The Sensational She-Hulk #1: Haters Went Wild

I have been kind of thinking about that too. I appreciate the confirm. I just hope the ways that I plan on working her Drop kick hyper into other DHCs will work.

[media=youtube]OFRrmbhCweU&t=6m53s[/media]

Shows her AA assist being used. I think it’s going to be really useful, it comes out very quick, looks like it will be hard to punish. It also covers a lot of range and does some good damage.

I’m loving the range on her AA in general. My first thoughts on She-Hulk was 'meh", but, I’m doing a total 180 after watching what decent gameplay there is of her. I could see her easily turning out pretty decently now.

Been thinking about her low assist (Torpedo)… I know that it OTGs, but does it work as an OTG relaunch like Dante or Deadpool’s Katana-rama? If I used a character like X-23, who I don’t think can relaunch opponents into another air series… could She-Hulk’s Torpedo OTG and allow her to continue her combo strings in the air?

Has anyone seen a (live) She-Hulk play video where the dropkick hasn’t whiffed? I’m curious what sort of set-up you need for the move.

It’s her super where she dropkicks them, does some fancy animation off the wall and slams them down with her butt. [media=youtube]iLcU2f-shXo#t=0m25s"[/media] Not sure if you can still OTG after it.

I played She-hulk every chance I got at the CES Fight Club and took a picture of the movelist:

SheHulk Movelist

Heavy Strike - Her command grab. A is right in front of her . Can combo afterwards since it puts the opponent in a stun/dizzy state
B is angled into the air (Think Abel’s Falling Sky grab animation)
[media=youtube]Kz_ugU9UvF8&feature=player_embedded#start=2:26;end=7:52;autoreplay=false;showoptions=false"[/media]

Somersault Kick is her anti-air kick move. Didn’t really use it on point. Decent as assist

Runner’s State came out randomly for me a lot and I had no idea how I was doing it until I saw the move list so can’t comment on it.

Emerald Cannon is the drop kick super
Taking out the Trash is anti air super she flys at an angle into the air to try and grab opponent
Her lvl.3 is a command super where she flings a car on opponenet and it explodes. It is qcb or Reverse DP 2attacks either way it came out i think…

Also cr.C is a Slide similar to Jill’s so you can hit E (launcher) almost everytime slide connects. It is unsafe close, didnt test max range.

thumb up to you It was really great to see movelist and now I can include it in OP.

It’s obvious that some moves is missing since it don’t list third hyper.

So her AA grab, if you kill a character, is it guaranteed to hit the character coming in? Cause i don’t see how they would be able to avoid it.

mainly that you need some really good timing so that they don’t hit you.

Nice job! Thanks for this.
Also I believe you can OTG after dropkick super as seen in the link Bronzefist posted a couple pages ago, the opponent will recover in the air after the second OTG though and the combo ends.
That’s pretty neat that cr.C combos into launcher. Does her slide OTG?
Anyway, kudos my friend!

This has happened with X-23’s Dirt Nap, so I think Shulk’s AA grab will most likely work as well. The only way they could avoid it, is if they pull out an attack right off the bat with higher priority than her grab.

Oh so the person can just hit a button and that would knock you out of the air grab? Good to know I guess.

Nah Jak we’re just speculating right now, we don’t know anything for sure. Nobody has said much about her anti air grabs and their priority. We got the theory fighter in full effect. :wink: Even if the throws do have great priority, I imgaine that certain characters can avoid them by doing immediately teleports or moves that alter their air trajectory (drill claw, lightning attack, etc). Again, could be wrong since it’s theory fighting.

RiceSRK thanks for the movelist sir.

I’d also like to see if her torpedo assist can OTG, like Wesker’s low shot assist. Would be nice.

Yeah, I’m really interested in the properties of the Torpedo assist also. If it OTGs then that would be spectacular. Even more fun for my Captain America and his boomerang shield.

Also, Thanks RiceSRK for that movelist. That’s awesome!

Hmm. Good job btw! Did you figure out how to do her wall acrobatics? Seems like it may be crucial after landing emerald.

Never tried :frowning:

Also, for combos that don’t work into launcher: Tried these after command grab
A,A,B,C, E(whiffs)
A,B,C, E (whiffs)
A,B, E(whiffs)

Later on I learned you want
cr.A, cr.B, cr.C, E

I’m sure you can tack on more like an additional cr.A, but I wanted to figure out reliable stuff first

She can tick into command grab if you do a point blank cr.A/A and go straight into command grab (with A) you’re within distance on most characters I tried. cr.A, cr.A pushes you too far back and I would imagine B/cr.B and C would as well. Thinking about this, I wonder if you use this gimmick a couple of times, and they want to jump back after your cr.A could you use Anti-air grab (B) and grab them out of jump startup? Sounds like it would work :stuck_out_tongue:

If they’re mashing assist, usually it’s fast enough that you grab em before the assist does anything.

I did not figure out her wall acrobatics. I was basically dashing in hitting cr.A -> command grab or if they were mashing, I cr.A (blocked not pushed blocked), cr.B (counterhit), cr.C, E (aircombo). Though I think she might have a down C in the air that sends her straight down, not sure if I did it during a jump or off the wall. If they mash assist you’ll hit them as all assists i’ve seen so far come out for a frame or 2 before doing their move so they are vulnerable during your string. If you launch the assist with the opponent still blocking, you cannot hold up to superjump follow the assist, unless im wrong and the timing was off.

Assists:
A- Torpedo : This is what I was mainly using. She runs for a second or 2 and slides as a low. I tried it with other rush down chars Zero/Felicia/Wesker, but a lot of the time she was hit before the torpedo came out since she has to run forward first.
B- Clothesline : DIRECT - Didn’t remember using it, but I think it has the same run properties as Torpedo but hits high? She has to run a little before doing the Clothesline and is vulnerable during it.
G- Sommersault : DIRECT - Decent “GTFO” if someone is rushing you down or anti air. Though one thing that is different about this game than mvc2 is that assists seem to get hit out of their move easier. When you call your assist they are vulnerable for a frame or 2 right beside you’re point character so don’t call assist when in the middle of a block string. Instead preemptively call assist or push block then call it else your assist will eat a 2x damage combo. (Assists seem to take double/more damage)

There should be a post of “things to test” in the OP for all characters. That way we know for sure what we want to figure out and post the results. I’m curious if using the anti-air super grabs incoming people after you kill their point >:)

yea I seen that airborne d.C in the videos. It’s the senton bomb (flipping butt splash). I’ve been trying to eyeball it and see if it makes her fall faster than normal. If so, I wonder if it creates good reset opportunities if you use it to end an air combo?

Rice I got the same impression as you regarding her ground magic series. It looks like the standing stuff is useless, so she’ll always have to use her crouching attacks. Thankfully they look like they got some good range.

I reaaaallllyyy want to find a 100% combo that leaves her on the screen, so I can AA grab the incoming character. Dunno if she’s gonna get one. It may have to involve a combo + reset.

Track stance is funky. It’s down, down+S (Capcom was calling exchange button special this time; yay, another alternate button name), then you’re in track and don’t need to hold S to stay in it. To run toward, you press toward, and then press A for low hitting slide, either B or C for a clothesline that dizzies the opponent on hit, the other attack for something I don’t remember, or S to stop running. If you press back, you do the back wall jump, and once you near the wall you press any attack to do the different followups or S to fall straight down; I don’t really remember the followups except C is her air down+C buttslam, didn’t really test the walljump followups’ properties. It didn’t seem like you could cheat the inputs at any point, so like you have to do down, down+S, then toward, then A for run slide instead of just like down, down-toward+A or whatever. I didn’t notice any super armor or invincibility on startup or when she’s glowing or when she runs toward, but it did seem like she might be invincible a bit on back jump on her way to the wall.

You can also run/wall jump after cr C slide or flash kick by simply holding toward or back during those moves. Note that you don’t get to sit in track stance this way, you just immediately start running or jumping. I’m not sure if you cancel slide into run/walljump on whiff, never tried, but you definitely can cancel the end of the flash kick into run/walljump regardless of whether it hits, is blocked, or whiffs.

Her cr A is extremely good. It’s fast, hits low, and has great range, so good that you can do cr A x4 before doing B C E, and it’ll all combo for the easiest hit confirm ever. And since hit stun = block stun and you can’t block while trying to jump, fishing for the opponent trying to jump away from a command grab by doing 3 or 4 cr As in a row is really useful. Also since you can keep your opponent in stun for so long having to block low, you can set up a super easy unblockable by cr A, call Viper burn kick assist to hit overhead, cr A, cr A, Viper does burn kick just as you do cr A, huzzah you’ve broken your opponent’s guard!

Her cr C is her slide, has nice startup and range and moves you forward far enough to land the cr E launcher. Cr E launcher is a good antiair, great hitbox and angle of attack. If your cr A B C is blocked, you can cancel the C into run or walljump to make it safer, cause otherwise it’s pretty unsafe.

Jumping d+C, the butt splash, makes her flip a bit before falling at what seems like a slightly faster rate of speed than her regular jump fall. Unfortunately it seems like it might be unsafe on block, at least at some of the ranges I used it.

I found the same thing, and yes, you can use antiair grab in just that way heh.

So command grab A is the ground grab, B is the antiair grab, and C is a rush grab that seriously has like 2/3 screen range and also moves pretty fast. All cause dizzy that cannot be mashed out of. I thought the C grab was an attack at first, but no, we tested it and it’s not blockable. This is pretty rad imo. You have a ton of time to do whatever you want after command grab, including cr A combos but also including walljump combos. You cannot do a grab into another grab while the opponent is still dizzy, although I didn’t test whether you can do a grab into a super grab.

Flash kick, which is dp+attack, has a real nice hitbox. Against at least some characters you can just throw it out, cancel into walljump if it’s blocked or whiffs, and be safe. A is the smallest range/height flash kick, C is the biggest.

Imo Shehulk has great assists. Alpha, torpedo, is basically run slide, comes out fast, has nice range, picks the opponent up otg for a combo, and most importantly hits low. It can create super easy unblockables if your point character does an overhead or a jump attack at the same time. Beta, clothesline, is just run clothesline, she runs out and dizzies the opponent on hit for a free combo. And gamma, which is flash kick, has good antiair and get off me properties.

It’s true, you can’t jump cancel a launcher unless it hits, can’t do it on block. You also don’t need to super jump cancel it, you can just hold up and you’ll automatically jump all the way up to follow the opponent.

Seems like you can’t immediately grab an incoming opponent. We tried a bunch of times with different characters and both grounded and airborne grabs, and we never got it. Figure you might get temporary throw immunity as you come in. But you can still play nice mixups. They have to block if you do Shehulk’s very tall st A or cr E or whatever, but you can also let them fall a little bit into command grab or lv3 super grab. They just have to guess whether to block or to try to escape.

yo dave i hope you stick with she-hulk for someone who hasnt had much practice with mvc you were wrecking with her.

i wonder if you can connect the AA super after an E launcher, and then DHC after it wallslams? i hardly ever see the AA super being used in videos so far. mostly fullscreen dropkick super whiffs :shake: i’m also wondering if you could even do the full dropkick super on an assist char and what, if any, kind of invincibility you’d have on that. seems like no one knows the follow-ups to the initial hit so far (maybe it’s just like the regular wall-jump cancel and you hold back?), so i guess we’ll have to wait and see.

thanks to ricesrk and ultradavid for giving us the scoop on more of her gameplay. if i get a chance to play during the event in SF later this month, i’ll try to give my impressions as well.

Huuuuuuugggeeee thanks for the writeup UltraDavid. Answered alot of questions I had been wondering about. cr.A sounds ridiculously awesome. I can’t believe you can sneak in four of those before moving up the magic string. That’s like too good to be true lol. Must be one of the best cr.A’s in the game right now.

I’m still holding out hope that track stance gives brief super armor, but it sounds like she won’t need it. If it does, then I wonder if she can cancel a blocked cr.C into track stance? Actually can she even treat track stance like a special, and cancel it off her normals? i.e. cr.A, cr.B, cr.C xx d,d+E?

Thanks for testing grabs against incoming characters. I’ve seen X-23 use her lvl 3 in that fashion in a few vids, and the opponent didn’t seem to have any throw invulnerability. I wonder if Capcom decided to tweak it since then? Pretty big bummer since I was looking forward to it, but meh no worries.

How did you find the She Hulk / Thor team combo? Did you use Thor’s Mighty Smash (aka power dunk) assist, and did it create more pressure opportunities for you? I plan on running those two in a team along with Hulk so I been trying to theorize some strategies.

Thanks for testing so much shit and posting it up!