This will serve as an ongoing guide to help out anyone looking for more info on big Mr. Green. Hopefully some more hulk vets will help me fill this thing out.
I.) The Basics
A.) Stamina.. hulk has a lot. Only sent, juggs, and collossus have more. He can take some attacks that will leave weaker characters crying for their mamma.
B.) Super Armor.. not much to explain except to state that hulk can make better use of it in close quarters than almost anyone. Juggs doesn't get as much out of it b/c his normals come out a lot slower, and sent simply doesn't need it as much with his insane chip patterns/stomp o' matic action.
C.) Priority.. hulk has a ton. His normals when properly combined with super armor, will beat out just about any other normals in the game.
D.) Cancels.. hulk can cancel any normal into almost any special at just about any time he chooses, and then go onto cancel any one of those into any hyper he has (and he's got 3 good ones.) You can vary all of said cancels with whatever timing needed to create some very interesting combos both solo and with assists. Hulks (seemingly)slow recovering normals are really a mind game in disguise. What timing will you cancel with? Which will you cancel to? Each has different properties and guessing wrong will make your opponent hurt. If you opponent is acctually foolish enough to attempt to punish your slow recovering normals never fail to cancel and make him pay.
E.) Damage.. everything the hulk does hurts. He even does nice chip damage with his jabs. All his specials setup his hypers well and all of his hypers hurt a lot. Hulk can stand and trade normals with just about anyone but sent all day long and come out on top.
D.) Gamma Charge.. this attack gets it's own category because it is: 1.) Is ungodly badass and insanely important to your game if you want to play a good hulk. ..and.. 2.) If used improperly will get you wasted and make your hulk a complete piece of crap. It really involves rules. Do it when you KNOW it is either safe or you have a free bar to cancel into something safe (this also means knowing what is safe.. and when.) NEVER do a random gamma charge that you can't cancel out of. NEVER. EVER. Only other rule is end every single ground combo with this attack. Learn well what attacks this thing will blast right through as it will go strait through a reliant share of stuff. I make the rules sound like you will barely use it and nothing could be more wrong. For a move with soooo much recovery.. it is in fact perfectly safe to use it very very often.. even from a full screen away.. but never randomly.
E.) Gamma crush.. here is where hulk gets mad. This attack is devastating normally.. and with the double crush glitch.. it is pretty much the most damaging thing there is. To learn how hulk works you can't just learn how to land this one in a combo and run free. It can be mashed TO A POINT. There are dozens of ways to land a crush that cannot be mashed both solo and with assists.
F.) LK.. yea.. hulks lk is good enough to be on the basics list. Standing, crouching, jumping.. they all come out in 2 frames. Super armor 2 frame normal often times works even better than a 1 frame normal w/no armor. obviously jumping lk has no super armor but it has even better reach and priority. It's so good that you wont even need hulks amazingly good j.hk.. b/c doing lk, mk.. hop, lk,mk.. ect.. does more chip.. is faster.. more reach.. longer hit/block stun.. better combo chances..
G.) J.Hk.. its very good.. but.. see F.
H.) Hulks Dashjump. It's very good. Reaches full screen pretty fast and helps compensate for hulks poor wave dash. The angle is also pretty much ideal for landing jump ins with lk.
II.) Combos (solo)
Basic
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A.) Jump In.. ..j.lk, j.mk, land, c.lk, c.mk xx g.charge xx hyper (of your choice.)
B.) Dash In.. ..s.lp, s.mp xx g.charge xx hyper (of your choice.)
C.) Air Combo.. ..launch.. sj.lp, sj.lk, sj.mk, sj.hp
D.) Air Combo (corner only).. launch.. sj.lp, sj.lk, sj.mp, sj.hp, sj.hk
E.) Air Combo Airthrow mixup.. ..launch.. sj.lk, sj.mk, airthrow back
Advanced
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A.) Double Hyper (corner only).. ..(whatever normal chain to), c.fp xx(after first hit), gamma quake, long pause, gamma crush (will sometimes even double crush.)
B.) Double Hyper Midscreen (uses cross up).. ..c.fp xx(after second hit), gamma quake, charge back, pause for hyper bg to go leave, gamma charge xx gamma crush. (crush comes out after you cross under their feet, and hits from below.)
C.) Air Combo to OTG(corner only).. launch.. sj.lp, sj.lk, sj.mp, sj.hp, sj.hk, pause while falling, j.lk (OTG), c.lk, c.mk xx gamma charge xx gamma quake.
D.) Air Combo to Air-throw Mixup to OTG.. ..launch.. sj.lk, sj.mk, airthrow back, charge back, pause while falling, j.lk (OTG), c.lk, c.mk xx gamma charge xx gamma quake.
E.) Air Combo SJ Cancel Relaunch (corner only).. launch xSJCx(after the first hit), sj.lp, sj.lk, sj.mk, sj.hp, sj.hk, pause while falling, j.lk (OTG), c.lk, Relaunch.. (Not infinite.. few reps possible tho.. very hard..)
F.) Gamma Charge Infinite (corner only).. charge down/back, Launch xx (after first hit), [u+fk, small pause, u/f+fk], charge down, feet touch the ground, rep []'s.
G.) "The Air option stuff"... launch, sj. lk, sj.mk (do both nice and slow (its easy)), hold fwd + fp (time it so you cross up under their feet.) If they block correctly 1 if they don't manage to block correctly 2... 1.) immediate fp air-throw, falling OTG lk, gamma charge fwd xx gamma quake (or wave if you time it).. 2.)falling lk, falling mk, land, gamma crush. (unmashable)
Semi Advanced Extra's (Combos)
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A.) Quad gamma charge xx super(corner)... anything, launcher xx g.charge up xx g.charge up/fwd, OTG s.lk, cr.fp xx g.charge up xx g.charge up/fwd. (Also sets up the g.charge corner inf in a nice flow.)
B.) Triple charge xx super(corner)... anything, launcher, xx g.charge up xx g.charge up/fwd, OTG s.lk, s. fp, g.charge fwd xx g.quake.
C.) Back to the wall(corner.. sorta).. s.lp, s.mp xx g.tornado, OTG s.lk, cr.fp xx g.crush (double, unmashable.)
Assist punishment
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A.) Gamma crush.. your best friend against sent drones, doom rocks, blackheart, tron, and any other assist that like to hang around. Proper timing is needed.. i.e. doing it BEFORE the doom rocks hit you, or waiting til AFTER blackheart inferno assist is blocked.. ect.. combine this with a safe and/or damaging DHC (I use proton cannon), and you can flat kill almost any assist in the game short of sent(whom you could kill with a second DHC.) This is a fairly risk free tactic when done right :)
B.) Gamma charge xx gamma quake, pause, gamma charge xx gamma quake, pause... is a pretty safe and easy assist kill loop. Takes bars obviously. Some people like cable can punish you through the quake rocks still...
C.) launch xSJCx(after first hit).. [sj.lp, sj.lk, sj.mk, sj.lp] <-- slow speed button presses, relaunch, repeat.. in corner.. combine with other corner combo strats.
D.) "The deathfist".. launch an assist, pause, j.lk, jmk, land, repeat..
E.)(SOME BROKE ASS SHIT RIGHT HERE) g.charge an assist xx g.quake (cancel late.. this sends the assist flying higher).. soon as you recover nj.lk, nj.mk, land, gamma crush.. uses 2 meters.. kills or nearly kills.. the assist.
Positional
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-prefix- These combos are not as damaging as some other options but instead serve to move the opponent to a favorable location. Hulk can rushdown ok but these help provide the mixup he needs. They also help serve to move the opp into the corner where hulk is most devastating.
A.) ..launch.. sj.lp, sj.lk, sj.mk, sj.hp.... Look familiar? Apart from doing 45 damage this combo knocks the opponent down/away. This give you a chance to rushdown or cross-up by quickly doing a fwd+fp in the air and going rushdown on their other side.
B.) ..launch.. sj.lp, sj.lk, sj.mp... This combo is used to knock your opponent about a screen distance back into the corner.. it causes flying screen.. doesn't let them roll, and hulk comes into the screen in a big dash. While they are down you can advance and attack.
C.) lp, fp xx gamma charge xx gamma quake... This will knock the back into the corner, put you in their face, and make them block some rocks while you prep your next attack.
Ghetto Air dash Movement "The clapp"
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Hulk's got one in his sj.fp. Hold a direction while you use it and drift up to roughly 3/4 screen. Mix that shit up and it's very effective. Even rewind.. like s.jump at someone expecting a mando AAA call.. at your jump peak hold bck + hit fp and you'll "rewind" out of his range. AAA's like cable sj. at them.. then do a fp drift fwd and the AAA will pass below w/out contact. Sometimes do it quick as hell.. like TK speed or damn near and you'll start to see a tricky tri-jump you can mix in. Hulk's sj.fp also has serious fucking priority in air to air situations. The cloud that come's out of his hands can hit but not be hit.. which even makes it good against some of mag's and storm's broken ass air normals. You can sj. strait up and do it quick against sent in fly mode.. add a drift direction to move around safely while you do it. Neat thing with the "drift" is.. you can sj.up/back and at your jump peak hold fwd and hit fp.. and you will reverse directions completely.. landing past the midscreen point.. even if you hit the wall with your back when you sj'd up/back... this allows you to s.jump, dodge some shit.. then move in for the attack.. all w/out coming back down. It's flat needed against storm or sent.
This 2nd paragraph is further update. This so called ghetto air dash.. ain't very ghetto. It's more like the shit.. hulk can ghetto tri jump the entire screen. HSF.. on reaction sj. up/back.. clap as you crest peak and hold fwd.. you'll be kicking sent in the face before he recovers. Manage to sj out before cable hvb your assist? Sure.. kick him in the face then. You can reach no prob.. full screen. It will take a LOT of learning how to manipulate your movement with sj.fp.. but its literally 60% of what makes hulk great. No joke. Other nice part? Once you learned to move around using this.. you are HARDER to stop from moving around than a real air dasher.. b/c that shit beats anyone's normals from the right angle. I land 4 or 5 claps a match just moving around. To note making yourself move dwn fwd at someone at a hard ass angle and immediately sticking out lk as you come.. seems to magnify the claps movement effects. Try em together and you'll note you can SJ to any point on the screen at will.. and in much less time than sjing normally.
A few specific scenarios where you can make great use of this.
-vs doom rocks… easily sj.over doom without losing your attack momentum.
-vs tron… do the hold fwd version to crossup the opp… doing this will make it 99% likely that you’ll make her whiff… and/or stuff her freely as you come…
-vs mando… use the pushblock followed by fwd clap… OR bait him out of if you can make him whiff… sj. immediate dwn+fwd clap and you can put the opp into hit or block stun easily before he can come back out. Just do it quick.
-vs sent drones assist… just like vs doom rocks…
-vs sent’s HSF… anytime you manage to sj.out before the first drone sets… fwd clap and come down kicking… it’s your birthday.
-vs cable… get close call your assist and immediate sj. fwd+clap… if he AHVB’s your assit… you’ll be over/past him and net a free combo into wtver. If he jumps he’ll get clapped or air thrown… if he stay’s put youi’ll cross over… get a free hi-low as you come down… ect…
-vs AAA (on recovery from being hit) if you are hit by AAA and throwm or carried up high… doing a clap as you come off the hit gives some amount of Y boost… your clap carries you actually fully out of the screen after being hit by cable AAA. Clap again as you re-enter and the combined movement is enough to let you land anywhere on the screen you like. Try it…
Guard Breaks
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A.) opp coming in, j. lk, land, cr.fp... pretty much the basic easymode. Also easy to get out of for a lot of characters.
B.) opp coming in, j.lk, land, g. crush (double, unmashable).. also very easy.. much harder to get out of b/c most any speciel they do.. the crush will still get em.
C.)opp coming in, j.lk, land, s.fp xx g.charge fwd, g.crush (double, unmashable)
D.) Mix other stuff up with these.. like.. opp coming in, j. lk, land, cr.fp.. g.charge up xx g.charge up/fwd, OTG s.lk, cr.fp xx g.charge up xx g.charge up/fwd. (At this point you can go into g.charge inf for a 100% GB on incoming char.)
Break that flying screen
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Gee.. something else hulk smashes.. the games engine. Doesn't even need assist help. If you look at the "air option stuff" under advanced combo's.. you'll probably notice it had you comboing even midscreen from a move the causes flying screen. It's b/c the cloud from hulks sj.fp (the thunderclap) extends behind him and will hit behind him in cross up situations. This will cause flying screen but b/c of the crossup hulks sprite turns around and the flyng screen sends them into your chest. That's why option 2 in that combo works perfectly. There are other situations where you can get to do this... once you master going air 2 air with sj.lk, sj.mk, crossup.. its not real hard.
Lockdown
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This really applies to hulk/doom.. and to warn you.. it will probably make your opp punch on in the face if you keep doing it..hehe Some characters have a really hard time getting away from hulk doing repeated nj.lk, nj.mk (repeat).. looking at people cable size and up.. adding doom rocks to this scenario allows you to leave very few gaps.. sooo... add in meters.. 3 will do.. and instead of doing the previous repeated stuff.. do nj.lk, nj.mk, land, cr.lk, cr.mk, call doom rocks, xx g.charge xx g.quake (at this point quake rocks are finishing.. dooms rocks are getting to the opp and you can start over with hulk's nj.lk.. this is 100% lock down series until hulk runs out of meter... 3 meters worth is about 75% chip dmg off the average character.. and 3 meters worth will put them into the wall no matter where it starts.. pushblock does nothing b/c gamma charge makes up all that space.. plus any extra without skipping a beat.. you can pin a sent all day..
more later…
Assists
Assist Combos
Matchups