Racewing Productions Presents:
A Hyper Combo Linking Guide

Character: Hulk
Gane: Marvel vs. Capcom 2--New Age of Heroes
Version: 0.73 -- 6/9/00
Author: Geson "Racewing" Hatchett (ghatch@panix.com)

Updates:

v. 0.73:
        -Textual cosmetic changes.
        -Fixed spelling errors (and probably added more.  Whee! :))
        -Added Gamma Crush DHC Strategies for 15 characters.

v. 0.7: None.  This is the FAQ's debut.

Note: Updates to this guide will always be submitted solely to gamefaqs.com.
Any other servers to which I've given permssion to host this guide may
host these updates as well, but it is their resposibility to retrieve them
from GameFAQs.  I can't keep track of you people. :)

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                                Prologue

        Marvel vs. Capcom 2 increases the comboability of several returning
characters, often to a fault.  It's now easier than ever to cancel into a
Hyper Combo after just one or two simple button-pushes.  My friends and I have
often joked about how this game has degraded into nothing but
"tap-tap-super"... it's funny, it holds true for a HELL of a lot of
situations in that game, but I'm always inclined to believe that it still
requires a sort of skill, albeit weird and warped in nature.

        However, who says you can't take the easy way out once in a while? :)
We know what you want.  Screw the flashy multi-hit combos... these days, you
want to be standing at the end, and the other guy not, as quickly as posible.
And for this, Hyper Combos are essential. This guide will try to cover as
many supercancels (moves/mini-combos/DHCs that end with a certain
character's Hyper Combo, often for mucho damage) as possible.

THIS IS NOT A TRADITIONAL COMBO GUIDE.  It is simply here to serve as a
stepping stone for other combos which you are free to devise yourself.  Mix
and match these things, and come up with your own playing style.

It also assumes that you're somewhat familiar with MvC2, and conventional
button notation.  However, for simplicity's sake, here's a small key:

QCF = quarter-circle forward
QCB = quarter-circle back
jab, short, fierce, roundhouse, Assist 1 and Assist 2 are used as buttons.
Most other things (such as standing, crouching attacks, etc.) are explained
beforehand.

For the DHC strategies, I have broken them down into two categories:
        In: Cancelling INTO Hulk's super out of his teammate's super.
        Out: Cancelling OUT of Hulk's super into his teammate's super.

Create your own killer DHC's this way.  Their relaiability may vary depending
onthe heightof the opponent... many of the DHC's listed were tested on
Icemans, Cables, BB Hoods, and Ruby Hearts.  Normal-sized characters.

So... read this guide, then go forth and proceed to give those scrubby Cables
(aka the Human Gun Turret) an ass-whooping!  :)

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                                The Hulk

        The Hulk was decent before, but now he's graduated into a powerhouse
character for Marvel vs. Capcom 2.  He is a skill character tht is definitely
not always a safe bet to play with, but he combines general speed with immense
power AND Super Armor... something even the lauded Juggernaut couldn't
accomplish.  His quick power strikes, when used correctly, can help mop up
opponents (especially the frail ones such as Akuma and Strider) with ease.
He's got problems against certain characters (mostly due to his big size), but
hey.  It's a matter of picking your fights, ne?

        Hopefully after this guide gets on the 'net, I'll see more people (at
least around where I game) giving Hulk the attention he deserves.

Now, let's get down to business.

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I. Gamma Crushing With the Hulk.

Gamma Crush: QCB+both punch buttons.
        Hulk leaps up into the air (which sometimes sets up for the rest of
this super), and comes down with a big moon rock.  TONS of damage.  This and
the Gamma Wave are Hulk's two most damaging moves, bar none.  Much like the
Juggernaut Headcrush or Hyper Viper Beam, this move is quite capable of
ending a fight much more quickly than anticipated. :)

        However, if it misses or it's blocked, Hulk is in a heapload of
trouble.  This is where the ol' skill factor comes in. :)


The Problem:

        Back in MvC, it was relatively easy for Hulk to cancel into this
Super.  If you launched the enemy (hit them with Hulk's crouching Fierce
Punch), forget about an aircombo... you had free Gamma Crush, no matter what.
There were those scant instances where sometimes, the game would glitch or
the timing would be a little off, and the rock would miss the opponent a
little bit, and maybe only do half damage.   But that was as bad as it got.

        In MvC2, though, something went horribly, horribly, wrong. :)

        Hulk seems to get dizzy and lose his sense of direction at those
heights... cause if you try that cool little trick now, Hulk will land
quite far from the opponent, leaving him even *more* open to counterattack
when the other guy gets back up.  Whether this is a bug or if Capcom tried to
tone him down, I dunno.  But it's evil, and it cost me a great many matches
before I learned how to get my friend, the Gamma Crush, to connect once again.
These are my findings (I don't read FAQs too much, especially not the combo
sections, cause most of em, I can't do!)... these and my other tacitcs are
Dreamcast-verified, and for the most part, arcade-verified.  But wait.  It's
a nigh-perfect port, so... :)


Solutions:

1) The Classic Way--Off the Launch

        Let me correct myself back up there for a second.  Launching into a
Crush still works.  However, the trick is that Capcom reduced, by a wide
margin, the window that you have to do the Gamma Crush in for it to hit.
Success rate is now inversely proportional to the opponent's launch height.
That is, the higher the opponent flies after you launch them before you pull
off the GC, the better your chances are of... whiffing it entirely. :)
To counteract this, pull off the crush *a split second after* you do the
crouching Fierce.  It requires cat-like reflexes, but for the least button
presses, it does the job.


2) Revamping a Classic--Linking into the Launch

        It's uncanny, but it works.  Just link a simple weak attack
(crouching works best) into the launch, then pull off the Gamma Crush without
having to worry about doing it so fast.  So:

c. jab -> c. fierce -> gamma crush

will work, as well as

c. short -> c. fierce -> gamma crush  (this is the method I use.)

So, to summarize... "weak attack brings your window back." ^^ 

3) Corner Tactics

        If your opponent is near the corner of the arena, Hulk has no room to
whiff, therefore if you hit with the setup, or the launch cancel, either will
hit with no worries whatsoever.  Go wild.

4) The Gamma Charge

        With the advent of EX combos (being able to cancel specials into
Supers) it's quickly being found out that hitting an opponent with a
horizontal Gamma Charge leads to a free super of your choice with Hulk.
Yummy.  If you choose to use the Gamma Crush after the Charge, I suggest that
you wait until your opponent is almost directly above you.  Vertical Gamma
Crushes are no problem for Hulkie in terms of accuracy.

5) DHC Strategies

1-Captain Commando:
        *Captain Sword*
        In: None.
        Out: DHC the Crush into the Captain Sword after the last hit.  Does
        *much* more damage if performed outside of the corner.

        *Captain Storm*
        In: You can DHC the crush while all of CapCom's friends are juggling
        the opponent in the air, which does decent damage.  I've tried
        DHC'ing it after the Storm's last hit, but it seems the final Corridor
        often sends the opponent further than the Hulk can jump, unless you
        are *very* quick in cancelling it.
        Out: DHC the Crush into the Captain Storm *while the rock is hitting
        the opponent*.  This means, of course, that you have a much smaller
        (but still manageable) time window to do this in if you hit the
        opponent with the DC's setup.  The latter method, however, will hurt
        a lot more. :)  Works in and out of corner.

2-SonSon:
       *Staff Super*
       In: If you hit with the Staff Supers' setup, simply pull off the
       Crush while the Staff juggles the opponent in the air.
       Out: Cancel into the Staff while the rock hits the opponent.  The setup
       should hit.

       *"Saiyan Super" (^_^)*
       Setup for this super doesn't seem to juggle.

       *Fruit (POW) Super*
       In: Cancel this into the crush anytime while the opponent is in
       "fruit" form.  Sometimes, this seems to cause a heck of a lot more
       damage than it should...
       Out: Cancel into the super while the rock it hitting the opponent.
       Watch out though... if you hit with the Gamma Crush's setup (so that
       the opponent is on the ground before the rock hits) you'll often
       whiff.

3-Tron Bonne:
       *Servbot Rush*
        In: Cancel into the Crush just as the first few Servbots approach
        the opponent.  Not really worth the damage unless done outside of the
        corner.          
        Out: Cancel into the Rush while rock hits.  For maximum damage, time
        the cancel for just as the last Crush hit occurs.

       *King Kobun*
        In: Doesn't seem to work.
        Out: Cancel into the Kobun as the rock hits.  This will hit most
        often if done away from the corner.

4-Juggernaut:
       *Juggernaut Headcrush*
       In: Doesn't seem to work.
       Out: Cancel into the headcrush while the rock hits.  For maximum
       damage, time it so the Headcrush starts right after the last hit of
       the rock.  This is sometimes enough to finish somebody off.

5-Ryu:

       *Shinkuu Hadoken*
       In: Doesn't seem to work.
       Out: Cancel into the Hadoken as rock hits.  You know the drill. :)

       *Shinkuu Hadoken (air)*
       In, Out: See Akuma's Air Shinkuu Hadoken.

       *Shin Shoryuken*
       In: Pull off the crush JUST (and I mean JUST) as the last (third) hit
       of the super occurs, and it'll juggle.  Wait too long, and it'll whiff
       because the SS launched the opponent too high.
       Alternatively, with Ryu, you could do his launcher (also c. fierce),
       cancel into this super, and have a much better window to pull off the
       Gamma Crush in.  This does decent daamge as well.
       Out: Cancel into SS as the rock hits.

       *Shinkuu Hurricane*
       In: Cancel as super hits.
       Out: Cancel as rock hits.


6-Iceman:
        *Arctic Attack (ground)*
        In, Out: See Ryu's Shinkuu Hadoken.

        *Arctic Attack (air)*
        In, Out: See Akuma's Air Shinkuu Hadoken.

7-Rogue:
       *Goodnight, Sugar*
       In: Cancel into Crush anytime while Rogue's super hits.  This includes
       the finishing aerial kiss.
       Out: Cancel as rock hits.

8-Akuma:
       *Shinkuu Hadoken*
       In, Out: See Ryu.

       Air Shinkuu Hadoken:
       In: Cancel into Crush while fireballs are hitting.  Can only be done
       if Akuma is up-close.
       Out: Not applicable.

       Shoryureppa:
       In: If not in corner, cancel as the last (or next-to-last) hit of the
       Shoryureppa occurs.  Otherwise, cancel whenever.
       Out: Cancel as rock hits.

       Shinkuu Hurricane:
       In: Cancel into Crush as super hits.
       Out: Cancel as rock hits.

(Note: Hmm.  From here on end, for all aerial beam supers, see Akuma's Air
Shinkuu Hadoken, mm'kay? ^_^  Same goes for ground beams and Ryu's ground
Shinkuu Hadoken. Unless noted otherwise, of course.) 

9-Megaman
        *Hyper Megaman*
        In: Doesn't work unless  a) Megaman is in the corner and  b) He hits
        with the setup.  Even then, it's pitiful for damage.
        Out: To make sure this works, cancel into the Hyper MM only as the
        last hit of the rock occurs.

        *Beat Plane*
        In, Out:  Think about it.  Is this even POSSIBLE? :)

        *Rush Drill*
        In: Cancel into Crush as the Drill hits.  Works only in corner.
        Out: Not worth it. Juggles for one or two hits, then often goes in
        the other direction, freeing the opponent.

10-Roll
        *Hyper Roll*
        In, Out: See Hyper Megaman, except that she seems to do more damage
        than her big brother here with Hulk's help.

        *Beat Plane*
        In, Out: See Megaman.

        *Rush Drill*
        In, Out: See Megaman.

11-Iron Man
        *Proton Cannon*
        In: If done in the corner, the Crush will hit the opponent while he'
        s on the ground after the Cannon gets canceled out of.  Strange,
        but true.
        Out: Cancel as rock hits.

12-War Machine 
        *Proton Cannon*
        In, Out: See Iron Man.

        *War Destroyer*
        In: Cancel as missles are hitting.  Works only if WM is up close.
        Out: Cancel as rock hits.  Corner only.

13-Magneto
        *Magnetic Shockwave*
        In: Doesn't seem to work.  Once the shockwaves hit, you can't cancel.
        Out: Cancel as rock hits.

        *Magnetic Tempest*
        In: Cancel as the super hits.
        Out: Doesn't work.  The MT's startup is too slow.

14-Ken Masters
        *Shoryureppa*
        In, Out: See Akuma's Shoryureppa.
        
        *Shinryuken*
        In, Out: See Akuma's Shinkuu Hurricane.

        *Shippu Jinrai Kyaku*
        In: Cancel into the Crush while the SJK hits.
        Out: For maximum hits, cancel out of the Crush at any time *before* 
        the last hit.

15-Sakura Kasugano
        *Midaire Zakura*
        In: Cancel as super hits.
        Out: Cancel as rock hits.

        *Shinkuu Hadoken*
        In: The setup will juggle, but for some reason, the rock seems not
        to...
        Out: Cancel as rock hits.

        *Haru Ichiban*
        In, Out: See Akuma's Shinkuu Hirricane.

        *Shinkuu Hadoken (Dark Sakura only)*
        In, Out: See Ryu's Shinkuu Hadoken.


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II. Gamma Quaking with the Hulk.

Gamma Quake: QCF+both kick buttons.
        Hulk will pound the ground, causing huge chunks of rock to fall from
the sky.  This is Hulk's least damaging super.  But... it's the Hulk.  It
will still HURT. :)

1) The Gamma Quake's "setup"
        The "setup" for the Gamma Quake is actually the same as Hulk's
crouching Jab attack, complete with lack of execution time. :)  If this hits
the opponent, the entire super will as well.  Which means that any normal
attack that can combo into a c. jab will combo into a Gamma Quake.  Again,
practice and see what you can find.

2) Off the Launch
        Much simpler than getting the Gamma Crush off his launcher these days.
Not as damaging, but definitely not useless.  C. Fierce, Gamma Quake, call it
a day.

3) After Specials:
        The Gamma Charge and Gamma Rip (the bit where Hulk rips up a piece of
the ground) can both cancel into this Super.  

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III.  Gamma Waving with the Hulk.
Gamma Wave: QCF+both punch buttons.  Hulk will rip at the ground, causing
several chunks of rock to emerge from the ground and pummel the opponent,
shockwave-style.

1) After a Gamma Rip
        Do this with Fierce Punch, and once the first or second hit connects,
immediately cancel into the GW.  Incredibly easy, incredibly effective.

2) After a Gamma Charge
        Once again, a Gamma Charge can cancel into this super.  A word of
note however:  Just make sure that you wait a second or two after the Gamma
Charge before cancelling so that the opponent can get into position on the
other side of you.  Otherwise, you'll whiff.

3) Off of Normal Attacks
        S(standing). jab and C. Jab will both cancel into this super.

        C. Fierce will also cancel into it, but it's not worth doing so--the
damage and # of hits (8) is mediocre, plus you need to even faster in
cancelling it than with the Gamma Crush off of a straight launch.

        
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Afterword:

Things to do:

-Finish DHC Strategeies.  This will take a while yet...

- Write other HCL guides, most likely starting with Tron Bonne, Roll,
and SonSon, as these three plus Hulk are the characters I play almost
exclusively. :)


Credits:

Eh.  Me.  I wrote this all by myself after testing this stuff out.
I haven't copied off of anyone.  Really.  I'm probably (and will continue to
be) rendered obsolote by agsf2 and shoryuken.com, but I don't care all too
much.  I noticed a lack of Hulk FAQS out there, so here it is.  I hope to do
HCL Guides for other characters soon.

Thanks go to Jumpy for prereading, and Burghy for giving me the inspiration
to even start this FAQ. ^_^

Thanks go to Capcom for creating this game, and creating Roll, one of the
most awesome fighting game characters ever.  Long live Roll-chan! 
Props go to all my fellow Rollers out there ^_^

Thanks also go to CJayC for thinking enough of this guide to host it on
GameFAQS.  (He must get tired of zillions of people saying that... ^^)

I can be reached at ghatch@panix.com
(And if you go to NY's Chinatown Fair arcade, look for the characters I
mentioned up in the Afterword, and you've most likely found me. :) )

Am I missing something?  Got a cool new supercancel (not a big combo, just a
supercancel) or DHC?  Is something wrong in the FAQ?  Let me know!
You'll receive credit, of course.


Legal Thingies:

All characters featured in this guide are copyrighted by their respective
companies.  

This guide is copyright Racewing (Geson Hatchett), 2000.  This may be
distributed in any form you wish, but never sold.  The material herein may
not be used for any profit-gaining resource (i.e. a magazine).  If you wish
to use any of this info in your guide, ask me first.  I'm a pretty nice person
so long as credit's given.


Shameless Plug:

Read and vote in the Fiction Fighters' Clash, the (sorta) popular vote-based
fighting game crossover tournament fanfic, at
http://members.tripod.com/Racewing
It's loads of fun.  Really.  I wouldn't kid you.  Stop looking at me like
that.


                                                                -Racewing
