Deadpool was also introduced in 1991 and I don’t believe he started breaking the fourth wall until later.
She-Hulk’s quotes are fantastic so far.
Deadpool was also introduced in 1991 and I don’t believe he started breaking the fourth wall until later.
She-Hulk’s quotes are fantastic so far.
Too bad we didn’t see much of She-Hulk in the tourney just now. There were a few Shulkies in the first round, but I don’t think I even saw them use a move or a grab with her. :\
I want a nice hug, Ms. Hulk! Hug me! Hug meeee~
Didn’t expect to see her in the tourney at all since people were playing to win, and she doesn’t seem like a character that’s very intuitive. I honestly think those of us following this thread know more about her than the people who tried her on the stream.
I saw some of the dumbest shit like whiffing her dropkick super from a full screen away. I can understand a new player doing this once, but I saw it happen at least twice in the same match from the same player.
I saw that too. What the fuck? Sure, it may not be immediately obvious how you’re supposed to land it (I guess you combo into it from a dashing sweep?) but firing it at random twice is just some SSBM-playing rookie shit.
Something I been thinking about:
She can combo her sliding punch after her drop kick super. In one of her vids we see:
ground series–>launch–>air series–>E–>slide punch XX dropkick super–>slide punch
[media=youtube]1T5ETmMmsYk&t=0m27s[/media]
Her 2nd slide punch seems to be the end of the combo because the opponent flips backwards in the air and can resume blocking. However, what if she buffered her anti air super grab after the 2nd slide punch? I imagine that it would basically be grabbing them after the punch resets them, correct? Is there any reason why it wouldn’t work besides possible spacing or screen position issues (it may only work in the corner)? I’m sure some characters would be able to avoid it via teleports or anything that alters their movement in the air, but it seems like it should work to me.
If it does work then that’ll be damn near 2 free supers without the need of using a DHC or KFC. It’s something I definitely want to test on release, or some kind soul may do so beforehand. The slide punch XX anti air grab may also be applicable after her car super. In one of the vids she uses KFC after the car super is over and hits the opponent with the slide punch. So the whole sequence was:
car super, KFC, slide punch
Maybe she can tack on a buffered super after that. Hell even the dropkick super may work.
Thoughts?
LOL, been thinking that once she hits you, can create a pretty good combo.
Sunday driver x torpedo x dropkick aerial combo, whiff last hit landx AA throw into running combo and continue, flash kick into air and either use dropkick hyper or AA throw hyper. Pretty kick ass combo.
I honestly have no idea what you’re proposing? I can follow you with the Sunday Driver xx torpedo, but after that I don’t think the stuff you are writing will work at all. I don’t think she can combo her normal (non-super) dropkick after the torpedo. I could be wrong but I’ve yet to see that reported or in a vid.
They have the same properties. So should be able to do so. Then air combo, whiff last hit, land do AA throw or AA hyper throw but will make it where you have to either end the combo or relaunch. AA throw will allow you to continue normal combo into flashkick then dropkick hyper.
What I mean is that I don’t think her normal, non-super dropkick is fast enough to combo after her punch slide (torpedo). AFAIK, she needs to jump off the wall in order to do her dropkick and I don’t think torpedo–>wall bounce–>dropkick will combo.
This is interesting. I hadn’t thought about that first one, and I think it is a possibility. But whether it will work or not depends on how good the range of her anti-air super grab is. MODOK seemed to end up pretty high in the air once he flipped out of the combo, so if She-Hulk can catch him quickly before he goes too high out of her range, then I can see this working. But what if the opponent decides not to do a flip recovery? Does the anti-air super still connect when combo’d into from slide punch? It’s possible that the opponent would have to be in a recovered state while in the air for the anti-air super grab to work.
Also I was wondering what KFC options she had, and I like the idea of KFC’ing the car super into the sliding punch, but if she has only two meters, she wouldn’t be able to pull that off. I wonder if she can KFC her level 1 hypers. Will this sequence work:
Anti-air super grab, wallbounce, KFC, Anti-air super grab
Though according to Keits’ comments from the stream, grabs cannot be combo’d into, so I still have doubts you can combo into her anti-air grab super (unlike her dropkick super).
I saw some dudes on the Unity stream mashing with her and they did her anti air super. It’s similar to Gief’s old anti air grab, and T.Hawk anti air Ultra from SSF4. She jumps with the same trajectory and I believe she jumped forward about 2 character lengths. Going by the vid I posted, I know for sure that she would reach MODOK at that height.
Does the opponent have a choice to avoid doing the flip recovery? Maybe I haven’t read up on MvC3 system info enough, but I think the flip recovery in that situation can’t be avoided.
Good point about not being able to combo into grabs–I think slide punch xx anti air grab will only work if the slide ends up resetting the opponent. Otherwise slide punch xx dropkick super should combo. So we’ll look at slide punch followups on an individual basis.
I been thinking about Anti-air super grab, wallbounce, KFC, Anti-air super grab too lol. It’s gonna depend on the opponent’s state after the wallbounce, as you mentioned. If they can still be comboed then I doubt the grab super will work. However she could probably just do her normal kick slide (cr.C) into launcher. So the sequence would be:
Anti-air super grab, wallbounce, KFC, cr.C–>launcher–>air series–>E–>torpedo XX dropkick super
Maybe that will work? She may end up needing to dash in for her cr.C slide to hit, but it does have good range even by itself.
That’s RASLING Baybeh!!!
AFAIK, Seth said that you can combo from Felicia normal AND command grabs - so I assume that this isn’t something exclusive to her.
I didn’t know that about her AA super grab. I thought she would just stay on the ground, I didn’t think she’d jump up to the opponent… nice to know.
Actually, to be honest, i’m not very sure either if the player can avoid air recovery, that was just an assumption on my part. Thinking about it more, I think you might be right, and that opponent has no choice but to recover after the second OTG, otherwise you could just continue OTGs and combo forever if the opponent lets you, lol. But I don’t think that’s the case. Speaking of which, I wonder if you could use her AA stun grab instead after her second slide punch. I don’t think it can be cancelled from slide punch and it definitely doesn’t have as much range as her AA super grab, but if it connects, it’ll provide even better results.
KFC’ing her AA super grab back-to-back would make my day simply because it’d be funny to watch lol. Considering that we have resets after a second OTG, wouldn’t this apply to wallbounces as well? If it does, then I think it might be possible. Though it’ll probably only work in corners since she’d be too far away otherwise. Her cr.C slide (didn’t know you could combo slide into launcher) might work well in more situations since she can dash in and slide like you mentioned.
Same thing with Tron and other characters too, but it looks like She-Hulk’s stun grabs open up a lot more options than any other normal or command grabs, especially seeing as it doesn’t use up the OTG unlike most others.
X-23’s long range command grab you can combo out of as well. Certain ones will be comboable and other won’t. So pretty sure her AA grab will be.
Yea I think the AA stun grab will be too slow after torpedo, so I doubt it’ll work. However she may very well have other reset opportunities where that grab will work. I haven’t been able to think of any yet though hahaha.
Also, yea I’ve heard about wall bounces leading to resets but AFAIK that only works when you try to wall bounce someone a second time. The AA super’s wall bounce will count as the first time, so I think that any hit afterward will count as a combo. Therefore I have my doubts that AA super–>KFC–>AA super will work, since you typically can’t be grabbed in combos as we mentioned. I could be completely wrong though. Either way, whether the bounce leads to a reset or combo she should (in theory) have some options.
Maybe if you do a wall-bounce after an OTG, the opponent recovers? I’m not too sure under what conditions is the opponents forced to recover, but that’s one of the things that needs to be tested as well.
On the topic of her stun grabs, I was just watching this video: [media=youtube]02UZw7gQnVo&feature=sub&t=2m21s[/media]
Check out the range of her stun grab on Hulk at around 2:21… if you look closely, as soon as Hulk gets up from the ground, She-Hulk pulls him in quite a bit to do her grab maneuver.