Difference between revisions of "Hulk (MSH)"

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(Normal Moves)
(Special Moves)
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==Special Moves==
 
==Special Moves==
 +
 +
Gamma Lift: D,D+3P, then P or K
 +
 +
Basically this move is like his Gamma Slam, it allows him to pick off a chunk
 +
of ground then throw it at the opponent. Depending on which button you use it
 +
will make him throw the chunk in three different directions like a Shield
 +
Slash or a Psi-Blast. You jump, super jump, move forward, or move backwards
 +
but you cannot block and you can be hit out of it rather easily. When you are
 +
close to the opponent it will knock them down without Hulk picking up a piece
 +
of Earth, but you can OTG afterwards. The damage that it does is pretty good
 +
and chips a few pixels, but other than that avoid using this useless and
 +
crappy move.
 +
 +
Gamma Slam: B,DB,D,DF,F+P
 +
 +
Well this isn't his ground wave from MSHSF and MvC, its more like the one
 +
above. It does good damage, but I don't see much use for this either. It will
 +
also knock the opponent down if up close and can be OTGed afterwards. The
 +
recovery time is very minimal, so if you do miss there's very little chance
 +
of being countered. Also you most definitely will not win many(if any)
 +
fireball fights with this move.
 +
 +
Gamma Tornado: F,DF,D,DB,B+P
 +
 +
A very powerful move has Hulk grabs the opponent's head and tosses them to
 +
the other side of the screen. It does alot of damage(actually does the same
 +
amount of damage as a regular throw) and can be put in combos. The recovery
 +
time is very bad and opponents will be able to counter it with basically
 +
anything. It can be tech hit out of and can be blocked.
 +
 +
Gamma Charge: B/DB/D, F/DF/UF/U+K, then Direction+K(optional)
 +
 +
Well you can charge for this move in any ground position besides going
 +
forward and you can aim another Gamma Charge simply by pressing kick or steer
 +
in another direction holding the directional pad plus kick. It does a ton of
 +
damage if it connects and can easily be put in combos, it comes out very
 +
quickly and can counter alot of attacks and even jump in attacks. The problem
 +
lies in recovery time, regardless where yous steer this thing, if the
 +
opponent blocks it, you can basically kiss your victory good-bye if your
 +
opponent has a super.
 +
 
==Super Moves==
 
==Super Moves==
  

Revision as of 23:45, 4 January 2017

Introduction

Moves List

Normal Moves

Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag

Throws


Standing

LP:
MP:
HP:
LK:
MK:
f.MK:
HK:
f.HK (hold):
b.HK:

Crouching

c.LP:
c.MP:
c.HP:
c.LK:
c.MK:
c.HK:

Jumping

j.LP:
j.MP:
j.HP:
j.LK:
j.MK:
j.HK:
u.j.HK:

Special Moves

Gamma Lift: D,D+3P, then P or K

Basically this move is like his Gamma Slam, it allows him to pick off a chunk of ground then throw it at the opponent. Depending on which button you use it will make him throw the chunk in three different directions like a Shield Slash or a Psi-Blast. You jump, super jump, move forward, or move backwards but you cannot block and you can be hit out of it rather easily. When you are close to the opponent it will knock them down without Hulk picking up a piece of Earth, but you can OTG afterwards. The damage that it does is pretty good and chips a few pixels, but other than that avoid using this useless and crappy move.

Gamma Slam: B,DB,D,DF,F+P

Well this isn't his ground wave from MSHSF and MvC, its more like the one above. It does good damage, but I don't see much use for this either. It will also knock the opponent down if up close and can be OTGed afterwards. The recovery time is very minimal, so if you do miss there's very little chance of being countered. Also you most definitely will not win many(if any) fireball fights with this move.

Gamma Tornado: F,DF,D,DB,B+P

A very powerful move has Hulk grabs the opponent's head and tosses them to the other side of the screen. It does alot of damage(actually does the same amount of damage as a regular throw) and can be put in combos. The recovery time is very bad and opponents will be able to counter it with basically anything. It can be tech hit out of and can be blocked.

Gamma Charge: B/DB/D, F/DF/UF/U+K, then Direction+K(optional)

Well you can charge for this move in any ground position besides going forward and you can aim another Gamma Charge simply by pressing kick or steer in another direction holding the directional pad plus kick. It does a ton of damage if it connects and can easily be put in combos, it comes out very quickly and can counter alot of attacks and even jump in attacks. The problem lies in recovery time, regardless where yous steer this thing, if the opponent blocks it, you can basically kiss your victory good-bye if your opponent has a super.

Super Moves

The Basics

Advanced Strategy

Match-Ups