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