She Hulk Question and Answers Thread: Ask a quick question here!

Yeah this section is dead, no one likes She-Hulk :frowning:

For Torpedo into Launch you can either just Torpedo, Runner’s Start, (mash S) Stop, S. That way works fine but sometimes it comes out too slow. I like to Torpedo, Runner’s Start, Run, Stop, S. It’s harder but faster.

It’s actually better to do it slower so you don’t get Taking Out the Trash (DP Super). You can only combo the first hit of a second one because you only get one Wall Bounce per combo though, it’s still randomly useful if you want to kill them and not risk it on a reset.

Not sure, I just did it in training mode and it was fine. Maybe you’re trying to do it too fast/slow.

Use Tron Flame to hide stuff like Overheads and command throws, also use it in strings to bait shit out and cover unsafe/neg moves. I use Task Arrows when I go for jump ins a lot. Just keep constant pressure.

Random shit: Abuse cr.H and j.H. The range on M command throw and Taking Out the Trash is weird so get used to them. Off Emerald Cannon you can DHC into Task Up Arrows then Tiger Knee into Down Arrows for around 1mil if you do a full combo. Don’t be afraid to use Shooting Star and Drop Kick either, they have almost instant recovery and you can call assists as you’re doing them.

Easier said than done. I think I’ve got a solid She-Hulk but I faced a player online several times who used Sent/Doom missiles, calling drones in between spits and missiles, and I was totally F’d. Mind you, not all players know the Shulkie match-up well enough to set it up perfectly, but some of them apparently do, and its very challenging. I found a simple solution… super jump a lot, and maximize your assists to keep the pressure on THEM, because if they arent blocking, they’re making YOU block, and thats when you get screwed. When you see an opening, go for the slide, but there will be players who are looking for that so you have to be sneaky. And as TruKing said, having a full-screen DHC partner is awesome.

Alright, so i’ve been wondering about something i’ve been trying to come up with using She-Hulk’s Taking Out the Trash super. For characters who can use a super in the air, couldn’t you abuse a reset in the following way: Land a combo on the opponent, do your ground series, launch and follow up with an air combo into a super in the air. The only trick though is you pause for a short period after doing the air combo and then do your super to make it whiff. And then immediately as they flip (aerial recover), DHC into She-Hulk’s DP grab super. Basically, couldn’t you wait for the opponent to recover in the air after any air combo and then immediately cancel into your air super -> DHC Taking Out the Trash. How come I don’t see more people abusing this more? I’ve used it successfully a few times in online matches but I get the feeling that i’m missing something here, and that the opponent can escape out of this somehow.

I do something similar when I’m getting desperate. I’ll throw a ToT that misses intentionally and when they wait on the ground for a punish I’ll DHC into tron level 3 grab. It drives sodium levels through the roof. But like I said this is a desperation technique meaning my Shulk will die with one touch, not a combo. This also makes the opponent more hungry allowing the grab to hit more often.

Since I use Shulk on point I never really get a chance to do silly stuff like what you’re saying. It sounds awesome and perfectly possible, it would just require a bit of testing. Most of the time ‘resets’ have a window of opportunity for the opponent to escape. if for example a character does a fly upwards your ToT will probably miss. I don’t actually know who exactly but there are characters other than Sentinel that can air Super through ToT as well. I suggest getting into a lobby with a good player and doing it to them over and over, see if they can find a counter! I’d be willing to be a crash test dummy for you if I find time.

I don’t think anyone but sentinel and phoenix can escape a tot with a super, a lot of characters can double jump, or use some trajectory changing moves to avoid it, but in terms of hyper escapes I think only sent and phoenix have airborne hypers with invincibility.

Characters with an 8-way air dash or a fast double jump can avoid ToT if you DHC into it and they know the DHC is coming. There is a few frames in between the DHC which allow the character to start jumping or air-dashing right before ToT, so the setup I mentioned earlier might not work on some of the characters.

How do you deal with runaway gun all day Wesker?

I found out you can start the DHC glitch with She-Hulk’s air grab, I did it into Tasky’s Aegis Counter, however for him it’s really strict.

EDIT: Is there anything new for she-hulk other than her lamp post in UMvC3?

Ahoy! So, I’ve been thinking of making a Shoryuken account for quite some time but I’ve never really gotten around to it. Kinda changed yesterday when I THINK I discovered some new technology for She-Hulk. I wanted to post it here because if anyone would know if it’s new or not, it would most likely be you folks.

The basic concept is that out of the TAC glitch, I’ve managed, and this is the important part, **without the use of a relaunch **caused Dorammamu to bounce from the ground into the air in such a fashion that the computer may have thought that a ground exchange was performed without any exchange happening.
It looks INCREDIBLY similar to the action of a relaunch, but if you compare the two side-to-side, you’ll see the difference. In a normal relaunch, Dormammu would be mostly vertical, slightly tilted back in the typical “I have you in a combo and am beating your ass” manner. In this, he’s completely horizontal as you might see during a ground exchange.

Anyway, I’d like to hear what you guys think, or if this is just some nonsense that’s been seen before. >_> I’m really not sure.

http://www.youtube.com/watch?v=wG-Y6qnlFL0&feature=player_embedded The video is here.

Is there a combo compilation for She Hulk somewhere?

Check the combo thread, I never got time into updating and when I did they announced UMvC and mentioned that TAC glitch was going to be removed so screw. I’ll make a 2.0 thread once the game comes out

I can’t believe I didn’t see it up there with the other stickies. I didn’t see it when I looked, which is why I asked.

This is an early question for when UMvC3 comes out in a few days, since I won’t be able to touch it or Vanilla for until early December (out of the country).

So with She-Hulk’s TAC relaunch taken out, and the torpedo relaunch pretty much only doable in the corner, we have to start relying on torpedo -> clothesline wallbounce to get extended combos. The problem with that is that Emerald Cannon Hyper uses a wallbounce…

Can somebody look into what assists can keep the opponent in the air for She Hulk to do the second hit of Emerald Cannon after a “failed” wallbounce? You can see Sentinel’s drones assist does this well enough in this combo video: http://www.youtube.com/watch?v=rofDI4c-eSw&list=PL2B1973D872569EE7&index=14&feature=plpp_video#t=1m16s

I’m not sure, but maybe Trish’s peekaboo, and Modok’s bomb can manage it? Thinking of UMvC3, I wonder if Dr. Strange’s Eye of Agomotto can do it too.

Maybe Dormammu hole/pillar?

I was thinking of using Felicia’s sand splash assist to set up resets since it hits OTG now.

Is there a trick for having Shulk’s OTG assist connect midscreen after an air magic series? I can’t get it to connect…:frowning:

I still plan on maining She-Hulk in UMvC3. Watching her tear it up in vanilla made me want to play this game in the first place. I have a few basic setups and resets down but I have a few questions about her changes in UMvC3.

I understand that the TAC glitch was removed and I’ve been trying to relaunch out of senton bomb this entire time. Thing is, I got it to work like twice out of near 1000 attempts. Does this still actually work or should I just go for the basic MMHS from now on?

Also, assuming I land taking out the trash or if I connect with lamp post and it sends them to the far side of the stage (not corner), am I able to follow up after that?

Ok for Ebbflow, Its best to just not even waste the super and try to reset into a basic combo that you can end with a full on emerald cannon. I actually use magneto to help me reset by calling his assist right before I torpedo, and then catapult into shooting star, and just punch the bouncing character and wait for the recovery.But trying for a reset is the better strategy, unless you really need to dhc her out.

Freebyrd the trick is to simply delay your S in the air and it should work.

Beachside, Im pretty sure you cant link the launch anymore unless you Xfactor. Ya just gotta change up the style. She has some “nonbasic” combos, they just require a lot of precision and even more canceling. Which is the answer to your other question btw, CANCELINGGGG lol. They gave her that stupid taunt at the end of the pole swing (like the a-holes that capcom are) so you have to chariot cancel it and then run aaalll the way to the other side to catch them with a launch…with taking out the trash you can still wavedash your way into a ground slide to catch the character ;).

can you still do run cancel relaunch combos mid screen? seems to me they fall further out after torpedo

The relaunch combo no longer works

The re-launch combo works, it’s just that you need to do less hits (like 6-7 )before hitting OTG torpedo.