Introduction
Moves List
Normal Moves
Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag
Throws
Standing
LP:
Hulk throws out a quick punch forward. Good for poking, can be used with the Time Gem (See Combos Section)
MP:
Hulk does a lariat-esque medium punch that does a good amount of damage and is good to connect into ground combos, but you're better off using HP if you want a better normal that covers a lot of space.
HP:
Hulk swings his arm in a downward arc forward motion. Covers his front area pretty well, somewhat fast. Better normal to connect into specials for ground conversions than s.MP.
LK:
Hulk slides his foot out to poke the opponent, looks deceptive as it looks like it will hit low. Really useful for doing Tick Throws
MK:
Hulk throws out his foot forward with this move. Has pretty good range, useful for spacing. Be careful, its not very fast and has slower recovery, so just know that someone can punish you for throwing this out all willy nilly.
HK:
Hulk does a handstand and donkey kicks his feet out up in the air. Pretty hit or miss, could most likely use it as an anti-air. It doesn't launch like in later games.
Crouching
cr.LP:
Hulk slams his fist down on the ground while crouching. Very fast, good for poking, can sometimes (at certain heights) be used as an anti-air. Can be blocked standing or crouching.
cr.MP:
Similar to his s.MP, only this one has a property where it inches you forward toward your opponent. Can be blocked standing or crouching.
cr.HP:
A 2 hit launcher, you'll be using this to get your into your air combos. Keep in mind it does not completely work on certain members of the cast (rumor has it. Will conduct further research). it is also useful to combo into Gamma Crush. Can be blocked standing or crouching.
cr.LK:
Nice poking tool, you'll most likely use this for a high/low mixup of some sort. Other than that the same as his s.LK
cr.MK:
Less range than s.MK; you're less likely to use this move most of the time. However much like s.MK it may have its uses as a quick footsies or spacing tool.
cr.HK:
Similar to s.MK/cr.MK except Hulks hit box goes diagonally upward facing the opponent. Its not really that fast, it may have some use as an anti-air. Use it for spacing only but it most likely will not be your bread and butter normal to throw out. Can be blocked standing or crouching.
Jumping
j.LP:
j.MP:
j.HP:
j.LK:
j.MK:
j.HK:
Special Moves
Gamma Lift: D,D+3P, then P or K
Basically this move is like his Gamma Slam, it allows him to pick off a chunk of ground then throw it at the opponent. Depending on which button you use it will make him throw the chunk in three different directions like a Shield Slash or a Psi-Blast. You jump, super jump, move forward, or move backwards but you cannot block and you can be hit out of it rather easily. When you are close to the opponent it will knock them down without Hulk picking up a piece of Earth, but you can OTG afterwards. The damage that it does is pretty good and chips a few pixels, but other than that avoid using this useless and crappy move.
Gamma Slam: B,DB,D,DF,F+P
Well this isn't his ground wave from MSHSF and MvC, its more like the one above. It does good damage, but I don't see much use for this either. It will also knock the opponent down if up close and can be OTGed afterwards. The recovery time is very minimal, so if you do miss there's very little chance of being countered. Also you most definitely will not win many(if any) fireball fights with this move.
Gamma Tornado: F,DF,D,DB,B+P
A very powerful move has Hulk grabs the opponent's head and tosses them to the other side of the screen. It does alot of damage(actually does the same amount of damage as a regular throw) and can be put in combos. The recovery time is very bad and opponents will be able to counter it with basically anything. It can be tech hit out of and can be blocked.
Gamma Charge: B/DB/D, F/DF/UF/U+K, then Direction+K(optional)
Well you can charge for this move in any ground position besides going forward and you can aim another Gamma Charge simply by pressing kick or steer in another direction holding the directional pad plus kick. It does a ton of damage if it connects and can easily be put in combos, it comes out very quickly and can counter alot of attacks and even jump in attacks. The problem lies in recovery time, regardless where yous steer this thing, if the opponent blocks it, you can basically kiss your victory good-bye if your opponent has a super.
Super Moves
Gamma Crush: D,DF,F+2P
An immensely powerful super that does incredible damage. Basically Hulk will do a very fast Gamma Charge going upwards and then come down with a giant comet that comes crashing down on the opponent. The block damage that this thing does is phenominal both on the way up and on the way down. It has high priority and nothing will beat it out, and can even go through projectiles at start up. If you miss with the first part you can aim the rock so that it will hit the opponent has you come down simply by using your directional pad. Just watch for the recovery time because you can get countered by a Maximum Spider or even a Proton Cannon. Note that if he misses with the first hit the second hit will do basically double the damage.
The Basics
1. Gamma Charge, Gamma Charge
Simple and powerful combo, just make sure your opponent doesn't block.
2. S.Jab, S.Fierce
Quick and painful and it keeps you in a safe distance. Even if blocked
your opponent will suffer block damage.
3. S.Jab --> Gamma Crush
Very easy combo, but its also cheap, so watch out.
4. D.S.Jab, S.Strong --> Gamma Tornado
5. In corner: Time Gem Activation, S.Fierce, S.Fierce, S.Fierce
Powerful combo, don't expect your opponent to live long after this one.
6. J.Roundhouse \/ S.Jab, S.Strong --> Gamma Charge, Gamma Charge
7. J.Roundhouse \/ D.C.Short, C.Fierce --> Gamma Crush
8. J.Short, J.Forward \/ S.Short, S.Forward --> Gamma Charge, Gamma Charge
One of my all time favorites, this is basically the combo you should
master, then you would already be an expert at Hulk.
9. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
Basic air combo with Hulk, you will have to skip the SJ.Forward against
smaller characters.
10. Strong/Fierce throw, C.Short, S.Roundhouse /\ SJ.JAb, SJ.Short,
SJ.Forward --> AC Finisher(OTG)
Another variation to the combo above and once again skip the forward
against smaller characters.
11. J.Roundhouse \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Short,
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
Basically with this combo is to charge ahead of time and aim the Gamma
Charge upwards, then OTG and continue from there. The SJ.Strong and SJ.Forward will have to be taken out against smaller characters.
12. J.Short, J.Forward \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Fierce --> Gamma Crush(OTG)
Watch for this combo because the 2nd hit of the Gamma Crush is blockable.
13. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge,
C.Short --> Gamma Charge, Gamma Charge(OTG)
Basically OTG the opponent and charge ahead of time.
14. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge,
C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce,
SJ.Roundhouse \/ S.Jab, S.Fierce(OTG)
With this combo its pretty much the same as the few above, OTG and
against smaller characters skip either the SJ.Strong or SJ.Forward, or even both. After the fierce immediately hit the roundhouse button as soon as you recover, then the opponent will be balanced, the polish off the combo with a standing jab into a standing fierce. Biggest Hulk combo I can do.
15. Gamma Crush(2nd-hit), C.Short, S.Roundhouse --> Gamma Crush(OTG)
The key to this combo is to miss with the first hit intentionally, its
usually hard to perform this combo, except when Iron Man misses with his Proton Cannon or Psylocke misses with her Psi-Maelstorm, after the second hit OTG afterwards and continue from there.