Hulk

===========================================================================
Character FAQ
Character: Hulk
Game: Marvel vs. Capcom 2: New Age of Heroes
Version 1.1, 7/4/00
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
===========================================================================
CONTENTS
===========================================================================
I.    Introduction
II.   Legend
III.  Regular Moves
IV.   Special Moves
V.    Supers
VI.   Combos
VII.  General Strategy
VIII. Misc. Stuff
IX.   Legal Stuff
===========================================================================
I. INTRODUCTION
===========================================================================

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.

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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
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

Start Button      Taunt (while fighting)

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
Assist 1          Calls in first or second partner to attack (depending 
                  upon whoever is not currently fighting)
Assist 2          Calls in second or third partner to attack (depending on 
                  whoever is not currently fighting) 
Snapback          D, DF, F + Assist (one super level); forces out opponent 
                  that is currently fighting
Variable Counter  B, DB, D + Assist (while blocking, one super level)

Assist 1 + Assist 2  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 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.

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STRONG

Pressing jab immediately after doing a jab punch or short kick does a strong 
punch.

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 has pretty good comboability.

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 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

Hulk's short kicks come out a little faster than his jabs, but have lass range.

1.  Standing

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

2.  Crouching

Also a conventional 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.  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.

-----------------------------------------------------------
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 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 upwards 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.  
Use it for ending ground combos.

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.

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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.

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(s) 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.  This version covers the entire 
screen and can only be avoided 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 lifebar because if it's blocked, the opponent has an eternity 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.

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

First of all, Hulk is not a very offensive character.  You are better off wait-
ing patiently for an opponent to make a mistake, then punishing accordingly.  If 
you do an offensive move, be extremely careful about which moves you throw out.  
If you play offensively, always start the attack with a J.Roundhouse or 
equivalent.  Once on the ground, continue with any light attack and then 
continue on accordingly.

If you do a light attack into a heavy attack, always make sure that the heavy 
attack connects or you could be eating a combo.  If you do such a combo and the 
light attack gets blocked, cancel into a medium attack or a Gamma Slam to be 
safe.  If the opponent blocks a heavy attack, cancel immediately into a jab 
Gamma Slam to be safe.  If the opponent jumps over the Gamma Slam, cancel 
immediately into a Gamma Quake to nail the opponent while they attempt to hit 
you.  Even if the Gamma Quake gets blocked you'll be left safe.  If a Hori-
zontal Gamma Charge gets blocked, cancel into a Gamma Quake to be safe.  If a 
vertical Gamma Charge gets blocked or if it misses, you're probably screwed.

Don't try going for 15-hit air combos when using Hulk (unless of course you're 
air comboing two opponents at once).  Just concentrate more on simple combos.  A 
two to four hit ground combo does just as much damage as an eight-hit air combo 
from Spider-Man.  A five-to-seven hit ground-to-air combo from Hulk does just as 
much damage as a 10-to-12 hit air combo from Captain America.

Even though a lot of beginners like using him, he takes a little while to learn 
because of his disadvantages.  Once mastered however he can kick just about 
everyone's ass.  He's also fun to use once learned.  

Hulk has a tough time against small characters.  Even though he has very good 
range, it's easy for small characters to sneak up on him.  A lot of small 
characters also like to confuse you.  With small characters, you'll have to be a 
little more patient.  Jump-in attacks with Hulk against smaller characters are 
not very reliable since smaller characters tend to get pushed away farther when 
they get hit.  

Hulk has a very easy time against big characters.  Even though he seems 
threatening, Juggernaut should not be a problem.  This joke character has many 
moves that leave him wide open for attack when blocked.  Just remember to block 
a lot, or you could lose a large portion of life by a Head Crush.  When playing 
Juggernaut, wait very patiently.  As soon as you block any heavy attacks, a 
Juggernaut Punch, a Headcrush or you see him try to power up, dash in and punish 
accordingly.  Show him who's the strongest character in the Marvel universe.  
Also remember that Hulk is faster and has much better offensive abilities.  Just 
like in the comics, in this game, Hulk can easily kick Juggernaut's ass.

Against Zangief, you must be extremely careful when playing close to him.  One 
wrong move could mean getting SPD'd, FAB'd or possibly even UFAB'd!  When you 
see him standing still jump in with a J.Roundhouse, then proceed to doing 
combos.  If he blocks a fierce punch, you could be eating a fierce punch to 
Glowing Fist to either SPD or FAB combo.  If he tries a Siberian Splash, punish 
with a vertical Gamma Charge or a Gamma Crush.  If he throws out a Flying Power 
Bomb, punish with a Gamma Quake, Gamma Wave, horizontal Gamma Charge or Gamma 
Tornado.  If he turns into Mega Zangief, throw out a lot of J.Roundhouses, Gamma 
Slams, Gamma Quakes and Gamma Waves.

Against another Hulk, you really have to mix up your attacks.  Since he can do 
the same things you can do, you need to make sure you don't make any serious 
mistakes or you could be in for it.  If you block any heavy attacks, a Gamma 
Charge, Gamma Tornado or a Gamma Crush, punish accordingly and show him who the 
REAL Hulk is.

With average-sized characters, try doing attacks that will counter their at-
tacks.  Jump over any projectiles and punish them with green [or gray] feet to 
their face, then continuing with a ground combo or ground to air combo.  Blocked 
dragon punches should be punished with a Gamma Crush or an air combo.  If they 
are directly above you and they fire a projectile that misses, punish with a 
Gamma Crush.  Any other attacks that are blocked and leave them open should be 
punished accordingly.

Iceman is going to be tough for Hulk.  Because of his speed, he can easily 
punish one of your mistakes by dashing up to you and making you eat an air combo 
ending with an Arctic Attack.  If you see them coming, jump over the cheap-ass 
Ice Beams and punish severely.  If he throws out an Avalanche, take him for a 
ride on a Gamma Wave.  If you're up close to him and he just threw out an Ice 
Beam in the wrong direction, pound him into the ground with a Gamma Quake or 
nail him with a horizontal Gamma Charge.

Assists B and C are probably his best choices.  ASSISTS 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

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 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.  He plays offensively very poorly for two main reasons:
    A.  Many of his moves have a slow startup and recovery
    B.  He has a limited variety of offensive attacks
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

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

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

===========================================================================
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.  
