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Incredible Hulk moves and strategies: Marvel vs. Capcom 2

Last updated on July 26, 2009

6 Comments

Incredible Hulk moves and strategies: Marvel vs. Capcom 2

Video: Incredible Hulk strategies: Marvel vs. Capcom 2

Strategies for the Incredible Hulk in Marvel vs. Capcom 2. Watch â–º

Movie courtesy of Capcom

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Joystick Joystick Joystick Joystick Joystick
Gamma Slam (Rock Wave)
Hulk lifts the ground which travels in a wave at your opponent. His projectile attack.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Gamma Tornado (Command Grab)
This is your Command Grab, like Zangief's Spinning Piledriver.

Joystick Joystick Joystick Joystick       Follow up with any direction Joystick Joystick
Gamma Charge (Elbow Slide)
Makes you charge forward with your elbow out. After Hulk initially does this move, pressing in any direction and pressing a Kick button will cause him to do a follow up Gamma Charge.

Joystick Joystick Joystick Joystick       Follow up with any direction Joystick Joystick
Gamma Charge anti air
Works the same way as his regular Gamma Charge, except it flies at an upwards angle, and you can do a follow up attack by pressing in a direction and a Kick button. Hulk leads with his head.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Gamma Wave
An improved version of his regular Gamma Slam.

Joystick Joystick Joystick Joystick Joystick
Gamma Quake
You pound the ground and a bunch of rocks fall on your opponent.

Joystick Joystick Joystick Joystick Joystick Use joystick to control angle.
Gamma Crush
After executing this, you jump into the sky and slam down with a gigantic rock. Pressing in a specific direction will control where you land.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Ground Type (L) Gamma Slam (L) Gamma Slam Gamma Wave
B Dash Type (L) Gamma Charge (L) Gamma Charge Gamma Crush
Y Anti-air Type (L) Gamma Charge (L) Gamma Charge Gamma Quake
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by ARJ08 on July 28, 2009 at 7:46 a.m. #1

Hulk is nasty!!!

 

Posted by xZyle on July 30, 2009 at 2:49 p.m. #2

Hulk's Dash assist can stop headcrush. Unlike Captain America's Charging Star, Colossus's Shoulder Check, or Sakura's Shouou-Ken, Hulk cannot naturally Aborbs Enrgy based attacks such as fireballs but His Super Armor will allow him to abosrb one hit and push through.

 

Posted by SilkyDynamite on September 16, 2009 at 6:50 a.m. #3

Hulk's normals deal chip damage. Combine that with a good ground controlling assist like Ruby Hearts geyser or Doom rocks, and you can develop a nice chip damage corner trap that shouldn't necessarily make up your primary attack stategem, but rather fleshes it out. Use normal jumps and press the short kick over and over while calling out doom and mix in a roundhouse here and there. Change it up and instead of jumping to repeat the short kicks to stuff jumps, use ducking jab-jab. if they flinch or try to counter your jump, you'll set them up for a gamma throw.

 

Posted by kame_genius on September 17, 2009 at 7:28 p.m. #4

Gamma Tornado is definitively not like Zangief's Spinning Piledriver, hey, it's not even a throw.

 

Posted by Zina on October 6, 2009 at 4:15 p.m. #5

Ronaldo brilha muitus no curinthiá!

 

Posted by Mic on November 30, 2009 at 9:42 p.m. #6

Hey, what about the Double Crush? Can you still do it in the Ps3/xbox versions?

 

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