She hulk smash! (combo thread)

The loop timing can be tricky at first but you’ll get it. The sad part is screwing up the timing in an online match due to latency, which happened every time I tried it.

Same as trying a simple s.:l: with Felicia after her Rolling Buckler -> Slide, which works just fine offline.

Thought this might be a little useful for you combo builders. You can go from cr.:c: into Emerald Canon. Don’t know if this is old news though.

Usually you use OTG torpedo into cannon, since you can fit that in the end of most combos. c.:h: should pretty much always be followed with a launch.

Here’s a much simpler BnB in the corner. The one thing that requires any timing is the Torpedo run cancel, but there’s no jump combo so it can be mashed.

:qcf:+:atk:
c.:h:,:s: **
sj. :m::m::h::s:
land, :d::d:+:s:
:f:
:l: OTG XX :d::d:+:s:
(:f: XX :s:) or :s:
:s: (launches, can mash until it comes out since you’ve been hitting :s:)
sj.:h::s:
:d:+:h:, :u:/:d:+:s: (whiff)
land, c.:h:, :s: (can omit :h:)
delay slightly, then quickly sj. :m::m::h::s:
land, :d::d:+:s:
:f:
:l: OTG XX :qcf:+:atk::atk: -> :qcf:+:s: -> :qcf:+:s:
land, :d::d:+:s:
:f:
:l: OTG

Yes, that is indeed three flying screens and three OTGs in one combo lol After the last OTG, the opponent will recover very quickly, so if you know they have limited aerial movement, you can dash in or back and :dp:+:atk::atk: then possibly dash in and restart from ** (have not tried the full combo from TOtT but if indeed hitstun is reset like the videos say then the combo should work… any takers to attempt this?).

^^^^ How much damage does this do.

I am having trouble run cancel relauching after air combo - OTG torpedo…the opponent always seems to recover too quickly.

Do your magic series in the air SLOWLY. If you do that, you’ll have more than enough time to OTG Torpedo.

It’s not the OTG torpedo I’m having trouble with, its the run cancel -> S (relaunch). I can do this after an airthrow, but after an air combo the HSD kicks in hard and they seem to recover too fast after the OTG torpedo to relaunch them.

Is that more effective than:
:qcf:+:atk:
j.:h:,:s:
s.:m:,c.:h:,:s:

or does that mess up the HSD later in the combo?

Especially against Sentinel, where you can loop the j.:h:,:s: 2x?

edit: I’d also like to hear more about YwJ’s concern

YwJ’s concern: If your opponent is recovering too quickly, remove a starting hit, or perhaps an aerial combo hit, making sure to delay it so you can still comfortably land the first torpedo OTG.

I wrote this from memory, and have done it more than a few times, but it may be that you need one less hit starting. If you do :qcf:+:h: that’s two hits, so you may need to just do :s: without the c.:h: before it.

If you simply hit confirm a c.:h: go right into :s: and continue; the combo is FAR more forgiving by doing so. It may also be that the throw itself screws with HSD more than regular hits. In which case you should just launch.

This is literally one of those times where I’d suggest NOT trying for clean inputs, and just literally mashing the crap out of :s: as soon as you hit :d::d: so that the launcher will come out ASAP. This is different from other loops where it’s easier to start Chariot (:d::d:+:s:, :f:) then cancelling out of Chariot (:s:). If you removed a hit and still can’t get the launcher to come out, mash :s:. If :s: hits, following with sj.:h:, sj.:s: is easy because of their hitboxes being pretty large.

I’ll post a video of the combo as written, and if it doesn’t work I’ll edit the posted combo.

Your question: The HSD is already pretty bad as I’ve written it; the third aerial combo (second magic series) must be input extremely fast or risk recovery. Adding the loop means that you will not be able to start by doing a magic series and probably need to move on to sj.:h:, sj.:s:, :d:+:h:, TACc whiff. Then depending on how many reps, you may need to input the last aerial combo relatively fast.

in TAC i dont recommend only using :d::s: because if people is smart enough -or plays she hulk too- they can aerial counter it so i would do :d::u:or:f: as well

i dont think they can counter it since it doesnt actually hit them.

747k exactly w/ 1 meter

You can counter TACc, but it’s difficult and doesn’t happen 100% of the time. Still not sure how it works.

don’t use side, it will always tag in a teammate

if for some strange reason it gets countered, I start using up+s

I think that bigger hitbox characters can counter it easier. like hulk, sentinel, tron, shuma

I set the training dummy to mash down S with Joe, then I did a TACc combo. I was countered around 80% of the time. I’m not convinced it’s harder to counter than a normal TAC, in fact, since you’re telegraphing it with the butt-splash, and the side version doesn’t work, it’s actually much more likely to be countered by someone who knows what’s going on. I honestly feel it’s more like a shenanigan that a real B&B now.

Assists that let you relaunch both mid screen and in the corner easily.
Akuma B (Tatsu)
Felicia Y (groundbounce assist)
Wesker B (gun)
Wesker Y (the knee)

Assists that let you relaunch mid screen and in the corner, but are fiddly, or annoying to set up.
Hsien Ko A (the blades) Fiddly mid screen, doesn’t add much damage in the corner
Zero Y (dash punch) requires shadow super, doesn’t add much damage, fiddly.
Arthur B (Daggers) requires gold armour, doesn’t add much damage.
Joe A (Voomerang ) fiddly

amusing but useless.
Jill B (flying straight kick) Easy to combo and set up, but uses wall bounce, so you can’t connect super fully afterwards.

I tested everyone except Tron, who I forgot.

In all cases except Wesker’s gun, what I’m doing is landing, calling down & partner, then down and S, then doing the slide, and the assist is hitting the oponent after I otg, giving She Hulk time to recover and continue the combo. With Weskers assist, I’m pressing two buttons to dash, and the assist button at the same time, to get close enough for the assist to hit, then doing sweep -> launcher, and in the corner, calling the assist, and walking back so I can get the sweep -> launcher. There’s also several assists which hit, but don’t hold them in place long enough for you to fully recover, and you might be able to get them to work if you run cancel the slide, but I’m not going to test that any time soon. There are obviously also bunch of other assists which allow you to relaunch only in the corner, (Magneto B and Jill A both do good damage as an example) and a couple which only work midscreen.

Using single hit moves like Felicia’s assist, and Wesker’s knee add about 90k to a combo off of a sweep, multiple hit moves like tatsu and daggers seem to add about 60k, moves which hit a lot for not much damage like Hsien Ko’s, and Zero’s only add about 30k. Obviously they add less after a command throw or hit confirm combo, and will give a decent chunk of extra meter, since meter gain does not get scaled (even by the throw scaling modifier). I personally can’t do this after an air throw, since calling the assist makes your run -> slide that little bit slower, so unless it’s in the corner, where you can get a launch with a run canceled slide, then use this to relaunch, you’re out of luck, and I would expect to be too far away after a level three throw as well, although I have not tested this.

I have been seeing this too a bit which might explain why justin doesn’t do it. However I have notice the closer they are to the ground in the bounce state it seems like it’s harder to counter. Also the side exchange works as an exchange from butt smash on sent hulk and dorm I think. It looks funny no real application.

If you do the TACc a little late instead of mashing it, then it becomes harder to counter also. I think it has to do with her height after ass.

I tried to use the TAC “glitch” on a dummy and I couldn’t counter it unless I put turbo on and even then it was around 10% chance that it worked…

I really don’t like relaunching with run stop so I’ll try to see if there’s a fool proof way of setting up the TAC glitch…

TACc is just like any other TAC, its risk/reward. Well not even a risk. if your combo drops, it drops. just reset your position and try something else. Just mix up pressing up and down. she hulk can still do great damage either way.