She hulk smash! (combo thread)

So after testing a bit more I’ve come to the conclusion that if you delay the TAC it’s harder to TAC counter than in a normal air combo. If your opponent is clever he’ll just hold down and mash s during your combo but if you mix it up you can mind fuck your opponent. I played a pretty good guy and he always guessed down so I tried to go up or just do a regular combo into super without relaunching.

About run relaunch, have you guys managed to get a m m h s combo after relaunch on she hulk or zero? They seem to fly so high after the relaunch:(

After the relaunch i just go M H S by doing it slowly. Don´t try to make all the hits again after a relaunch(That goes for almost every character). There´s no need for that cause its a huge risk for you to drop the combo since they are so high. Also delay the S relaunch just a little bit so they don´t go that far above.

I always mmhs after relaunch on every character. I haven’t noticed a problem vs zero or any other character

I’m looking for a combo that ends in the air hug hyper, but I can’t get torpedo to work. Is there a trick to it?

make sure you’re hitting [Down, Down] once your feet are touching the ground. You can’t start the motion when you’re still airborne

Oh I can hit the torpedo, it’s the air hug that keeps whiffing.

Oh, well you have to wait for them to reset in the air after the OTG torpedo. Don’t do the air hug hyper right away after torpedo. Pause after torpedo then do it

Thanks that worked. Is it possible to escape that set up since you give them room to recover?

agreed. I had a lengthy session with another shulk player, he probably did 50 tac combos during the games and I countered it once. there are some strange variables going on.

Robotic elf and I also did some lengthy tests and we also found it very inconsistent. We theorise that it must have something to do with the height it hits…
At least we got something out of it; we found out that Amaterasu can counter TACc 100%. (Only tested with She-Hulk down D+S and Ammie mashing D+S)

Which is interesting…a fattie like Sentinel can counter TACc, fine. But how come the short dog can do it too? We have no idea.

Yea

That combo

Command grab

J. H
J. S
J. L
J. H
J. S

etc. (Its the first one posted within this thread)

Can never seem to get the second Heavy to hit into the combo, tried doing L immediately from take off and the Heavy will whiff (On Ryu and Wolverine only two I tried it on) Or I can delay the L till after I jump n get the H, then S off but it starts a new combo.

Any advice???

I’ve essentially decided it’s character specific after that session, since we were able to break it fairly reliably with the dog and sentinel, but not she-hulk herself. I think doing it late helps too. I really should get around to doing more testing.

[media=youtube]V–HbIZnvig[/media]

I like the second/third/fourth ones.

Hey guys i spent some time in the lab today and I was messing around with SHulk’s wall jump drop kick, the one that creates a wall bounce. This can actually have some really good application because of drop kicks persistent hitbox while it drops.

Midscreen:
(~621,800 dmg): Dropkick xx Runners Start > Torpedo xx runners start cancel xx j.M, j.H, j.S, s.M, S, j.H, j.S xx TACc xx c.H, S, j.M, j.M, j.H, j.S, Torpedo, Emerald Cannon
-Combo Generates 1.25 meter, Costs 1.00 meter
-Take your time hitting L for the first torpedo, you can wait forever, and the deeper you are the easier the j.m after the cancel is.

(~604,100 dmg) Dropkick xx 2 quick dashes xx cr.H, S, j.H, j.S xx TACc xx c.H, S, j.M, j.M, j.H, j.S, Torpedo, Emerald Cannon
-Combo Generates 1.10 meter, Costs 1.00 meter
-MUCH easier, but sacrifices damage.
-More damage is possible, but for the sake of consistency I stuck with the two dash cr.H.

Corner:
Same stuff no dashing… pretty simple.

You can probably squeeze more damage out of these combos somehow, I wasn't able to land a relaunch before attempting the TACc and to be honest it probably isn't worth it anyways. It is possible to DHC into a bunch of other characters off the Emerald Cannon because it doesn't wall bounce. Test it out and post the team stuff in the other thread. I use Tron and I can get to 952k with 3 meter (building one) and I can DHC BACK to SHulk to bring it to 1,012,400. Anyone willing to try this out and see if it can be improved?

J.h
J.s
J.l
J.h
J.s

I’m lost…how am I supposed to begin. I assume Ima jump in and hit H in the air,but the rest is confusing. How do I have enough hang time to land all that? Or do I land in between some of those…

Jumpin with j.:h:,j.:s:, land, j.:l::h::s:. If you hit the j.:s: low enough they’l be in stun long enough for the next jump series to connect. I usually use j.:m: in place of j.:l: though.

Ok ill try once i get a chance. To clarify…what you stated is different from j. (while in jumping animation)H,falling j.S? Bcuz that,I can do. You said jump in w/HS, which I’m unable to get off an S after j.H … Thx for the help

I do

[J.M, J.H, J.S] x2

On last hit use mag beam assist

[J.M, J.H, J.S] x1

Launch

[J.M, J.H, J.S]

OTG torpedo, super.

http://www.youtube.com/watch?v=rofDI4c-eSw&feature=youtube_gdata_player in case people missed this.