Hulk

===========================================================================
Character FAQ
Character: Hulk
Game: Marvel vs. Capcom 2: New Age of Heroes
Version 1.2, 7/25/00
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
===========================================================================
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.

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.

===========================================================================
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

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
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 + Assist (one super level); forces out opponent
                  that is currently fighting
Variable Counter  B, DB, D + Assist (while blocking, one super level)

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

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III.	REGULAR MOVES
===========================================================================
-----------------------------------------------------------
PUNCHES
-----------------------------------------------------------
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.

-----------------------------------------------------------
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 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.

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

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 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. 
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.

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

===========================================================================
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
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.  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 (2-Hit), SJ (Jab, Short, Forward, [AC Finisher])
38. Tag in, C.Fierce, Gamma Crush
39. Tag in, C.Fierce, Gamma Quake

CORNER COMBOS

40. J.Roundhouse, C.Fierce (2-Hit), SJ (Jab, Short, Forward, Fierce,
Roundhouse)
41. J.Roundhouse, S.Jab, S.Fierce, Gamma Quake
42. J.Roundhouse, S.Short, S.Roundhouse, Gamma Quake
43. J.Short, J.Forward, S.Roundhouse, Gamma Crush
44. J.Roundhouse, C.Short, C.Roundhouse, Gamma Quake
45. J.Roundhouse, C.Short, C.Fierce, V.Gamma Charge, V.Gamma Charge, Gamma
Quake
    (immediately after landing)
46. Tag in, S.Roundhouse, Gamma Quake
47. 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

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

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