel Gamma Crush
4) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK.
5) j. RK, c. FP (one hit), cancel Super Gamma Wave
6) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher
7) j. SK, j. FK, c. FP, sj. JP, sj. SP, sj. RK (OTG), c. FP
8) j. RK, c. FP, cancel U RK Gamma Charge, redirect U RK
9) j. SK, j. MK, c. FP (one hit), cancel JP Gamma Tornado, FP (OTG), cancel JP Gamma Tornado.
10) j. punch throw, j. RK (OTG), c. FP, cancel Gamma Crush