HULK

===========================================================================
Character FAQ
Character: Hulk
Game: Marvel vs. Capcom 2: New Age of Heroes
Version 1.3, 9/10/00
Created by PhatDan81 (Daniel Finch)
E-mail: dan@finch.com
Updates: 1.1 added a Combo Tree to all my FAQ's-a special thanks to 3pwood
             (mayfield_john@hotmail.com) for the concept
         1.2 added more combos, added more information about Hulk in Section I,
             thanks to deshoran@hotmail.com
         1.3 added a new combo (Combo 41), thanks to shoryuken.com as well as
             other combos, revised Section VII
===========================================================================
CONTENTS
===========================================================================
I.    Background
II.   Legend
III.  Regular Moves
IV.   Special Moves
V.    Supers
VI.   Combos
VII.  General Strategy
VIII. Misc. Stuff
IX.   Legal Stuff
===========================================================================
I. BACKGROUND
===========================================================================

Who is the Incredible Hulk?  For those who don't know, the Hulk was once just a
nuclear scientist named Bruce Banner.  He was a very intelligent, hard working
individual.  Then, one day, Bruce was working near a designated testing area
for gamma radiation.  He saw an individual on the site, who was unauthorized to
be on the site.  While guiding the individual away from the area, a nuclear
explosion had occurred and while the individual walked away unharmed, Bruce
became bathed in gamma radiation.

The radiation caused Bruce to mutate into the strongest human being/creature on
the planet, the Incredible Hulk.  Every time Bruce develops even the smallest
amount of rage, he turns into the Incredible Hulk, who often tends to be very
violent and aggressive even towards the innocent.

His skin color was originally gray, in which he had a bad-ass attitude and was
very aggressive.  Any time Bruce developed any type of rage, he would turn into
the Grey Hulk.  His second incarnation was the Savage Green Hulk.  In his
second incarnation, he got even more of a bad attitude and also a lot tougher. 
In his third and current incarnation, he still has green skin and he is always
in this form--he doesn't turn back into Bruce Banner.

Hulk has many different enemies and has even battled Wolverine.  He's helped
out the X-Men as well as The Avengers.  This is Hulk's fourth appearance in a
Capcom fighting game.

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II.	LEGEND
===========================================================================

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ABBREVIATIONS

U           Up
D           Down
B           Backward
F           Forward
H           Horizontal
V           Vertical
S           Standing
C           Crouching
P           Punch
K           Kick
J           Jump/Jumping
SJ          Super Jump/Jumping
OTG         On The Ground; an attack that is being performed while the
            opponent is lying down
AC          Air Combo
A           Assist
Jab         Light Punch       LP
Strong      Medium Punch      MP
Fierce      Heavy/Hard Punch  HP
Short       Light Kick        LK
Forward     Medium Kick       MK
Roundhouse  Heavy/Hard Kick   HK

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UNIVERSAL COMMANDS

LP+LK             Tag in second partner; if second partner's in, tags in
                  first partner
HP+HK             Tag in third partner; if third partner's in, tags in
                  first partner
A1                Calls in first or second partner to attack (depending
                  upon whoever is not currently fighting)
A2                Calls in second or third partner to attack (depending on
                  whoever is not currently fighting)
Snapback          D, DF, F + A (one super level); forces out opponent
                  that is currently fighting
Variable Counter  B, DB, D + A (while blocking, one super level)

A1 + A2           Crossover Combination (one to three super levels)

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III.	REGULAR MOVES
===========================================================================
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PUNCHES
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JAB

1.  Standing

Hulk swings his nearer arm out, hitting the opponent(s) with the back of his
fist.  It's pretty much got the same priority as any other standing jab, except
this has better range, is slower and is more powerful.  Use it for starting
ground combos.

2.  Crouching

Hulk pounds his fist on the ground.  It has about the same range as the
standing version and is just as fast on startup.  Use it for starting ground
combos.

3.  Jumping

Hulk does a quick head butt.  Its main use is for starting air combos.  It can
be used as a jump-in attack, but he has much better moves for that.

-----------------------------------------------------------
STRONG

1.  Standing

Hulk extends his arm straight out.  It has pretty good range and is mainly used
for ending ground combos.

2.  Crouching

Same thing as a standing jab, except it comes out slower, has more range
and does more damage.  It sets him up for a lot of moves.

3.  Jumping

Same as the standing version, except he angles his arm downward slightly.
It's used for ending air combos.

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FIERCE

Hulk's fierce punches do very good damage.  They're also fairly easy to combo
into.  However, they have a bad recovery delay, so if they're blocked, you
could be punished.

1.  Standing
	
Hulk swings his arm downward and when it connects, it sends the opponent(s)
across the screen.  Its main use is for ending ground combos.  It can also be
used as an anti-air attack or an anti-dash-in attack.  Since he has super
armor, you can use this to hit an opponent near you just after they threw out a
projectile.  You'll get hit, but they'll get hurt a lot more.

2.  Crouching

Hulk raises arms up, as if he is trying to launch someone or something into the
air.  It hits once or twice.  The first hit hits low and acts as a
mini-launcher, while the second hit launches them to the sky.  You can combo
into any of his supers with this move and a few of his special moves.  To make
it hit once cancel im-mediately into a special move or super as soon as you see
it connect.  You must be close to the opponent(s) for it to hit twice.  Also,
if you cancel into a special move or super too early, it may not hit twice
either.

3.  Jumping

Hulk claps his hands together, looking as if he is trying to squish a bug or
perhaps his opponent.  This is his best air combo finisher and it's also his
best move for aerial confrontations.

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KICKS
-----------------------------------------------------------

Hulk's kicks come out faster than his punches and are much easier to use in
combos.

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SHORT

1.  Standing

A conventional short kick, it's mainly used for starting ground combos.

2.  Crouching

Also a conventional low short kick, it hits low and is also used for starting
combos.

3.  Jumping

Same as the standing version, this should be used mainly for an air combo
filler.

-----------------------------------------------------------
FORWARD

1.  Standing

Hulk extends his leg out.  It has good range and the same priority as his
standing strong.  It has good range, but very little comboability.

2.  Crouching

Same as the standing version, except it has much better comboability, since it
doesn't knock the opponent(s) across the screen.  It combos into some of his
special moves pretty easily.

3.  Jumping

Hulk swings his nearer leg upward-a basic J.Forward.  It's mainly used for air
combos, but can also be used as a jump-in attack after doing a J.Jab or
J.Short.

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ROUNDHOUSE

Just like his fierce punches, Hulk's roundhouse attacks are powerful, yet they
have slow startup and recovery delays.

1.  Standing

Hulk does a handstand and extends his legs out diagonally.  When it hits, it
launches the opponent(s), but it launches them too far horizontally for him to
do an air combo or a Gamma Crush.  He may be able to do air combos or a Gamma
Crush off this in the corner, but I've never tried it.  You can combo into this
off a S.Short but it won't register as a true combo.  It has poor horizontal
range, but excellent vertical range.  Use mainly as an anti-air attack--be
careful about that awful recovery delay it has.

2.  Crouching

Same as a C.Forward, except he angles his leg upward and is not low-hitting and
it has a little less range.  Unlike most other C.Roundhouses, Hulk's version
does not knock down--it sends the opponent(s) across the screen when it hits. 
You can use it to end ground combos, but it has an awful recovery delay and
gives your opponent a good amount of time to counter.

3.  Jumping

An inverted version of his standing roundhouse, this is his primary jump-in
attack.  It can be used for finishing air combos, but only if the opponent(s)
is/are below you.  During an air combo in the corner, you can do this after a
SJ.Fierce connects.

===========================================================================
IV.	SPECIAL MOVES
===========================================================================

None of his special moves can be executed while in the air.
All of his special moves can be cancelled into a super.

GAMMA SLAM D, DF, F + P

Hulk does his C.Fierce motion, but creates a ground wave, pushing back the
opponent(s), even if it's blocked.  It does decent damage but is a little
diffi-cult to combo into.  The punch button used determined how far the wave
travels.  The stronger the punch button, the farther the wave travels.  If it
gets jumped over, there's a good chance that you're screwed.

GAMMA TORNADO F, DF, D, DB, B + P

This is a command throw.  Hulk sticks his hand out, and when it connects,
Hulk holds the opponent in his hand and whirls them around a few times and then
throws them across the screen.  It does pretty good damage, but it can be
blocked.  It's a little tricky to combo into, also.  The only way to cancel
this into a super is by cancelling immediately after it's blocked.  If it's
blocked or it misses, Hulk holds his hand out for a second, unable to do
anything.  Never throw this out at random.  The stronger the punch button, the
better the range, the slower the startup and the slower the recovery.

GAMMA CHARGE

Horizontal: charge B, F + K
Vertical: charge D, U + K

Hulk charges either upward or forward, depending on the command entered.
With both versions, the opponent gets knocked upwards.  You can make him do
another Gamma charge by pointing the joystick in the desired direction then
pressing a kick button.  It combos off any crouching medium attack easily.  It
can go through fireballs [but not beams] but he will take damage and it will
slow the charge down slightly.  It will lose out to some dragon punches.  Watch
out for its recovery time.  Do not throw this out at random.  Use only in
combos and for punishing mistakes.

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V.	SUPERS
===========================================================================

GAMMA WAVE D, DF, F + 2P

Hulk does a super version of a Gamma slam.  It covers the entire screen--the
best way to avoid it is by super jumping.  It does very good damage and can be
comboed into.  It has a very minimal recovery to it, but a slight startup for
it.  This is Hulk's best super for inflicting block damage.

GAMMA CRUSH D, DB, B + 2P

Hulk makes a giant leap upwards, grabs a meteor and comes downwards at the
opponent.  You can control where he lands by pressing left or right on the
joy-stick.  It seems like his 2-hit C.Fierce to Gamma Crush combo no longer
works except in the corner, for some reason.  The opponent gets up right before
the meteor touches them.  Anyway, in this game there are more ways to combo
into this.  Do not throw this out at random, unless the opponent has next to
nothing left on their life bar because if it's blocked, the opponent has quite
a while to decide what they can do to Hulk.

Also be aware that this loses out to vertical beam supers, Blodia Vulcan and
sometimes Siberian Blizzard.  If the opponent tries to block the second part,
try to direct Hulk behind the opponent, making them block the wrong way.

GAMMA QUAKE D, DF, F + 2K

Hulk does a C.Jab motion and a bunch of rocks fall downwards.  This is Hulk's
easiest super to combo into because it starts up very quickly.  With this
super, you can throw this out at random any time you want to, because there's
almost no way for the opponent to counter it.  It also has no recovery delay. 
Although this is Hulk's quickest and most effective super, it does the least
amount of damage and block damage of the three.  Use it mainly as an anti-air
attack and for pressuring your opponent.

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VI. COMBOS
===========================================================================
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MAGIC SERIES

Ground                  Light to Medium or Light to Heavy
Jumping                 Stronger
Super Jumping           Zigzag
-----------------------------------------------------------
Launchers               C.Fierce (1-hit: mini-launcher, 2-hit: standard
                        launcher), S.Roundhouse
Knockdowns              None
Strikes                 S.Strong, S.Forward, S.Fierce, C.Roundhouse
Snapback                S.Fierce
AC Finishers            SJ.Strong, SJ.Fierce, SJ.Roundhouse, Fierce air throw
Assists/Crossover Counter     Crossover Combination
A  Gamma Slam                 Gamma Wave
B  Horizontal Gamma Charge    Gamma Crush
C  Vertical Gamma Charge      Gamma Crush

-----------------------------------------------------------
Hulk should start combos with a jump-in attack, preferably a J.Roundhouse.  He
may use a dash, but it's little slow and the jump-in attack adds more damage. 
J.Roundhouse may be replaced with J.Short, J.Forward.

1.  J.Roundhouse, S.Jab, jab Gamma Slam
2.  S.Jab, S.Strong
3.  S.Jab, S.Fierce
4.  S.Jab, Snapback
5.  S.Jab, Gamma Tornado
6.  J.Roundhouse, S.Short, Snapback
7.  S.Short, S.Forward
8. S.Short, S.Roundhouse
9.  J.Short, J.Forward, S.Roundhouse
10. J.Roundhouse, C.Jab, C.Strong, jab Gamma Slam
11. C.Jab, C.Strong, Snapback
12. C.Jab, C.Strong, H.Gamma Charge, V.Gamma Charge
13. C.Jab, C.Strong, Gamma Tornado
14. J.Roundhouse, C.Short, C.Forward, Snapback
15. C.Short, C.Forward, H.Gamma Charge, V.Gamma Charge
16. C.Short, C.Forward, Gamma Quake
17. C.Short, C.Fierce(1-Hit), Gamma Tornado
18. C.Short, C.Fierce(1-Hit), H.Gamma Charge, V.Gamma Charge
19. C.Short, C.Fierce, V.Gamma Charge, V.Gamma Charge
20. C.Jab, Gamma Quake
21. C.Jab, C.Strong, Gamma Wave
22. C.Short, C.Fierce, Gamma Quake
23. C.Short, C.Fierce(1-Hit), Gamma Wave
24. C.Short, C.Fierce, Gamma Crush
25. C.Short, C.Fierce (1-Hit), H.Gamma Charge, Gamma Quake
26. C.Short, C.Fierce (1-Hit), H.Gamma Charge, Gamma Crush
27. C.Short, C.Fierce (1-Hit), Crossover Combination
28. C.Short, C.Forward, H.Gamma Charge, Gamma Quake
29. C.Short, C.Forward, H.Gamma Charge, Gamma Crush
30. C.Short, C.Fierce (2-Hit), SJ (Jab, Short, Strong, Roundhouse)
31. C.Short, C.Fierce (2-Hit), SJ (Jab, Short, Forward, Fierce)
32. Tag in, S.Fierce
33. Tag in, Snapback
34. Tag in, Gamma Quake
35. Tag in, S.Fierce, Gamma Quake
36. Tag in, Gamma Wave
37. Tag in, Gamma Crush
38. Tag in, C.Fierce (2-Hit), SJ (Jab, Short, Forward, [AC Finisher])
39. Tag in, C.Fierce, Gamma Crush
40. Tag in, C.Fierce, Gamma Quake

CORNER COMBOS

41. J.Roundhouse, C.Fierce (2-Hit), SJ (Jab, Short, Forward, Fierce,
Roundhouse,
    Roundhouse(OTG)), C.Jab, S.Fierce
42. J.Roundhouse, C.Short, C.Forward, short V.Gamma Charge, H.Gamma Charge,
    C.Short(OTG), H.Gamma Charge, Gamma Crush
43. Back to Corner: C.Short, C.Forward, Gamma Tornado, C.Short(OTG),
    C.Fierce(2-Hit), SJ.(Jab, Short, Forward, Fierce, Roundhouse,
    Roundhouse(OTG)), C.Jab, C.Fierce
44. Back to Corner: C.Short, C.Forward, Gamma Tornado, S.Short(OTG),
    S.Roundhouse, Gamma Quake
45. Back to Corner: C.Short, C.Forward, Gamma Tornado, C.Short(OTG), C.Fierce,
    Gamma Crush
46. Back to Corner: C.Short, C.Forward, Gamma Tornado, S.Short(OTG), H.Gamma
    Charge, Gamma Crush
47. J.Roundhouse, S.Jab, S.Fierce, Gamma Quake
48. J.Roundhouse, S.Short, S.Roundhouse, Gamma Quake
49. J.Short, J.Forward, S.Roundhouse, Gamma Crush
50. C.Short, C.Fierce, V.Gamma Charge, V.Gamma Charge, Gamma Quake
51. Tag in, S.Roundhouse, Gamma Quake
52. Tag in, C.Fierce, V.Gamma Charge, V.Gamma Charge, Gamma Quake (immediately
    upon landing)

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COMBO TREE

Thanks to 3pwood (mayfield_john@hotmail.com) for this concept.  This is
basically a tree of what attacks combo into other attacks.  This does not list
every possibility but is basically to give you an idea of what attacks to do
according to the attacks you start with.

START

                                J.Roundhouse
                                      |
                                      |
                ------------------------------------------
               |                    |                     |
               |                    |                     |
           S/C.Short              S.Jab                 C.Jab
               |                    |                     |
               |                    |                     |
      -----------------         S.Strong,      -----------------------
     |                 |        S.Fierce,     |           |           |
     |                 |          Gamma       |           |           |
S/C.Roundhouse     C.Forward     Tornado  C.Strong    S.Fierce        |
       |               |                      |           |       C.Fierce
       |               |                      |           |           |
  Gamma Quake          |                      |      Gamma Quake      |
  (in corner)          |                      |      (in corner)      |
                       |                      |                       |
            -----------------------           |                       |
           |                       |          |                       |
           |                       |          |                       |
      Horizontal------------->Gamma Quake     |                       |
     Gamma Charge   |     ---------------------------------           |
           |        |    |             |                   |          |
           |        |    |             |                   |          |
       Vertical     |    |             |               Gamma Wave     |
     Gamma Charge  _|    |             |                              |
                  |      |             |                  ____________|________
                  |  Horizontal      Gamma               |                    
|
      ____________| Gamma Charge    Tornado              |                    
|
     |                   |                            (1-Hit)                 
|
     |                   |                        -----------------------     
|
     |       -----------------------             |       |        |      |    
|
     |      |               ------->|<--------   |       |        |      |    
|
     |      |              |        |         |  |       |      Gamma    |    
|
     |   Vertical          |   Gamma Quake,   |  |       |     Tornado   |    
|
     | Gamma Charge        |   Gamma Crush,   |  |       |_____          |    
|
     |                     |    Gamma Wave    |  |             |         |    
|
     |_____________________|                  |  |             |         |    
|
                                             Horizontal        |         |    
|
                                            Gamma Charge       |         |    
|
                                                 |             |         |    
|
                                                 |          Vertical     |    
|
                                              Vertical    Gamma Charge   |    
|
                                            Gamma Charge       |         |    
|
                                                               |         |    
|
                                                            Vertical     |    
|
                                                          Gamma Charge   |    
|
                                    _____________________________________|    
|
                                   |                                          
|
                                   |          
________________________________|
                              Gamma Crush     |
                              Gamma Wave      |
                              Gamma Quake     |
                                              |
                                           (2-Hit)
                             -------------------------------------
                            |                 |                   |
                            |                 |                   |
                         Vertical          SJ.Jab            Gamma Quake
                       Gamma Charge       SJ.Short           Gamma Crush
                            |            SJ.Forward
                            |           [AC Finisher]
                         Vertical
                       Gamma Charge

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TEAM HYPER COMBO

Hulk's supers are excellent for doing Team Hyper Combos (THC, excuse the pun). 
All three of his supers can be used for fillers.  Gamma Crush and Gamma Quake
are his best THC starters.  Gamma Wave should be used for ending a THC so it
can do as much damage as possible.  If you find any possibilities as far as
THC's go, e-mail me and I'll put it up and give you credit for it as well. 
Some of these are not 100 percent reliable.  This is just to give you an idea
of how to use THC's when using Hulk as one of your characters and does not list
every possibility.  You will have to try these for yourself to see if they work
or not.

1: First partner's super, 2: second partner's super, 3: Third partner's super

A. 1. (Hulk) Gamma Crush, 2. Any beam super, any rushing super, Final Justice,
   Captain Storm, Venom Web, Death Bite, Ultimate Web Throw, Final Atomic
   Buster, Weapon X, Fatal Claw, Kikou-Shou, Blodia Punch, Blodia Vulcan,
   Saotome Cyclone or Shin-Shoryuuken 3. Third partner's super

B. 1. (Hulk) Gamma Quake 2. Any vertical super, any beam super or any
   rushing super 3. Third partner's super

C. 1. Any vertical super, Darkness Illusion (while in air), Ragnarok (while in
   Air), Shinkuu-Tastumaki Senpuu Kyaku, Kikou-Shou, Final Atomic Buster, Ultra
   Final Atomic Buster, Final Justice, Venom Web or Fatal Claw 2. (Hulk) Gamma
   Crush 3. Any beam super, any rushing super, Final Justice, Captain Storm,
   Venom Web, Death Bite, Ultimate Web Throw, Final Atomic Buster, Weapon X,
   Fatal Claw, Kikou-Shou, Blodia Punch, Blodia Vulcan, Saotome Cyclone or
Shin-
   Shoryuuken

D. 1. First partner's super 2. Any beam super, any rushing super, Shinkuu-
   Tastumaki Senpuu Kyaku, Kikou-Shou, Final Atomic Buster, Ultra Final Atomic
   Buster, Final Justice, Venom Web or Fatal Claw 3. (Hulk) Gamma Wave

E. 1. First partner's super 2. Any vertical super, Shinkuu-Tastumaki Senpuu
   Kyaku, Kikou-Shou, Final Atomic Buster or Final Justice 3. (Hulk) Gamma
   Crush, Gamma Wave, or Gamma Quake

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VII. GENERAL STRATEGY
===========================================================================

Hulk is pretty easy to learn but does require some skill to play.  Although
he's mostly made for punishing mistakes, you can still play him offensively. 
Don't just stand around all day and expect your opponent to leave himself or
herself open for attack.  While on the offensive, don't throw out an attack
that may leave you open for attack.

When playing offensively, it's best to start your attacks with a jump-in--his
dash is pretty slow and doesn't cover very much distance.  J.Short followed by
J.Forward is a pretty good and simple jump-in attack--the good thing about it
is that it usually leaves you close to your opponent.  The bad thing is that it
loses out to a large number of launchers.  J.Roundhouse is his best jump-in--it
does good damage and is also better for overhead jump-ins--the only real
problem with it is that it tends to push opponents away.  The best feature
about it is that it'll either stuff or at least trade hits with launchers.

While on the ground, mix up your jabs and low attacks.  Use heavy attacks when
you're sure that they will connect.  If such an attack gets blocked, cancel
into a Gamma Slam to avoid possible punishment.  If you use medium attacks, use
low medium attacks, since they won't knock the opponent across the screen and
since they set Hulk up for a large number of moves.

Hulk's special moves are quite effective and easy to combo into-however they
tend to leave you open for attack if thrown out at the wrong time.  Gamma Slam
is used for pressuring your opponent.  It's mainly used just after a heavy
attack gets blocked.  Otherwise, there isn't much use for it.  Gamma Tornado is
used strictly in combos as you will be in big trouble if it's blocked or if it
misses.  It combos off ground jabs, low medium attacks and off of a one-hit
C.Fierce.  If you connect it while Hulk's back is facing the corner, you can
OTG afterwards for extra damage.

Gamma Charge has very good priority.  It's major flaw is that it has an awful
recovery delay.  The horizontal version sets Hulk up for any of his supers.  IF
you connect the vertical version twice in the corner, you can OTG afterwards or
do a Gamma Quake or Gamma Crush.  You can use it to go through fireballs and
nail your opponent-you can also use it to punish mistakes.  It also combos off
any low medium attack or off of a C.Fierce.  Just don't throw one out to see
your opponent block it, as you will eat a nasty combo or super.

All of Hulk's supers are very useful.  Gamma Wave is used in combos and to
finish off a nearly-dead opponent.  It does massive amounts of damage if it
connects.  Be aware that if timed correctly, your opponent will be able to jump
over it and counter-otherwise, you shouldn't have anything to worry about,
since it recovers pretty quickly.

Gamma Crush is strictly used in combos.  If it's blocked or if it misses, your
opponent has a very long time to decide how they wish to punish you.  If you
want to combo this off of a C.Fierce, only let it hit once or else there's a
very good chance that you will have problems.  The best ways to get a Gamma
Crush to fully connect if off of a one-hit C.Fierce or off of a horizontal
Gamma Charge.

Gamma Quake has many different uses.  It will combo off a S/C.Jab, C.Fierce or
a horizontal Gamma Charge.  It will also combo off of a S.Fierce or
S.Roundhouse in the corner.  It comes out very fast and is very hard to counter
since it recovers very quickly.  It's a good anti-air attack also and will
sometimes catch jumping opponents off-guard.

Hulk plays very good defensively.  He has a wide variety of anti-air attacks,
including S.Fierce, S.Roundhouse, C.Fierce, J.Fierce and Gamma Quake.  Nailing
a jumping opponent is not a problem for Hulk.  Deterring dashers is a slight
problem for Hulk.  You can try using S.Fierce, but it takes a long time to come
out, so you'll have to anticipate your opponent attemping to dash in.  S.Jab is
a safer attack against dashing opponents-it sets Hulk up for a few
opportunities and is also safe if it's blocked.  In mid-air, use J.Fierce to
send your opponent back to the ground.  You can also start comboing your
opponent with a J.Jab or J.Short--just try to stay out of throwing range to
avoid any possible throws from your opponent.

Small characters tend to give Hulk some problems.  Try sticking with low
attacks against small characters.  One trick you can do against small
characters (and most other characters for that matter) is push-block as your
opponent is jumping in, then nail them with a S.Fierce as they get pushed away.
 You can also jump up and meet them in the air with a J.Fierce.  When doing
jump-ins on small characters, stick with J.Roundhouse-just make sure that
you'll land as close as possible, since small characters tend to get pushed
away farther than their larger counterparts.

Assists B and C are his best choices for assist.  Assist B sets your partner up
for a beam super, vertical super or possibly even a few rushing supers and
possibly even a FAB or UFAB from Zangief if close enough!  Assist B is also
good for helping your partner out of corner pressure.  Assist C can set your
partner up for vertical supers and also supers such as Blodia Vulcan and
Kikou-Shou.  It's best to use this against close and overhead jump-in attacks.

===========================================================================
VIII.	MISC. STUFF
===========================================================================
-----------------------------------------------------------
ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.  Excellent range
2.  Pretty good speed for his size
3.  Highly damaging, yet simple combos
4.  Highly damaging regular, special and super moves
5.  All his supers can be comboed into
6.  Super armor while on the ground
7. All of his regular moves inflict block damage
8. Plays defensively well

DISADVANTAGES

1.  He's big
2.  It's sometimes difficult to pull off combos with him
3.  Although he's quick for his size, he's still pretty slow compared to
smaller
    characters
4.  No super armor while in the air
5.  Slow start up on many of his moves
6.  Slow recovery on many of his moves
7.  Not one of the better offensive characters
8.  He is mainly designed for punishing mistakes and he therefore has a very
    tough time against experts
9.  Poor versatility
10. Poor variety
11. Has a slight learning curve
12. Cannot fight effectively from far away
13. Must be up close to dish out large amounts of damage
14. Has a tough time against keep away characters
15. No knockdown attack

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Any comments, questions or suggestions? E-mail me at dan@finch.com.

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ACKNOWLEDGEMENTS

Kmegura for the names of all of Hulk's moves
Capcom for making such an awesome game
3pwood (mayfield_john@hotmail.com) for the Combo Tree concept
deshoran@hotmail.com for the info on Hulk
Shoryuken.com for the combo


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IX.  LEGAL STUFF
===========================================================================

This FAQ is Copyright (c) 2000 by Daniel Finch.  No part of this FAQ may be
reproduced and re-posted on the Internet in its original, unedited and
unaltered format or redistributed under a different name in any way whatsoever.
 Any Internet, commercial or public use is prohibited without written
permission from the author.  Profit from this FAQ in any form is also
prohibited.  Any similari-ties in this FAQ to another FAQ or another web page
are unintended and coinci-dental. Hulk, Iceman and Juggernaut are registered
trademarks of Marvel Comics.  Zangief and Marvel vs. Capcom 2: New Age of
Heroes are registered trademarks of Capcom.
