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.
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.
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 Hulks “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 isnt as quick as previous versions, so use with caution, as its easy to jump over. A notable exception is the snapback, which is visibly faster. Its 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. Dont worry if this and/or your air jab dont 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 dont 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 Hulks funkier combos (especially on assists). Another normal that shouldnt be neglected. Recovers quickly, so its 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 its 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 doesnt 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"
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.
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.
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
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.
My Hulk Teams
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)
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.
Thanks for the feedback, everybody. Thanks for the props, Erik…
I wanted to address this:
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
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.
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
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.
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.
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
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:
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.
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!
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.