You have to do a Chariot Cancel super quick and then jump, its not a jump cancel.
d,d+:s:, f+:l: xx d,d+:s:, f+:s:, jump.
i’m having a lot of trouble with Zero vs She-Hulk (or my whole team actually)
If I dont hit him with tron assist then he usually doesn’t die.
HEre’s a video
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I know the question has been asked but I cant find an answer in any of the threads. When you do something that causes your opponent to reset in the air (eg. she hulk bnb into torpedo), what determines whether or not you can connect the reset with :qcf:+:m: or :dp:+:atk::atk:?
I wait to see my opponent reset in the air but sometimes the hyper doesn’t work. why is that? So far the normal command grab has worked whenever i have tried it, what can my opponent do to not get hit by it?
No mention of the slide? Maybe I just know the sent/doom keep away better than others because I run arthur sent doom as my other team my main is shulk wolvie sent. She hulk can slide under the low laser and her slide at the right spacing will make most of sentinels air attacks whiff too. Doom will get called out in specific situations. Your goal is to always be moving forward so you minimize any damage from missles being blocked. at about the edge of the slide range you can throw it out and catch sentinel and doom when he calls doom out. If you do it early enough any missles will miss you and you get a death combo on doom because you build enough meter to DHC in most cases. If sent is still alive then he will get tagged out in most cases or you can just use typical anti sent strats to beat him up. Key is to have a solid dhc for this like wolverine or sent.
So YwJ’s MVC3 FAQ says that She-Hulk’s TAC Cancel can be countered normally, but Shoryuken.com’s Danger Room video on YouTube said it can’t because it whiffs. I notice the computer can definitely counter it. Does that mean YwJ is right?
It means you should go into danger room, turn on player recording and stop depending on other people for information you could easily obtain yourself.
Tip: Try doing it against amaterasu and have the dog spam all directions and s - it will ALWAYS TACC break.
From what I’ve come to understand by doing this to my friend about 100,000 times is that there is a small window where you can input the TAC where counter is impossible. However if you miss this window it can be countered easily. He mashes as hard as he can and most of the time theres just nothing he can do.
Has anyone had any experience against a high level Taskmaster? Even with Doom’s beam assist covering, I’m constantly getting kited by Taskmaster until I make a mistake, at which point a 40 hit, 15 second long combo starts. I’ve had some OK luck sliding under projectiles, but after doing this 1-2 times the Task switched his projectile spam and covered himself with Dorm black hole assist. Really frustrating.
does something weird happen to Shulks qcf super if its done after a relaunch like slide > launch > magic > torpedo > relaunch > magic or whatever > torpedo > super. im trying to land deadpools qcb super as a DHC and it just doesnt seem to hit at any point.
having problems doing She hulks torpedo cancel into into relaunch. (After torpedo d,d+S, S) Is this really corner only? I swear I saw people doing it middle of screen. Also what combo do you use to prevent hit stun deterioration when trying this?
Was wondering how other She-Hulks reset after a torpedo and the opponent air techs forward? Air grabs and Taking out the trash are always viable,but I’m talking command grab resets.I seem to always cross over and the input fails. Oh and btw you can dhc glitch with Taking out the trash,I’ve been practicing it with Ammy and it indeed works.
Super noob question: How do you do that air tag glitch near the ground with She-Hulk?
I figured the answer to my question would be in these forums, but I can’t find it anywhere.
After you do the butt slam aerial exchange cancel down and relaunch.
Sooo… You do a falling :d:+:h: then :d:+:s:?
Do you have to always do :d:+:s:? If so, couldn’t it always be countered?
Also, what’s the timing on the inputs?
You can do Up S too, sides will make you switch.
Timing = just mash.
Is there a trick to doing Chariot cancel into launcher after the OTG?
It always seems like the :d: + :h: comes out too late, no matter how early I start mashing.
I think I’m missing something. lol
When you launch hit H and S asap so you have time to Down H, you might be taking too long to do it.
Finally got it. Thanks bud.
Wow, could this be the dead-est character section in all the Marvel threads?
I’ve been messing with several characters within the xxx Taskmaster Tron shell, so obviously She-Hulk has to be a major consideration. There’s a lot I like about her game, but a few things I see people do I’m not quite sure how. One was Torpedo into launch, but it seems above that’s done with a really fast run-stop?
But then also there is the Torpedo after super (the QCF one), do you just have to be lightning fast, or is there a trick to this? And could one feasibly combo supers into eachother for as long as you have meter with this? (not saying that would be advisable, just asking if it’s possible)
Also it seems getting Torpedo off a BACK air throw is cake, but forward air throw I never seem to get. Is there something I’m missing here?
And lastly, just wondering if there are any good general tricks or shenanigans you guys have with either Task Arrows and/or Tron flame for mixing up and opening people up. I’ll do my own experimentation, of course, but if there are some established “known” mixups, I’d definitely like to know them going in. Such tools will increase the likelihood I’ll really dig Shulk and continue to use her as a point. Thanks all!