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[MB2K]Mizter Ed
09-23-2002, 08:56 AM
Alright, give me all the tips you can with Hulk. I've been playing with him for quite a long time, but I need to take him to the next level.

I have found that he makes an incredible rush down character. He has the speed and power for being a big character.

Also, I've heard he has an infinite. Does anyone know this combo?
Please post everything you know about him.

Juggrknott
09-23-2002, 11:32 AM
I'm going to need specifics; you can't just say "OK, spill your guts on everything you ever knew about Hulk".....

.....well, you CAN, but then if I were to try to do that it would just end up being me wasting a bunch of my time so you can respond with "I already knew that" :D

So what's say you save us both a bunch of time and pare down your request into more manageable chunks? :)

The Hulk infinite is (corner only): launch XX [after 1st hit] upward Gamma Charge, up-forward Gamma Charge; repeat GC part. Both Roundhouse GC's, I believe. Not particularly easy to do in a real-world match, but just because I have a hard time with it doesn't mean that you will.

-Jugg

Bonesaw
09-23-2002, 11:42 AM
Hulk's problem is he gets wasted by sentinel and some of the other characters...but he does beat the hell out of certain number of characters..

Really damaging combos:

Magneto/Hulk w/beta assist: FP launcher into double/triple team..
best when double team...so third character doesn't mess up the super...hurts like a bitch..since the gamma crush hits only 2-3 times...you'll see what I mean if you try it..

Hulk/omega red:

with hulk cr.lk+omega throw assist, cr. mk, gamma charge, gamma crush...soooo much damage...it's cray...only like 6-7 hits and kills weak damaging recieving characters (cable and below) etc..

Juggrknott
09-23-2002, 11:58 AM
Some General Hulk tips:

- Against your shittier matchups, a lot of times the quickest, safest thing you can get is a short GC (x2, 2nd one up-forward). Go ahead and take this when you can, so that you can 'keep up' without the clock totally becoming your enemy. This way, instead of putting yourself out there rushing things, you have a little room to wait on your Lucky Break™ to come around. You only need one...

- J. Fierce has float (forward) or stop (backward) implications for your air movement, as well as unusual hitbox & crossup properties. Master this.

- Negative-edge ground jab XX command throw is useful.

- Learn ALL of the normals, even the weirder ones that nobody uses (like c. HK)

- Good (read: flystomping) Sent is probably your hardest matchup. Good luck on this one, you'll need a little....


More later.

-Jugg

GameFAQs
09-23-2002, 12:12 PM
Ive seen this on a Video but do the Gamma Crush with Ruby Ready Capture assit make sure it captures the opponnent as your going up so the - FULL - effect is done.. it will muder engery about 70 percent

If im correct

[MB2K]Mizter Ed
09-24-2002, 08:24 AM
these are all really great tactics thanks for you contributions.

I've used ruby heart with hulk and they work great together, but my main team is Colossus, Hulk and Juggs. I have some really awesome 100% combos with them and some really good traps. I don't have too much of a problem with sentinal (colossus owns sentinal), but I have a big problem with Cable.

I've found a corner combo with Juggs that does 100% on sentinal. It consist of 2 head crushes in the corner.

I try to focus on lock downs when using hulk. Since Hulk has such a fast normal jump, using Juggs earthquake assist I can lock down sentinal using lk,lk,rk to keep him trapped in the corner and slowly chip his energy away, since hulk normal attacks do chip damage.

If you have anymore strategies with hulk it would be appreciated. At the moment Hulk is my week link in my team, so I need to improve him more.

Juggrknott
09-24-2002, 09:38 AM
I highly recommend that you get in touch with Lord Doom, one of my main local sparring partners. He uses Colossus/Hulk/Jugg as a "just messin' around" big-man team.

He's also a big fan of Jugg-a, so all that is right up your alley.

Use your Jugg-a to set up unmashable Gamma Crushes.

-------------------------

Another handy little offensive set:

Hulk on point, back to the wall: land a command throw (either strength), OTG s. Fierce, Roundhouse GC XX Gamma Wave. Non-rollable. Intimidating. Good damage.

-------------------------

If I think of more, I might add it for those 3 or 4 people on SRK who give a happy damn about the Hulk..... :)

-Jugg

Dasrik
09-24-2002, 12:43 PM
Gamma Charge xx Gamma Quake = all you need

Juggrknott
09-24-2002, 12:52 PM
Originally posted by Dasrik
Gamma Charge xx Gamma Quake = all you need

This is a *bit* of an oversimplification, but it's very true that this is critical to his game.

When appropriate (read: when it's going to carry them for at least a good 7-8 hits), you should go with the Gamma Wave. This is in the context of Roundhouse GC, mind you; I haven't found a reliable way to get short GC XX Gamma Wave (unless an assist hits them in the interim).

That being said, you can't really go wrong with the GQ. Works in the corner, works mid-screen, just plain works. Fairly safe if blocked, and can't be jumped over like GW.

This is one of Hulk's major brain-dead, "don't have to think about it" offensive sets.

Reserve Gamma Charge XX Gamma Crush for assists only, and even then the value may be questionable. For advanced users only; hard to direct the Crush accurately.



-Jugg

Lord Doom
09-24-2002, 12:52 PM
OK, its been a while since I've used that team, but I'll see what I can do. I usually used Jugg beta with that team though. As for some combos I use with that team.

Colossus:
1) C. short, C. foward, THC(sounds scrubby, but if Jugg is in the THC it'll hit and hurt.

2) C. short + Jugg alpha, C. foward, launch or deep c. fierce, spinning grab(works great in the corner)

Another thing I like to do with Colossus with either Hulk or Jugg behind him is combo his sweep into the shoulder chargeXXSuper Dive cancelled right away into either a Headcrush or Gamma Wave

I also tend to like to use TKed short shoulder charges to advance my ground.

Hulk:
1) C. short, C. foward, THC or any jab, THC(like Colossus, scrubby as hell but it works)

2) C. short+Jugg alpha, C. foward, Gamma Crush(unmashable, just watch for the corner because it will not work when their back is to the corner, also this does not work on Sentinel:lame: )

3) jumping Fierce Throw + Colossus dash assist or Jugg dash type, J. short or roundhouse, Gamma ChargeXXGamma Quake or Gamma Wave

4) I also like using Hulk Gamma Charges to move across the screen, especially against super jumping opponents, most noticably BH, Doom, Cable, and Storm

5) I also love using like jumping short and foward as a great combo starter or a set up for an air throw if you meet them in the air.

Corner Combo: j. short, j. foward, d.c. short, c. fierce, s.j. jab. s.j. short, s.j. strong, wait for a second, s.j. short, s.j. foward, jump back up Fierce Punch Throw, j. roundhouse(OTG), Gamma ChargeXXGamma Quake or Gamma Wave

[B]Juggernaut[B]:

Work his normals well and punish as many mistakes as you can with Headcrushes


Corner Combo: Fierce Punch throw into the corner, j. short, j. fierce, Hulk dash type assist right after the j. fierce(somewhat like the timing for the Sent/Mag combo)
From there you can:

1) Headcrush

2) launch and do an AC of your choice

3) j. short, j. foward, ground Fierce Punch Throw again and repeat

4) j. short, j. fierce, jump back up and Fierce Punch air throw(looks hella funny)

5) my personal fave :D [B]launch, s.j. jab, s.j. strong, s.j. foward, s.j. fierce, s.j. roundhouse, land and either:
1) j. short, j. foward, Fierce Punch throw, repeat...
2) j. short, j. fierce, land, jumping Fierce Punch Throw

Those combos will and can kill the likes of Cable, Storm, Doom, Strider, Magneto if you can catch them in the corner and all but one of them doesn't use a super :D

Unfortunately, Blackheart, Hulk, Juggernaut, and Sentinel are too are too heavy and reach the ground before you can juggle them :(

Hope I could help you out man.

Later.

nakedjackson
09-24-2002, 04:05 PM
Count me as the 5th person on SRK that gives a happy damn about the Hulk. I see tons and tons of potential in Hulk, but he has incredible draw backs that are just too much to bear against good players.

The gamma crush hits when it wants to, the gamma charge is slower than beans and has crappy priority, among other things.

However, Hulk can still be used effectively, and i have trouble not laughing hysterically when i nail my opponent AND his assist with gamma crush. Also, he has a killer air combo to OTG in the corner that goes as follows: Launch, lp, lk, hp, hk, land, lk OTG, Hp. During the initial air combo, do the lp, lk, hp, hk, slightly slower than normal to ensure that you land before your opponent. You can integrate an assist into the OTG part for more damage and more combo opportunities. Suggestions and comments on this would be cool.

Also, what assists do you guys use with hulk? Im curious as i see equal crappiness with most of his assists. What normals do you guys prefer? and how do you combo the gamma toss throw again? Maybe we can bring disgruntled green scientist from the ultra low tier to.....uhhh....low tier:o :o

gammaunleashed
09-24-2002, 04:25 PM
I guess I'm the 6th person here who gives a damn about my main man....The HULK!!!!!
As previously stated, Hulk does have alot of drawbacks but the biggest skill any hulk player can have is patience(or however you spell it)

First up, the gamma crush will always hit depending on how you set it up and wether or not your opponent knows that he can mash out of it. For guaranteed hits, stick with setting up the GC into the gamma quake.

If you absolutely need to hit the gamma crush, then have hulk as your 1st assist(i usually stick with dash) and have cap commando or psylock on point. Air combo into any thing that puts your opponent in the top 1/3 of the screen and bring on the gamma crush. It will only hit 2-3 times but thats enough for some good damage.

gammaunleashed
09-24-2002, 04:34 PM
Oh, I almost forgot.

If you've got two super bars to spare and your opponent is backing into the corner, Set up a combo ending with a Gamma Charge. As soon as the gamma charge hits, do a Gamma Quake. If you time it right ,you can hit a gamma crush out of the gamma quake as your opponent is falling.

It's not always guaranteed or sometimes just seems immpossible, but i have done it and ithurts like hell.

Juggrknott
09-24-2002, 04:56 PM
Originally posted by nakedjackson
Count me as the 5th person on SRK that gives a happy damn about the Hulk. I see tons and tons of potential in Hulk, but he has incredible draw backs that are just too much to bear against good players.

Agreed. Sad thing is, they don't even have to be "good" players; any moron with Cable and Sent drones on the side can make you have to pull every trick you have out of your a$$ to win... :bluu:


The gamma crush hits when it wants to, the gamma charge is slower than beans and has crappy priority, among other things.

The Gamma Crush is unmashable against point characters if you do a 'perfect' one (canceled after the first hit of c. HP launch). I usually don't bother because you can do a decent chunk of damage with a good AC (& save meter), but if you've got somebody particularly deadly and a good DHC to follow with (like, say... a glitched Headcrush :evil: ), then you may want to go ahead and take that opening.

I also beg to differ on the gamma charge speed and priority, both of which are very good. This is a very subjective matter though, so I won't quibble. Instead, I'll just chalk it up to difference of opinion.

However, Hulk can still be used effectively, and i have trouble not laughing hysterically when i nail my opponent AND his assist with gamma crush. Also, he has a killer air combo to OTG in the corner that goes as follows: Launch, lp, lk, hp, hk, land, lk OTG, Hp. During the initial air combo, do the lp, lk, hp, hk, slightly slower than normal to ensure that you land before your opponent. You can integrate an assist into the OTG part for more damage and more combo opportunities. Suggestions and comments on this would be cool.

Thanks very much for the AC; I'm always dickering around trying to find out something exotic or flashy. I appreciate it; I'll kick it around some and give you some feedback later.

Also, what assists do you guys use with hulk? Im curious as i see equal crappiness with most of his assists. What normals do you guys prefer? and how do you combo the gamma toss throw again? Maybe we can bring disgruntled green scientist from the ultra low tier to.....uhhh....low tier:o :o

I always, and I mean ALWAYS use Hulk-b (the dash one). This is what provides the Gamma Crush as a THC, which used to be about 80% of my Hulk gameplan and is now only about 20%. Hulk-a is like Jugg-a but less useful, and invariably in the THC you won't get the flying screen that makes the Gamma Wave worth a damn in the first place; one of the other supers will interfere. Hulk-y is like a budget Colossus AAA, and gives you a Gamma Quake for a THC which may be decent situationally (I never used it much) but still can't approach the raw assist-smashing power that is the Gamma Crush.

So in those senses, the Gamma Crush is still very useful. People are just generally mad because it's not MvC1 Gamma Crush & they're spoiled. :)

Besides that, Hulk-b is very good for helping set up offense (AHVB, rocket punches, lots of things) and enables you to use him as a human shield, which is critical to upper-level JuggerHulk play (they play this role for each other). Hulk is well-suited for it, because he's tough and heals like a sumbitch (check his lifebar out when he's resting sometime).

Hulk is not ultra-low tier, he's just very underexplored. Personally, the only matches I am terrified of are Sent & Mag (which I get to see a lot of; yay). Cable & Storm are way tougher than average, but doable. Anybody else better watch their nuggets; they might be dangerous, but if they're not AT LEAST as worried as I am then they are complacent to a fault.

Thanks for the post.....

-Jugg
"Jeez, I'm doing the multi-quote thing; can you tell this is my favorite Marvel character? :D"

Juggrknott
09-24-2002, 05:07 PM
I will do a run-down of Hulk normals and their implications (as far as my feeble mind can tell) a little later. Be on the lookout for it.

-Jugg

[MB2K]Mizter Ed
09-25-2002, 09:12 AM
Originally posted by Juggrknott


I always, and I mean ALWAYS use Hulk-b (the dash one). This is what provides the Gamma Crush as a THC, which used to be about 80% of my Hulk gameplan and is now only about 20%. Hulk-a is like Jugg-a but less useful, and invariably in the THC you won't get the flying screen that makes the Gamma Wave worth a damn in the first place; one of the other supers will interfere. Hulk-y is like a budget Colossus AAA, and gives you a Gamma Quake for a THC which may be decent situationally (I never used it much) but still can't approach the raw assist-smashing power that is the Gamma Quake.

So in those senses, the Gamma Crush is still very useful. People are just generally mad because it's not MvC1 Gamma Crush & they're spoiled. :)

Besides that, Hulk-b is very good for helping set up offense (AHVB, rocket punches, lots of things) and enables you to use him as a human shield, which is critical to upper-level JuggerHulk play (they play this role for each other). Hulk is well-suited for it, because he's tough and heals like a sumbitch (check his lifebar out when he's resting sometime).

Hulk is not ultra-low tier, he's just very underexplored. Personally, the only matches I am terrified of are Sent & Mag (which I get to see a lot of; yay). Cable & Storm are way tougher than average, but doable. Anybody else better watch their nuggets; they might be dangerous, but if they're not AT LEAST as worried as I am then they are complacent to a fault.

Thanks for the post.....

-Jugg
"Jeez, I'm doing the multi-quote thing; can you tell this is my favorite Marvel character? :D" [/B]


I agree with Juggrknott. Hulk is not low-tier he is just "unexplored". I couldn't have put it in better words.

I myself prefer hulk's beta assist (horizontal GC). It sets up alot of good combos. For example:
In the corner-Jugg's FP throw, j.jap, j.fp, hulk assist, j.jap, j.fp, head crush. (90% dmg). Works great when their character is first coming in.

Just something to add....After the Gamma Quake after you mash and get the maxium amount of hits you can j.fp throw, fk (otg), gamma charge, gamma quake, repeat. If you get it the second time, most likely they'll be dead since the damage resets. Usually after the first time though, they realized just what happened then they tech hit the next throw or roll. But that combo usually catches them by surprise.:evil:

Oh, for anyone else that plays with Colossus, Hulk, and Juggs. The bread and butter for that team is the triple-team super. Its an easy 100% combo (90% on sentinal) just by pressing 2 buttons:evil:. The head crush always comes out first so you can punish anybody who screws up, just like using the normal head crush. You have to have Hulk beta assist though (doesn't matter with colossus and juggs). If you haven't seen this yet you really need to. *Also try it with the Juggy glitch*:eek:

I have plenty more menacing combos that I'll post later.

Juggrknott
09-25-2002, 09:38 AM
In the first paragraph of that section I was just quoted on above, I meant Gamma Crush at the very end, not Quake. I've edited my post, but was quoted beforehand, so I just wanted to make that point in the interest of preventing confusion and trying to promote good information.

[MB2K]Mizter Ed, if you care to edit the post, great, if not, well that's what this post is for I guess.... :lol:

I did not know the Gamma Quake was mashable ( :eek: ), I will have to look into that most definitely. :):evil::)

I haven't forgotten about my pledge to do a normals breakdown, but that's way too word-intensive to try to tackle at work. (yeah, I surf, but I do have *some* scruples about it...).

Talk with y'all later.....

-Jugg

ej333
09-25-2002, 12:09 PM
do u guys think hulk need to be paired with hard hitting guys who can help his 1-hit kill strategy (ie Juggs or Colossus)? If I tinker with Hulk, I dont feel good having 3 fat asses on my team. I'm a top tier whore. Could a Mags/Hulk team work somewhere, maybe?

Also, does Hulk-Beta beat Doom assist?

Juggrknott
09-25-2002, 12:23 PM
Originally posted by ej333
do u guys think hulk need to be paired with hard hitting guys who can help his 1-hit kill strategy (ie Juggs or Colossus)? If I tinker with Hulk, I dont feel good having 3 fat asses on my team. I'm a top tier whore. Could a Mags/Hulk team work somewhere, maybe?

Lord Doom used to use a little Mag/Hulk; I remember seeing some Tempest XX Gamma Crush setups that made the crush unmashable, but they don't really help each other out very much past that. I'm sure Hulk doesn't mind having Mag-a around....

Hopefully Lord Doom can provide some more insight for you, as I don't use Mag at all (sworn enemy).

Also, does Hulk-Beta beat Doom assist?

Depends.... during the first 1/3 of the assist (roughly up until the rocks reach Doom's waist), yes (or at least trade). If you wait much later than that, they stop him cold.

Doom sits out there a little while though, so your best bet generally is to punish him afterwards.

Incidentally, the same goes for Jugg-b, except due to the angle of the punch you have a little more time (roughly up until the rocks reach Doom's chest).

-Jugg

Lord Doom
09-25-2002, 01:33 PM
Mag/Hulk can work. It's a little bit difficult though. Just so you know, I can't take credit for the Tempest/Gamma Crush combo, thats Mike Z property. :D As far as I know though, Mag and Hulk don't complement each other much more than that combo. If you do decide to play that team, I would pair them up with something that either helps Mag rushdown such as Psylocke, Cyclops, Sentinel or Doom; or something that helps the Hulk move around the screen such as Sentinel, Blackheart, or Juggernaut.

Eternal Blue
09-25-2002, 02:31 PM
Btw, i read some shit how u guys use Collosus on ur power teams with Hulk.. Anyway, Col-A is by far his best assist. It is invincible, it absorbs Doom's rocks, drones, all projectiles/beams, knives, photon shots/array...fucking everything. It beats almost every single assist out there, and with the others, it doesn't trades, just nullifies them. Col-A is one bad ass assist. Just thought i'd let u guys know.

[MB2K]Mizter Ed
09-26-2002, 05:52 AM
Yeah, I agree that colossus a-assist is good, but in my personal opinion I like the beta (anti-air) assist better. It puts rush down magnetos and storms in there place. It also helps set up a combo that I use alot too to punish mistakes. Call colossus, FK Gamma Charge, upwards Gamma Charge. It does about 50% on a average character and only 3 hits!

His anti-air assist is also good at keeping sentinal out of flight mode.

Juggrknott
09-27-2002, 05:37 PM
OK, as promised…..

Hulk Normals 201


Jab

(Air) - Nice priority. Underused. This is designed for situations where the j. short is going to strike too low (usually head-to-head air brawling). You can also combo a c. short off of this if you get it in *real* deep, which is very important.

(Stand) - Fair; the speed that c. short has over this hurts the overall usefulness. Still, you can use it to test the waters, and if it gets in tack on a Gamma Charge or command throw. Use negative-edge command throws and Gamma Rips for fairly safe harassment (when used correctly) and meter-building.

(Crouch) - provides more hitstun than the standing version; very easy to combo Gamma Charges off of. You can also ‘test the waters’ with this and tack on a Gamma Quake (corner works best). You can negative-edge these too, of course.

Strong

(Air) - Knocks the opponent away (maybe flying screen, not sure) and screws up Hulk’s "standard" AC. Can be used after j. short as a component of rushdown on tall characters that have tall blocking animations. Kind of a wall/corner-specific normal....

(Stand) - Nice range & speed, but hits high only; another normal best used on tall characters. Also knocks away.

(Crouch) - Combos pretty clean off of c. short; you can use c. short, c. strong XX jab command throw as a little offensive set (fairly safe if blocked).

Fierce

(Air) - The handclap is critical for superjump mobility. Going forward, it gives a little boost towards the opponent. Going backward, it stops your horizontal movement and allows you to drop straight down from the point you clapped. These aspects are to be used in conjunction with Gamma Charges in order to get you where you need to be & make punishing mistakes easier. Also, the hitbox is weird and will cross up nicely. When he does the clap, you can see a yellow "ring" is formed at the hands. Use that as a guide to help you master this normal.

(Stand) - This move isn’t as quick as previous versions, so use with caution, as it’s easy to jump over. A notable exception is the snapback, which is visibly faster. It’s not a bad snapback either, pretty good range, but can still be jumped like normal s. Fierce. Use the very tip of the knuckle for maximum range & best effect.

(Crouch) - Launcher. Cancel after 1st hit for "perfect" Gamma Crushes on point characters. Laggy, so be ready to cover by canceling into something. Hits slightly behind Hulk as well. Super armor helps you cut through jab/short jump-ins a lot. Good damage.

Short

(Air) - Very quick and handy. Major jump-in starter. Don’t worry if this and/or your air jab don’t get in that much, because due to chipping normals it hurts about the same anyway, so pepper your opponent with lots of them.

(Stand) - The crouch version has more range, making this near obsolete except for probably some combos (which I don’t happen to use). I have to say (in fairness) that it's slightly quicker than c. short, which could make or break some anti-rush combos.

(Crouch) - Very quick, and your super armor makes it pretty safe. Critical to the ground high/low game.

Forward

(Air) - Knocks the opponent slightly up while the Hulk is still on his way down, making possible some of Hulk’s funkier combos (especially on assists). Another normal that shouldn’t be neglected. Recovers quickly, so it’s another good tool in your arsenal for the "chipping normals" gameplan. Like j. jab, you can also combo a c. short off of this if you get it in deep enough & continue with a ground assault.

(Stand) - Slower than s. Strong, but hits both high and low. Serves about the same purpose; it still knocks the opponent away. Sometimes a quick c. short plus this is the best thing to get somebody off of you as far as ground-based rushdown.

(Crouch) - Combos nicely off of the c. short, leading to either Gamma Charge XX super (B&B) or maybe a fierce command throw if it’s deep enough.

Roundhouse

(Air) - Painful double-heel kick with high priority. Punks most launchers (I said most). Use the above-average hitstun to follow up with something good.

(Stand) - Jackass kick that doesn’t have the priority of previous versions. Very cancel-friendly, though. Use for a budget AAA (not vs. Storm/Mag fierce) and to fake out your opponent with an appropriate cancel.

(Crouch) - Hitbox is weird; actually hits slightly higher than the animation would indicate (as in, higher than his big toe). This enables it to be used as another budget AAA/fakeout move, much like the standing version. Only combos off of a deep c. short AFAIK.


Anybody who wants to add anything I may have missed, feel free. This is just designed to be a quick overview for people who already are somewhat familiar with Hulk.

More tips later (maybe)

-Jugg
"C. Short + J. Roundhouse + Fierce throw = workable high/low game"

Juggrknott
09-28-2002, 03:59 PM
revisions/additions/corrections/bump

gammaunleashed
09-28-2002, 06:09 PM
Originally posted by Juggrknott
revisions/additions/corrections/bump


Revision: Crouching Fierce, these "so called perfect gamma crushes are mashable. I had someone mash out of one today, and i mashed out of one myself. :bluu: . EVERY gamma crush is mashable. There are no exceptions.

Ten
09-28-2002, 08:04 PM
I don't know if Hulk can Gamma Crush on his own without the possibility of it being mashed out of, but if he uses an assist or if he DHCs, he can make it 100 percent unmashable.

Not sure if this was posted already, but under certain conditions, Hulk can actually connect with the brunt of the Gamma Crush *twice*. In doing so, he loses his ability to DHC, but in lieu of 78 to 88 points of damage against a given character, the gains outweigh the losses, in my opinion.

How does he do this? Any character that is capable of getting an opposing character to above super jump height with his or her hyper combo is a good candidate.

As an example, with a standard aircombo from a launcher, Storm can do this by doing the u.forward airdash into the second magic series before doing lightning attack XX lightning storm, and Magneto can do something similar with his u.forward airdash combo. If done correctly, Gamma Crush DHC connects just before the peak of his upward ascent, good for 8 points of damage, then connects on his downward ascent for 40 points of damage. That's cool and all, but where it becomes worthwhile is that Hulk's downward descent is such that he lands the *instant* that his victim lands, and in the same spot that his opponent lands. Therefore, he connects another hit at 40 additional points of damage. No amount of mashing is going to get an opponent out of that last hit, because he has no delay window to try to exploit.

This works best when an opponent is not moving the screen, say, in a corner, or when you yourself are cornered.

Again, he loses his ability to DHC because he only gets one additional hit, but does it really matter? Standard Storm double magic series air combo into Hulk DHC is good for 100 percent against absolutely everyone except for Sentinel, and he still manages to leave Sentinel in critical condition.

gammaunleashed
09-28-2002, 09:09 PM
Thank you ten. Thats what i was trying to get at in my first post but didn't have as many words.
Anyways...what are the hulk teams that everyone uses???

A few oe my favs are:
Jin-B/Hulk-B/Guile-A:cool:
Jill-B/Hulk-B/Jin-B
Hulk-B/Colossus-A/Captain Commando-B

Lord Doom
09-28-2002, 09:13 PM
Very good job Rod. I'd say everything was right on for the most part. As for the Gamma Crushes, I feel you on that the best way to combo it, DHC at super jump height. Thats something I like to exploit along with some unmashable set-ups I found with Gief ground type and the Juggernaut ground type respectively. Unfortunately, I can't always get them(Gamma Crushes) to connect fully on Sent if at all. Something about his hit box distorts the fact that he's getting hit and he usually ends up getting his block back :wtf: Anybody else ever notice that?

Later.

Lord Doom
09-28-2002, 09:17 PM
Hulk(dash)/Juggernaut(dash or ground)/Sent(ground)
Gambit(projectile)/Hulk(dash)/Juggernaut(ground)
Colossus(dash or anti-air)/Hulk(dash)/Juggernaut(ground or dash)
Magneto(projectile)/Hulk(dash)/Zangief(ground)
Inspiried by Mike Z:
Magneto(projectile)/Hulk(dash)/Storm(variety)

gammaunleashed
09-29-2002, 06:13 AM
Originally posted by Lord Doom
Very good job Rod. I'd say everything was right on for the most part. As for the Gamma Crushes, I feel you on that the best way to combo it, DHC at super jump height. Thats something I like to exploit along with some unmashable set-ups I found with Gief ground type and the Juggernaut ground type respectively. Unfortunately, I can't always get them(Gamma Crushes) to connect fully on Sent if at all. Something about his hit box distorts the fact that he's getting hit and he usually ends up getting his block back :wtf: Anybody else ever notice that?

Later.


Yeah, I noticed that too. Everytime someone tags in sentinal, and I'm free to wail on him at my hearts content, the second jab (for starting an air combo) is always blocked as well as the following hits.:(

Juggrknott
09-29-2002, 07:02 AM
Thanks for the feedback, everybody. Thanks for the props, Erik.....

I wanted to address this:

Originally posted by gammaunleashed



Revision: Crouching Fierce, these "so called perfect gamma crushes are mashable. I had someone mash out of one today, and i mashed out of one myself. :bluu: . EVERY gamma crush is mashable. There are no exceptions.

There really *is* such a thing as a "perfect" Gamma Crush, but it's true that it's not quite as simple as "cancel after 1st hit, go to the counter and pick up your handy-dandy perfect Crush".

For starters, you definitely have to be mid-screen. If you're anywhere near the wall, forget it.

If the opponent is too close (as in, Servbot throw range), the perfect Crush will not work correctly and you get the problem you describe. The simple solution is to precede the launch with a c. short, but even this won't fix the problem 100% of the time. It's probably better to start out practicing the perfect Crush with c. short anyway, it's a good habit to get into.

If the opponent is too far away (you know, where you get that little "vacuum effect" with the launch and the opponent only gets knocked up about 1/2 normal-jump distance), it won't work correctly either. There is no easy fix for this that I know of; you best bet is probably to cancel into a jab command throw.

When done correctly, the opponent gets knocked upwards and reaches the peak of normal-jump height just as Hulk gets up there and obtains the rock, and then lands on the ground just as Hulk returns with meteor. If the opponent spends any actual time on the ground, it's like 1/10th of a second. Only yields 2-3 hits (one on the way up, and 1 or 2 on the way down).

Trust me, you'll know it when you see it. :)

But yeah, with all the little footnotes involved, I pretty much gravitated towards just doing a good AC most of the time. Still, perfect Crushes are a good option to have (especially with a painful DHC following), and it's worth knowing how to do. I repeat, they do exist, but they have to be Just Right™ like Baby Bear's porridge.

Thanks for your comments......

Ten:

Your comments about the Gamma Crush in sj + airdash space are spot on. Unfortunately, the only remotely common situation that arises where this comes into play is Storm's sj + airdash + typhoon, but you hardly ever see the better Storms out there doing much vertical typhoon for any reason anymore.

Still, it can be set up (as you pointed out), and it's good to know. I agree that it's very painful (I didn't have the numbers, nice to see them :D).

So thanks for that as well.



My teams? 90-plus percent of the time I'm Jugg/Sent/Hulk, but I can swap out Sent for just about anybody as the situation dictates. Favorite is probably Commando, but I also do Cable, Psylocke, Zangief, BH, Ryu, Amingo, Servbot.... no Mag, please! :lol:

-Jugg

GameFAQs
10-06-2002, 06:20 PM
after looking at "mvc2-meikyousisui-vol7" it seems like Hulk has a Infinitie which isn't simple as others or maybe im wrong.. but anyways check it out HULK fans.

Juggrknott
10-07-2002, 09:36 AM
Thanks for the heads-up, GameFAQs. Too bad I use lousy 56k at home, and I'm not about to start watching combo vids @ work... :lol:

Anybody got any more Hulk-related questions before this thread drops into oblivion again?

And is this thread worthy to be part of the "sticky" character FAQ thread?

-Jugg

kookymanus
10-07-2002, 09:50 AM
What u see in that video is hulks infin.! Also I like hulk because his basic attacks do guard damage. A cheesy hulk combo I do Is with oppon in corner. J.Fk,C.lk,C.FP Gamma Charge with Fk up straight then Diagonally using UF+FK, land OTG C.Lk,C.Lk Gamma toward oppon. with Fk Ddff+pp but wait until hulk is on other side of oppon and press it the damage should be 106%. I prefer using this to end his infin. combo with, but yes hulk is a rushdown chrc who can do guard damage with basic attacks.

Deathfist
10-07-2002, 04:14 PM
Just a few insainely minor things with major side effects.

You can stick a ground dash after his air attacks and if you hit the attack buttons fast enough during the dash you can still continue your combo.

Examples:

jump lk,mk, dash, ducking lk, slight pause, mk, slight pause, gamma charge. Very very hard to judge the charge time, but also very doable [concidering I've done it].

Anywhere
jump lk,mk, land+dash, mid-dash duckng lk, ducking hp, air combo or super.
-For supers, the gamma quake can be used off either hit of the ducking hp. For the gamma wave and crush (the latter being untested) must be off the first hit.

I still remember most of those unmashable assist based gamma crush combos despite the fact I don't use Hulk anymore. I'm more comfortable using BH, or Storm, or Cyc. That said I still like the character. If someone asks and I notice, I will re-post this info.

Juggrknott
10-08-2002, 07:18 AM
I want to go ahead and put in a formal request for whatever you can contribute, Deathfist. You've had some great information in the past on Hulk, and considering that this thread is about all you'll come up with if you do a search since the last big Board Apocalypse™, might as well.....

Thanks also for your post regarding the ground dash links which is, as you say, minor yet major.

I appreciate it; thanks in advance.

-Jugg

gammaunleashed
10-12-2002, 05:00 PM
First things first, Juggerknot was right....I was wrong.There is a "perfect gamma crush" that took me 2 weeks to get down....but it exists and it hurts.:mad:

odd_manifesto
10-18-2002, 05:50 PM
Most effective use of gamma crush I have seen is used in a team with sentinal. Have Hulk as your first assist. Do sentinals launcher -> 1234 air combo -> air special -> gamma crush in the mid of the special. This has always landed for me, and it hurts like none other. :D

erco
10-18-2002, 07:42 PM
Originally posted by GameFAQs
after looking at "mvc2-meikyousisui-vol7" it seems like Hulk has a Infinitie which isn't simple as others or maybe im wrong.. but anyways check it out HULK fans.

if you look at the vid, it's an assist juggle/infinite.

there are a few hits in there that wouldn't normally hit against a normal opponent, but hits on an assist. Mostly, sj.rh and they bounce off the ground instead of laying flat.

so, no infinite for you!

Racewing
10-22-2002, 02:24 PM
Regarding Hulk's Double Crush glitch: It's definitely untapped stuff. I recently (read: today, it's on its way to GameFAQs right now) put together a quickie FAQ based on some research I did for this... over a year ago. @_@
You can find it here.

http://racewing.anifics.com/faqs/crush.txt

All 56 characters are covered, though right now it's only DGC's with simple setups--i.e. crouching shorts and and all that. Though with stuff I've been hearing about DHC's into Double Crushes and magic series into DGC's, I may do even more reeeeeeeeesearch.

This is why I still use Hulk in my team after all these years. Yup. :)

Shin Chiron
10-22-2002, 02:29 PM
Racey is :lame:

:D

Racewing
10-22-2002, 02:40 PM
So is that smiley. :P

Let's stay on topic plz

Juggrknott
10-22-2002, 02:42 PM
Racewing, thanks very much for the bump and the (valuable) contribution. I'm about to head home from work, but I'm really looking forward to reading your FAQ and trying out some stuff. Double crushes sound mighty good.... :cool:

.....so thanks very much in advance.....

-Jugg

Racewing
10-22-2002, 03:41 PM
Heh. No problem. :) Let me know how the session goes...

Lord Doom
10-22-2002, 07:17 PM
I know its not exactly a very popular assist, but there is another unmashable Gamma Crush combo with Ruby Heart's capture type.

Note: Not sure if you can mash out of the anchor grab.

Its C. LK + Ruby Assist, C. LK, LK Gamma ChargeXXGamma Crush.

Bonesaw
10-23-2002, 10:40 AM
Hulk needs to be quicker and take better damage than colossus..dumb capcom..and if anyone should have a rage mode it should be Hulk, not Jin..

I wish he had some air moves...:bluu:

Juggrknott
10-23-2002, 10:51 AM
OK, I got to kick around the "Double Crush" thing Racewing has referred to, mostly with Ken AAA.

It *does* work, and it's something that I was somewhat aware of earlier (due to a small stint using Storm-y) but never really tried to put into words or develop a consistent use for..... reasons being that:

1) The opponent generally has to be *way* up there (like SJ + airdash up altitude) in order for it to work properly (with a few exceptions), and

2) Neither Jugg nor Sent provide an assist that helps in the application of this.


Anyway, like I said, it works with Ken AAA against the wall. Just call him, and somewhere between the 2nd and 3rd hit of the DP do your Gamma Crush. You may be able to do it sometimes after the 3rd hit, but things get a little inconsistent, and the absolute last thing you want is for the opponent to get his block back (which is what happens if you don't get the break).

Racewing was kind enough to provide a comprehensive list in his link of all the other 55 characters and which assists will "work" or not. Check it out, one of your faves just might be on there and marked 'Useful'. :)

Anyway, I'll try a little more with Commando AAA this time when I get off work today. It seems to be mostly a wall-only thing, with some exceptions (like Storm-y).

-Jugg

Deathfist
10-23-2002, 11:37 AM
A few assists that can be used for double crushes or unmashable crushes.

-Spiral-a [off gamma charges]
-Spiral-y [multipunch hits, you crush from above]
-Storm-a [anywhere off a launch]
-Ironman-b [corners mostly]
-BH [forgot. It's kinda unstable]
-Juggernaut-a [mid screen. Highly unstable in corners]
-Sabretooth-b [forgot. easy to figure out]
-Doom-b [gamma charges and launches]

Supers that can be used for unmashable crushes [partial list]....
-Magnetic tempest [high air via extended air combo cancelled to crush early much like the tempest hail but slower]
-Lightning Storm [High air via extended aircombo]
-Amingo vineblade [theoretically. Must cancell as they pop up at the top]
-Kochou gakure [Psylocke butterfly]

Triples that cause the unmashable crush effect. [Some of these teams suck. Beware...]...
-MM, Hulk, Jin [launch with hulk or Jin, triple, dead character. Too bad this team sucks alittle. Only Cable can punish this if blocked though. ]
-Hulk, Cable, Capcom.
Cable can launch to triple, hp or hk to triple, Capcom launch to triple, Hulk can launch to triple.
-IM, Hulk, Capcom
-Spiral, Sentinel, Hulk.
Combo to a triple with Sentinel and it will work.

Good teams IMO...
-Team Steroids [Hulk, Juggernaut, Sentinel. One of the more frightenning versions of the above category]
-Mags-b, Storm-a, Hulk-b [If they mash you can DHC landing a super anyhow assuming you don't use Storm assist based unmashables.
-BH, Storm, Hulk [2 assists for unmashable crushes]
-IM-b, Hulk, Mags/Storm/Sentinel

More some other time. I haven't used Hulk or played in a long time. See ya around. I still like Hulk BTW.

Racewing
10-23-2002, 11:37 AM
Actually, only the ones marked "corner only" are, well, corner only., and those are usually limited to the uppercut-type anti-air assists .

There are some incrediby useful ones that can be done from anywhere on screen, such as Doom's Anti-air (in fact, this one is *so* effective that I think people might start whoring this given the chance and given that Doom's rocks are evil no matter how you slice it), Cammy-Y, Anakaris-B (the throw assist; and thanks to the fact that it shares the same turbocharged super meter-building properties as when Anak is on point doing that move means you almost can try this technique anytime at will provided you've got a good pressure game going on), Zangief-A, Sabertooth A+B, and to a lesser extent, Magneto B.

And I only went down half the list. :)

For some reason, Hulk's DGC glitch seems to be friendliest to anyone NOT in the top tier :lol:

Racewing
10-23-2002, 11:39 AM
Whoa, nice list.

Hey, Deathfist, is it all right if I try these out at home tonight (and perfect 'em, whatnot) and put them into my FAQ? Credit given to you, of course. This is just the kind of stuff I've been looking for...

Juggrknott
10-23-2002, 11:44 AM
Thanks to both of you guys.

Deathfist, whenver you get the chance, more is always welcome. I appreciate you accomodating me on some info per my PM request.

-Jugg

Lord Doom
10-23-2002, 01:37 PM
Interesting stuff here. Can't get it to work out of the corner yet, but its good to know its there.

Juggrknott
10-24-2002, 08:14 AM
Just an update, got to try out the "double crush" stuff with Commando, with good results (good thing too, JuggerHulk Commando is a very viable team and probably the only one I'd truly use this application with consistently).

It works pretty much the same way as Ken AAA, only you don't have to wait for the opponent to get carried up or anything. Just call and super.

Very useful against the wall, and turns out to be a meter well spent, but it's important to note that you won't be able to do it if you're in hit/blockstun at all.....

Oh yeah, and for the record, I went back and read this entire thread and this is in fact the same concept that gammaunleashed and Ten had already addressed (way) earlier, just in different words and with a link to a comprehensive list.

Enjoy..... and thanks again everybody.

[EDIT: Toned down "Gamma Nutz" for people checking the site from work's sake]

-Jugg
"Gamma Nutz!"

:lol:

Bonesaw
10-24-2002, 10:27 AM
I think I already posted this..but I don't remember so you can add...

Team supers: with magneto at point..FP launcher into team super with hulk gamma crush so easy to do and really good for getting rid of entire assists lifebar..

THE MOST DAMAGING GAMMA CRUSH COMBO is with omega red coil...crlk+assist, crmk, gamma charge with fkXX gamma crush... entire bar against a cable or weaker... only 5-6 hits...that's why it is so damn strong...looks cool too

Also doing this as a poke pattern is a very good idea ..since if the opponent blocks the coil gives Hulk enough time to recover after the gamma charge without being punished...(usually you always need to cancel a gamma charge into the rocks..if you don't have a good assist to back hulk up):cool:

Deathfist
10-31-2002, 11:30 AM
Originally posted by Racewing
Whoa, nice list.

Hey, Deathfist, is it all right if I try these out at home tonight (and perfect 'em, whatnot) and put them into my FAQ? Credit given to you, of course. This is just the kind of stuff I've been looking for...

Of course you can use my stuff so long as you give me credit. I have just found a million more things including unmashable gamma crush combos with Guile-a, Capcom-b, Cable-b, etc...

I'm gonna do this the easy way....

Use this combo vs a cornered foe....

Ducking+[Lk, mk(Call assist IMMEDIATELY),]xxGamma charge, xx on contact with a whiffed Gamma crush, wait.

With any of these assists...
1*Guile, Cable-b, Capcom-b, Ken-a [I think]
2*Jin-b.
1* Can be comboed off air attacks becoming fatal
2* Can be comboed off air attacks, won't be fatal [close though]

Use the following combo vs a cornered foe...
Ducking [lk,mk, call assist] Immediately xx gamma crush

With these asssists...
Cammy-a, Cyc-b, Ken/Ryu anti air,

Extremely powerful, but not guaranteed to kill a Cable instantly. Leaves him breathing his last from full though.

If you catch an opponent in the air in a corner and you have Guile-a [like if you killed a character and another is falling in do this combo...

Jump in [hold back], airthrow, lk, land and in rapid fire sucession, call Guile-a, Gamma Charge, Gamma Crush. I hope you didn't need your Cable who just fell in because I just did 143 damage to him.

If you are being air attacked and you have Guile-a, Call Guile and airthrow if you're close to the corner to trade positions.

Gotta go. See ya in a few days.

Juggrknott
11-02-2002, 06:58 AM
Originally posted by Deathfist



Use this combo vs a cornered foe....

Ducking+[Lk, mk(Call assist IMMEDIATELY),]xxGamma charge, xx on contact with a whiffed Gamma crush, wait.

With any of these assists...
1*Guile, Cable-b, Capcom-b, Ken-a [I think]
2*Jin-b.
1* Can be comboed off air attacks becoming fatal
2* Can be comboed off air attacks, won't be fatal [close though]


I'm a little confused. Can you spell out what you're doing with the last part of your notation for my feeble mind? Thanks.



If you catch an opponent in the air in a corner and you have Guile-a [like if you killed a character and another is falling in do this combo...

Jump in [hold back], airthrow, lk, land and in rapid fire sucession, call Guile-a, Gamma Charge, Gamma Crush. I hope you didn't need your Cable who just fell in because I just did 143 damage to him.


Nice combo. I just wanted to reinforce for the general public the importance of holding back while jumping for your airthrow XX j. HK/LK combos. People love to point out that anything post-airthrow is rollable, but it's still good to know/use, because it gets in sometimes and if it does it's well worth it. I have my own little setups I do, but lots of stuff is possible. Be creative.

If you haven't been holding back for your charge, you can always take a simple c. LP, s. HP after a landed airthrow XX j. HK; still not too shabby. Cancel early with a jab command throw if you see that they've rolled.

The j. HK works best near the peak of normal-jump height, and the short kick is for closer to the ground.

I kind of took this as a given (it's as natural as breathing for a serious Hulk player), but those just getting into the character might not see the significance, and I don't think it's really been mentioned in the thread much. So I couldn't let that ride.... :D

Thanks again, Deathfist.

-Jugg

Unreallystic
11-02-2002, 12:12 PM
Hey Juggs - ain't seen you in a while since I don't traverse to this side very often since my retirement *pretending like he was actually famous or something*. Some of this thread is pretty good. I haven't spent too much time on the DGC - but I tried the ken and Doom ones first and they are :eek: . Ken is a little difficult for me to time off the bat, but with practice I'll nail it. Doom was just Nasty and seems real applicable. I want to try Colossus - his assist sends the opponenet just as high as Capcom...although hitting someone in the corner with Colossus ought to be int3ersting. I wonder if it is possible to DHC into a DGC...like Jill, or Storm (mags hits wil lbe so high - the damage won't matter - although it might make a nice alternative to hyper xx grav xx hailstorm combos...)
-:bluu:

Juggrknott
11-03-2002, 07:40 AM
What's up, man? Yeah, I still see you around on some threads. I'm not quite "retired" yet, but within spitting distance of it.

I still figured that I had enough time in with the Hulk to help on this thread, though. I think it has gone well, largely due to a lot of other knowledgeable folks' input. I wasn't going to get too in-depth, but since the big board crash there wasn't a solid thread out there for Hulk; now there is (work in progress).

So thanks.....

[EDIT: ....and the only super I know of that will reliably "double crush" upon DHC no-setup-required is Rogue's (PP, not A1+A2). Cancel during the kiss.]

-Jugg

Juggrknott
02-05-2003, 07:18 PM
BUMP in order to make this visible in the new character-specific S&T folder layout.

More info & general thoughts on Hulk coming soon; this thread is due for an update anyway.

-Jugg

Gammadynamite
02-05-2003, 08:54 PM
Just some more to add here:

My Deathbutton is well known in the greater SoVa area (Juggy I'm still waitin for you to get up here) and I just want to add a few good pointers.

The best way to cover hulks ass w/ thec.lk,c.lk,gamma charge(hk) series is to have what bonesaw said"a viable assist". Some good assists for this are..Doom-rocks
Sentinel-drones
Storm-projectile
Tronne-projectile
anything that hits more than once and takes at least a little time.

I'm pretty careless cause I stick w/ a glitched juggy(too many opportunities for an 100% combo) but I usually leave sent for last to just in case.

Combos...c.lk xx juggy dash,c.lk,gamma charge (hk), gamma quake

*corner only*
Juggy dash xx throw, gamma charge, gamma quake/gamma crush

*Unmashable*

Cross up w/ Deep(Very deep)j.hk, Juggy dash,gamma crush(time so the victim is diectly overhead when the screen freezes). If done w/ the juggy glitch, does insane damage.