She hulk smash! (combo thread)

Man this thread is pretty dead. Has anyone managed to get over 800k with She-Hulk assist-less?

She can get over 900k easily off her level 3, but I’m wondering for just 1 bar.

This is the most I’ve come up with:

[media=youtube]66s8ch3WYUc[/media]

Two videos for you first shows off scaling reset from tag ins after command throw:
[media=youtube]t2Uzw0YeXso[/media]
qcf+H tag Hulk jump H-S land cH-S+Sentinel super jump H-S land jump H-S land She-Hulk walk forward cH-S super jump H-S (charge back) b,f+L xx qcb+AA

Then just playing around with DHCing to Dante Devil Trigger, using the untechable knockdown from drop kick super.Doing this does more damage than DHCing to million dollars and lets you build some more meter from assists used after DHC. Here it is:
[media=youtube]g6HxM5fDluE[/media]
cL-cM-cH-S super jump H-S land d,d+S~f~L xx d,d+S xx S S super jump H-S land d,d+S~f~L xx qcf+AA xx qcf+S xx qcf+S DHC qcb+AA She-Hulk jump air dash (assist OTGs) S land dash dp+M xx dp+M Sentinel qcb+L xx H (drones hit) jump S land dp+M xx dp+M xx(before last hit) qcf+AA

I’ve been using the command throw combo shown in this video http://youtu.be/rofDI4c-eSw?t=37s at 37 seconds. It basically uses the Run ~ M follow-up to let you do two jumping MHS series into the regular double relaunch finisher.

That combo doesn’t work on Ammy there because she’s so short - the Run ~ M follow-up goes over her head. However, her hitbox stands up a bit if she gets hit. Basically you can call an assist as you run and hit M once the assist connects, and she’ll get hit by the follow-up as intended. It has to be an assist that doesn’t launch the opponent however, or it will change the property of the Run ~ M follow-up.

I found that calling the assist early doesn’t change the rest of the combo and just adds a bit of damage, so it’s become my standard now on my team :smiley:

edit: However after watching the video above of the command throw damage scaling reset by tagging out, that may have to replace it. Haha.

I have no idea of your team but I am fairly certain you can get more damage by doing run M tag in combo, if you use run M you can get the opponent out of the way of the tag in attack so your other character can get a full combo. You can use what I did in the above video in the corner.

I’m playing She-Hulk/Trish/Akuma at the moment, though Trish is negotiable. I think Akuma should be able to do some pretty big damage off the the command throw tag-in. He has basic BNB’s that deal about 950k damage that build and use 2 meters. I’ll play around with it today.

I am a little worried about if I get a command-throw on the tail end of an assist call, if I’ll be able to tag out and continue the combo in time.

What you can do is do Command throw, wait, run and delay it for as long as possible then M, hold tag, combo, that gives you about 3 seconds with the time before the run M and run Ms cool down for your assist to get back a taggable state and pushes them a long way into the corner where you’ll be able to land a S after Akuma’s air hyper to either set up a She Hulk otg combo or a easy tag back into She Hulk.

EDIT: I think I’ll cap a video to show this. Might be a while I have a few things uploading.

EDIT 2: Here you go:
[media=youtube]oLNk6t08BxM[/media]

That’s hot. The only issue I’m having now is doing that style of command throw follow-up on short characters like Ammy and Joe since her turn punch goes over their head. Typically I’ve used an assist to ‘stand them up’ with a hit, but I’ll have to see if the timing works out, since now we’re talking about an assist call after the command throw rather than right before it.

The Akuma follow-up damage is pretty great though! Can do a launch combo to relaunch combo into two supers for a bit more than if She-Hulk had finished the combo and DHC’d out.

In case people don’t know, you can always take a step back after the command grab before tagging (to avoiding hitting them with the tag) and you’ll still have enough time to combo. There’s really no reason to ever finish the combo with She-Hulk if you still have someone else left in the lineup. So for shorter characters (who probably have less life) you can just omit the clothesline since it’s scaled anyway.

You’ll build more meter, let She-Hulk heal a little and do more damage. It’s a no-brainer really.

I’m pretty sure that’s it.

j.H, j.S, cr.H, S, (j.M), j.H, S, Run, Torpedo, Run, Stop, S, j.H, Butt Slam, TAC, (cr.H), S, j.M, j.M, j.H, S, Run, Torpedo, Emerald Cannon, Run, Torpedo.

The things in parenthesis can probably be removed for more damage.

Most I know of, other than that, is 719,700 from:

d,d+S xx f xx M jump H land jump M-H-S land jump M-H-S land H-S super jump H-S land d,d+S xx f xx L xx qcf+AA xx qcf+S xx qcf+S d,d+S xx f xx L

Ok so I managed to find a way to get 830,800. Yay :woot:

Not especially practical and incredibly tight, but I expected as much:

[media=youtube]esoEVh0ORUU[/media]

Is there enough time after a command grab to switch characters then switch back to She-Hulk and would it even do anything? I can test in a little bit but I just woke up and don’t feel like moving yet.

I think no to the first question. Definitely no to the second question.

She-Hulk grab, V.Joe bomb assist, tag out, block bomb + cross over counter to she-hulk combo.

Pretty sure that wouldn’t do anything, but that’s the only way your scenario would be possible.

I got it, I was hoping I could switch back before the stun was over if I only had tron left or something but it takes too long. The Joe thing is cool though.

I’d like to see this if u can record it and show.

What do you guys usually do off Air Throws? Usually I do Run, Torpedo, Run, Stop, S, j.H, S, Butt Slam, TAC, cr.H, S, j.M, j.M, j.H, S, Run, Torpedo, Super, Run, Torpedo, then go for another Air Throw right after. I’m wondering if I can get more damage though because that’s only 492,800.

[media=youtube]iJWXWNawW-Y[/media]

Can’t get the runner’s start cancel relaunch to work. When I try it on the ground alone, it works just fine, but during the combo it whiffs. Any suggestions?

It’s not worth learning dude. I stick to basic single relaunch shit when I’m really playing.

If you’re just trying to do it for fun, the only trick I can suggest is to delay the sj.:h:, sj:s: after the first launch, then do the rest as fast as you possibly can (but wait a little before starting the last air series so you have enough time to land and super).