Master Hulk and Iceman's movesets in Marvel vs. Capcom 2: New Age of Heroes. Learn their special moves, assists, combos, and unique defensive properties in Part 15 of our guide.
This section details the special moves, assists, and unique properties of Hulk and Iceman in Marvel vs. Capcom 2: New Age of Heroes.
Hulk's Moves:
- Gamma Slam: H, qcf + P
- Gamma Tornado: H, hcb + P (hits only when close)
- Gamma Charge (Taichi): H, Charge b,f + K (then K or dir. + K)
- Gamma Charge (Taikuu): Charge d,u + K (then K or dir. + K)
- Gamma Wave: qcf + PP
- Gamma Quake: qcf + KK
- Gamma Crush: qcb + PP, move b / f
Hulk's Partner Assists:
- a: LP Gamma Slam
- B: LK Gamma Charge f
- y: LK Gamma Charge uf
Hulk's Variable Counters:
- a: LP Gamma Slam
- B: LK Gamma Charge f
- y: LK Gamma Charge u
Hulk's Variable Combinations:
- a: Gamma Wave
- B: Gamma Crush
- y: Gamma Quake
Hulk's Combo Structure:
- Chain Combo Type: [Ground 2] [Jumping 3] [Super Jumping 6]
- A.Rave Launchers: [Crouching HP], [df + HP]
- A.Rave Finishers: MP, HP, HK
- Flying S. Ground: Gamma Tornado
- Ground Throws: When close, b / f + HP
- Mid-Air Throws: When close, any dir. but d / u + HP in air
- Flying Attack: Standing MP, MK, HP, HK / Crouching HK
- Knockdown Attack: None
- Variable Attack: Jumping LK
- Snapback Attack: Standing HP
Hulk's Notes:
- The Gamma Tornado can be blocked. Hypercancel out of it the moment it hits for zero damage.
- If Gamma Charge isn't blocked, press K again for a second charge (both go straight up). You can also choose your travel direction (ub/u/uf + K for Taichi; b/ub/u/uf/f + K for Taikuu). You can reverse direction (e.g., db to charge up-forward).
- Gamma Crush can hit on the way up, knocking the enemy down for guaranteed hits (unless you press b to move away). This reduces hits and damage.
- Hulk has Super Armor when on the ground.
- All of Hulk's normal punches and kicks cause block damage.
- Hulk's standing HP, HK, and crouching HP/HK go through Super Armor, causing hit stun.
Iceman's Moves:
- Ice Beam: H, qcf + P (air)
- Ice Avalanche: H, qcf + K (air)
- Ice Fist: qcb + P
- (iceball throw): In air, d + HP
- (downward slash kick): In air, d + HK
- Arctic Attack: qcf + PP, tap buttons rapidly? (air)
Iceman's Partner Assists:
- a: LP Ice Beam
- B: LK Ice Avalanche
- y: LP Ice Beam
Iceman's Variable Counters:
- a: LP Ice Beam
- B: LK Ice Avalanche
- y: LK Ice Avalanche
Iceman's Variable Combinations:
- a: Arctic Attack
- B: Arctic Attack
- y: Arctic Attack
Iceman's Combo Structure:
- Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6]
- A.Rave Launchers: [Crouching HK], [df + HK]
- A.Rave Finishers: HP, HK, Downward Slash Kick
- Ground Throws: When close, b / f + HP / HK
- Mid-Air Throws: When close, any dir. but d / u + HP in air
- Flying Attack: Standing HK
- Knockdown Attack: Crouching HP
- Variable Attack: Jumping MK
- Snapback Attack: Standing HP
Iceman's Notes:
- The HP version of Ice Beam goes diagonally up-forward on the ground and down-forward in the air.
- Ice Avalanche can be broken by projectiles.
- Ice Fist adds an iceball to Iceman's arm, increasing Punch attack damage (except crouching HP), causing block damage, and negating projectiles. The iceball breaks after three hits or blocks.
- Iceman can block certain attacks without taking damage. This includes specific moves from Anakaris, Blackheart, Bulleta, Cable, C.Commando, Chun-Li, Cyclops, Dan Hibiki, Dhalsim, Dr. Doom, Felicia, Gambit, Gouki, Guile, Hayato, Hulk, Iceman, Iron Man, Jin S., Juggernaut, Ken M., Kobun, Magneto, Marrow, Morrigan, Nash, Psylocke, Rockman, and Roll.
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