She Hulk Team Building Thread

the combo moves them from one part of the screen to another, forcing them to the corner. jen likes the corner cause it makes some of her natural resets inescapable.

Oh ok lol I thought that was what you meant but whats with the … lol?

Anyone got any shehulk dorm tech?

EDIT: Went to the lab got some stuff. Instead of dhcing you can raw tag after the second hit of emerald cannon and hard tag in, do a liberation spell. Builds crazy meter and adds like 50k damage. Godlike.
Also if you manage to do three creators with dorm. Raw tag she hulk dash up and command grab since they can’t jump then clothesline and then raw tag dorm or whoever else for sick damage.
You can relaunch with torpedo using dark hole.

I’m trying to put together another Shehulk/arthur team to see if it can work well.

The team should be:

She Hulk (Torpedo)/X/Arthur (Daggers)

Who do you think would fit in that 2nd spot?, im thinking Taskmaster or Storm, but I wanna see your opinion about it

Wish I had seen this earlier, I’ve been playing She-Hulk/Dorm for a while now. That hard tag setup is fucking awesome, I’m gonna have to steal that haha.

You can also OTG with the booty drop, which I find to be more consistent and easy to do, and does slightly more damage.

Probably the best thing about their synergy is that, after all three hits of Emerald Cannon and knocking the opponent down, you can call Stalking Flare, then hard tag in She-Hulk and go for a mixup (assuming they block the Flare, sometimes they don’t). If they block it in the air, you are pretty much guaranteed a free L or H command grab. If they’re on the ground, you can charge up Chariot and go for an armored Clothesline or run-stop-command grab mixup, you could do an overhead, etc. It’s pretty good, though a lot of people realize how dangerous it is and just take the hit. That’s why it’s nice to have a third character who can cause a ground bounce from the air like Hulk or Haggar or Amaterasu.

What else… on everyone but smaller-than-average characters in the corner, you can command grab with She-Hulk, tag in Dorm, do one spell immediately, Dark Matter immediately cancelled into another spell, launch, continue. Since Torpedo OTG’s, you can charge another spell there and start doing some serious Zak Bennett shit with meteors or inferno or what have you. Damage isn’t incredible but it builds a lot of meter. With your hard tag setup and this free spell building, you could do some seriously wacky stuff with two hard tags in one combo.

Ummm yeah I’d recommend 2d1c with the hardtag setup. Incase you have 2c1d after the final hit of ecannon you can actually connect the flare and continue the combo, but you need to dhc when the flash from the 3rd hit appears. I’ve been using most of your tech before but I never thought to get spells after the hard tag just went for the biggest combo so that is an amazing find.

One more thing I discovered just now: if you have 2d1c, you can throw it out at the end of a blockstring (like c.L, M, H); if they block, you can call She Hulk and teleport L or M at the right time to go for an unblockable. The only way to get out of it without an alpha counter is to either push block the spell perfectly or just push block the first blockstring properly, otherwise it’s a pretty consistent hit. Even if they start trying to upback out of the setup, which is tough, it’s a 50/50 mixup since you can use either teleport.

To make it even easier (but less efficient) you can always 3 c them call she-hulk and tele. So unless they are part of the few that can get out of 3c or they have an amazing anti air and time it to hit you perfectly, unblockable.
And I haven’t tried it yet but can’t you blockstring, darkmatter, and then release 2c1d I think it keeps them on the ground slightly longer but getting shehulk to them is gonna be harder.

To be honest, I never use 3C because it only hits grounded opponents making it really hard to combo into, and most people are jumping way too much to hit them with it raw. I did try using it on block though, and it causes enough hitstun to go for the She-Hulk/teleport mixup, but not for a good unblockable. That said, if you do go for it and catch them pressing buttons, 3C might hit.
I feel like the best way to set up the unblockable is to just poke with c.L once or twice, then cancel into the spell. They can’t pushblock Dorm that far away.

Anyway, I forgot to talk about the team I was working on. For a while, I was running Shulk/Dorm/Ammy, but I felt like She-Hulk really needed an assist to help her get in, so I chose Akuma to replace the dog. I’d never played Akuma before yesterday, but I guess since the hitstun on the assist was nerfed it’s a lot harder for She-Hulk to combo off of it, but it seems like it extends combos pretty well, and sets up her H command grab really well. Which is GREAT, because Akuma can do 1mil starting with one bar off of the command grab glitch. So I think this is a good team, but if anyone has She-Hulk/Akuma tips or tech, that’d be cool.

I got nothing for akuma she-hulk other than pressure with tatsu and command grab mixups. Also you can probably call tatsu late in a combo for a reset. I was about to say raw tag after hit 2 and otg but thats no good.
An awesome thing you can do for swag is command grab or lariat raw tag akuma lv.3 lol. Would be funny to hit people with that.
As for 3c I use doom missiles to keep them on the ground and my original she hulk team was shehulk spencer dorm which was beautiful because shehulk spencer synergy and I got to abuse 3c because spencer grapple assist allowed me to get it every time. Plus the dhc synergy was some of the most damaging and they all had excessive damage output. If only I used shehulk spencer doom it would be crazy.

i gotta try that dorm tech, recently i have been loving the things tron can do when you pair her with spencer and jennifer. but it seems dormammu can do everything i want tron to do except better. in liberation, you get a 0 frame explosion that i think might lead to a follow-up. also we need to update the beginners guide.I dont think its relative anymore.

If anything you are the guy to do it. You are the most active yet knowledgable she hulk player on the thread I’ve seen recently. (Tried to word that complimenting you as much as possible while trying not to offend anyone else.)
I doubt anyone will mind contributing or helping you out.

Alright, so I discovered some pretty sweet shit for all the She-Hulk/Taskmaster dudes out there.

Try this: Have the training dummy crouch, stand about a half-screen away. Dash-in with She-Hulk Smash (overhead) while calling Taskmaster assist. Hold forward and mash on M.

Voila! You just comboed into clothesline from an overhead.

frank west, tron and iron man confirmed working, this tech works with assist that keep the opponent standing…you can hard tag in spencer for maximum damage
:slight_smile:

also leads to some sick command grab set-up…the run after the overhead negates advance guard and you can stop which makes it ambigious…LOL

and works off sentinel drones thats new tech for both of my she-hulk teams mwahahahahaha!!!

wow i am loving this over head nonsense 1,038,400 damage off an overhead, fun stuff. plus with drones you have all day ta mix up into the overhead .

Just give credit where its due :stuck_out_tongue:
I dont have the chance to practice this stuff at home but Im glad people are expanding on this!

If anybody uses she-hulk with dante’s jam session assist, I found a really sick snap-in set up, (works best midscreen) Snap in a character, delay dante’s assist for timing, then super jump forward and cancel it into a booty drop. The opponent should see dante coming out and will most likely block it the right way since she-hulk will barely still be in the same side that dante comes out. Dante’s assist will keep them in hitstun in the air, and the booty drop won’t hit, but since it keeps you really close to the ground while it recovers, the enemy will fly out a bit from the air after the assist is done hitting, the enemy will fly just barely over she-hulk, allowing you to hit with a crossover as soon as they are sent to the ground. It’s hit everytime I’ve performed it correctly. What I like about it is that it saves your wall bounce, which is crucial for she-hulk, Her clothesline is a really good 50/50 for incoming characters, but really limits your follow up due to the use of the wall bounce

Edit: Made a quick video to show what I’m talking about.
[media=youtube]cYPlVhI0Rns[/media]

Alright. I really can’t make anything happen with my Shulkie/Sentinel/Dormammu team. I think Sent is the weak link here. Should I replace him? Or am I just playing badly?

wouldnt be able to tell you unless I saw u play are u on xbox or ps3?

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