The Sensational She-Hulk #1: Haters Went Wild

if you had a multi hit projectile and you use her walljump move could you set up a cross up where you jump over the character hit the assist have them block the projectile and then maybe do her dizzy grab or set up for a combo.

That’s some really interesting stuff. Thanks for sharing all that, UltraDavid. Being able to follow up her flash kick and slide with run/walljump sounds like fun shit and possibly a lot safer than I expected.

that would be a cool reset into lvl3 super or AA super if they jump out. too bad she doesn’t have a running command grab (not counting the knee stunner since thats blockable, i think?).

Her knee stun grab is unblockable.

Keep in mind that while it is sorta nice that She-Hulk can combo 4 crouching A’s before moving onto the rest of the combo, this isn’t actually a great idea thanks to the hitstun decay system. Too many early attacks might mess up OTGs and relaunches later (Dante has this problem in his relaunch combo if he adds in too many early attacks, for instance). 2 cr.A’s are probably enough to confirm whether they hit or blocked. Now if they do block them, then sure, go for more cr.A’s and hope they try to jump out and eat a combo, or cancel into the running grab to try and mess them up or something.

Information overload! Thanks UltraDavid.

About the hit-stun decay, good point. But She-Hulk doesn’t have Dante’s lengthy combo strings’ and AFAIK the hit-stun decay depends on the amounts you have racked up right? Will 2 extra hits make a big difference?

It potentially could if you use an OTG assist to set up for a relaunch after the first air series into knockdown.

shulk is DAINJERUSS. she’s gonna embarass fools

Thanks for the info david, she is sounding pretty nice. Good to know her somersault is seems like a good assist so she won’t be useless when she isn’t on point.

I was thinking about DHCs earlier and I’m guessing it’s probably best to use a HC that lifts the opponent up and DHC into Shulkie’s grab HC. [media=youtube]Rvc8Vq6wgLg#t=0m51s[/media] looks like it sets up really well for it. I’m thinking X-23’s spinning kick HC lifts well enough for it to work, too. Depending on how much range the grab has (it caught Trish who was like half-off-screen in the reveal trailer), it might even work off a lot of air combos that the point character uses a HC in (Lightning Storm, Fatal Claw, etc).

Of course, this is all speculation from someone who has yet to have any hands on with the game, so I could be very wrong about all of this lol

Wow, thanks for all that info, UltraDavid.

The reveal trailer didn’t show the proper range because it was edited. Take a look again. Capcom was pulling some shenanigans.

I think I mentioned this before, but I’m kinda concerned about whether her AA super will actually work when someone tags her in for a DHC. It might not work because the previous super leaves the opponent in hit stun, and you can’t grab characters out of hit stun.

…althooooooough it may still grab them after the hit stun wears off? If that’s the case then it may be awesome because it would technically be a reset, and not subject to a combo’s damage scaling. Ughhhh, just another day 1 test to run…

Oh, dammit, I don’t know how I overlooked that (the timer and health should have been really obvious). I was just kind of assuming it would be something of a reset, but now that you mention it, that’s also possible. She could very well end up shafted in receiving any useful/usable DHCs :confused:

Not writing her off yet (still intend to put her in my main team and she looks great in some other regards), but hopefully we’ll all be very pleasantly surprised come release. Too many unknowns as it stands right now…

She hulk is gonna end up being one of my mains. The more I see of her the more I like.

She reminds me of a odd mix of makoto ( i love makoto) and elf (I hate elf)

ahh, yes. i missed it while reading ultradavid’s post. sorry about that.

Maybe the not being able to grab out of hit stun rule applies only to normal grabs and command grabs? Here is hoping that super grabs don’t have that restriction and they can be DHC’d into. If true, this would open up a lot of great options for her AA super grab.

Who’s a good assist for She-Hulk?

After reading through UltraDavid’s post, an overhead assist like Viper’s burn kick will work really well with her low strings, giving her a nice unblockable setup. More importantly IMO, she needs an assist that will help her deal with projectile spammers or help her close the distance on her opponents. I’m thinking someone like Dormammu with black hole, or Spencer with horizontal grapple will do the job, but i’m sure there are others that may work even better.

IMHO in general:

  1. Any assist that helps her close distance (typically a projectile)
  2. Any assist that allows her to keep pressure on the opponent

I don’t think she’ll need an AA assist because she’ll have good AA options by herself, but who knows…

i agree with assists to close the gap (i was thinking trish/dorm). lockdown assists i’m not so sure about since she doesn’t seem to have a strong high-low mixup game and having the opponent in blockstun doesn’t let her use supergrabs and stungrabs.

looks like most of the discussion has been about her offensive capabilities, but how about defense? obviously she’s not as fast as some of the other characters, but how does that affect her? though pushblock is buffed from mvc2, is that enough for her to keep pixies off of her? will she need assists to compliment her defense? obviously many of us haven’t gotten our hands on the game at all yet, but i think it would be good to think about the flip-side of the coin as well.