That’s all that matters really. You’ll rarely use 3 way team hyper outside of beamers.
What I’d really like to test is whether her lvl 3 is a 0 frame grab. Someone mentioned this about Haggar, and it may be true for her as well:
X-Factor can apparently cancel your block stun, so she and Haggar maybe able to use X-factor during an opponent’s block string and super grab him/her. It may very well work, even if the super grabs aren’t 0 frames. Both her and Haggar’s are lvl 3’s, and it seems like level 3 supers have a good amount of invincibility built in.
I think that would only work if you can partition the input with xfactor, otherwise you’d have to be damn fast.
Something like (block)>qcf>KFC>AB
I think otherwise you’d cancel and get hit before you could complete the input.
I can’t wait till the day when someone throws out a random super at close range, then the opponent activates theirs to punish, then you tag in She-Hulk’s super grab to punish.
Here are my full random unedited Shehulk notes
–Shehulk
-----dashes: ground dash isn’t that fast as marvel goes but goes half screen, no air dash
-----toward+c is overhead, can’t be comboed into but can be comboed out of
-----can combo abc to flash kick (dp+attack), then start a run, but couldnt get combo after
-----can run out of
----------twd+c overhead by holding back or toward, regardless of whether it hits, is blocked, or whiffs
----------down+c slide by holding back or toward, regardless of whether it hits, is blocked, or whiffs, but it has like 1/2-2/3 screen range so it’s hard to whiff
----------flash kick by holding back or toward, regardless of whether it hits, is blocked, or whiffed
----------down down+e track stance, didn’t seem like you can cancel into this at all
-----walljump
----------A: elbow, did abce or torpedo after
----------B: dropkick, wall bounces for torpedo
----------C: buttslam, didn’t seem to combo after, didn’t seem safe on block but could be height dependent
----------E: drop down
----------can be controlled as to distance
----------no part is invincible
-----run
----------A: torpedo, low attack, combo dropkick super after
----------B: crumpler, can combo after but opp considered airborne
----------C: flash kick, deals with jumpers pretty well, always the same
----------E: stop
----------nothing invincible
-----grabs (qcf+attack), all stun and make free combos, can’t be mashed out of
----------A grab: ground grab, enough range to do cr A cr A cr A before grab
----------B grab: antiair grab, great range horizontally and vertically, can do cr A cr A then B grab if you think the opp wants to jump away
----------C grab: runs quickly to grab from like 2/3 screen, can cancel cr A cr A cr A cr A directly into C grab and it’ll grab just after the hit/blockstun wears off
-----flash kick (dp+attack), doesn’t seem to be invincible on startup
----------A: least horizontal and vertical range, recovers fastest
----------B: middle in everything
----------C: biggest horizontal and vertical range, recovers slowest, seems to be the same as run flash kick
-----normals
----------standing
---------------A: quick jab, hit every cr character i tried, but might not hit amaterasu or whatever
---------------B: mid punch, didn’t use much
---------------C: mid kick, didn’t use much
---------------E: launcher, angled upward kick with great hitbox, useful for antiairs
----------crouching: these are the juice
---------------A: very fast, excellent range, hits low, can get 4 cr As before continuing a combo
---------------B: another low with even more range, only ever used it in cr ABC combos
---------------C: fast huge range slide, can be canceled into run
---------------E: same as standing E (this is true for all characters i tested)
-----supers
----------dropkick (qcf+2 attacks): combos very well after anything that leaves opponent standing or airborne, couldn’t find followups, not gonna be anything common sense i don’t think
----------antiair grab (dp+attacks): great horizontal and vertical range, very fast, good damage; doesn’t combo from anything, have to wait until opponent is reset by flipping out before using it
----------ground grab lv3 (hcb+attacks): good range, like same as A grab, does good damage
-----assists
----------a: torpedo, low assist, otg
----------b: crumpler, seems same as in run
----------c: flash kick, didn’t seem invincible though
Can level one supers be canceled into level three? Some characters like X-23 have combo hypers. Are you able to cancell one of those mid-way through then go for Sunday driver? I haven’t seen that done.
Well I haven’t heard that you can’t tag in a lvl 3, so I’m assuming you can.
Of course you can DHC into a Level 3. Hell, that’s the only way Chris’ has been viable.
In TvC, you can DHC into a level three so yeah you could. Same would apply to KFC. And I did it with Morrigan Finishing Shower into Zero’s dark hold and Zero’s rainbow pillars of doom into Darkness Illusion.
if the lvl 3 you go into is a true throw tho’, you’re guaranteed a miss. (Unless they tweak the properties again)
I don’t know if you can do lv1 dhc lv3. But even if you could, you couldn’t do it into driver because driver is a grab and therefore unable to do anything while the opponent is in block stun, hit stun, being hit, or being reeled.
Yo David good shit dude. I had no idea she had a command overhead! Wtf!!! And you can combo after it??? AND she can run/jumpback after it?? That’s awesome.
Do you remember the animation for it, by chance? I can’t remember seeing any attack in her vids that made me say “that looks like an overhead!”
Also I was thinking about what you said before regarding the difficulty in grabbing incoming characters with her anti air grab. You were saying that the characters may have a brief period of throw invulnerability. Well the new “theory” I have is that you might be able to grab them if you treat her anti-airs like MvC2 guardbreaks.
What I mean is that she should be able to hit the incoming character with a blocked jumping A, and then use the AA grab on them after she lands. So the whole sequences would be:
jumping A (blocked)–>land–>anti air grab
I think it could work. I also wonder if it will work if the jumping A is not blocked(?). The biggest question I have is whether her standard anti air grab is fast enough to work in this situation. It might not be, but I’d be very surprised if the super version doesn’t work.
If this does work for her then it can probably be applicable to other characters with anti air grabs (Spencer, Haggar, Skrull, Spidey super).
I’m on a computer that doesn’t do video very well, so I can’t verify this myself, but I think I remember from that crazy IPLAYWINNER/1Up combo video that they did:
Storm Ice Storm > DHC > Dorm Yoga Catastrophe > DHC > Chris Lvl3 Rocket Launcher…
Right? Or am I remembering wrong?
Yes, that’s the combo.
And @ UD, in theory you might be able to whiff a level 1 ( or use a non damaging level 1 )and DHC into driver as a surprise grab if you’re really fast on the input. It doesn’t sound practical though.
I see. Well if you can’t use grab hypers on hit-stunned opponents, would this theory work. You cancel on of your partners hypers into She-Hulk’s missile drop hyper(cause wall bounce), don’t do the follow up inputs (crossbody and a$$ slam), go for the anti-air command grab then into sunday driver? Amusing she’d have enough recovery time and dash time which I think she would.
Have you specifically tested this, though? In TvC, you could combo into command grab specials and supers; they still connected on hit stun (but not on block stun). Forgive my ignorance, but I haven’t seen anyone say for sure if this is possible or not in MvC3 yet.
I don’t think the grab will work in that situation because (presumably) the opponent will still be in hit stun after hitting the wall. However, I wouldn’t worry about that too much since she should be able to cr.C slide into launcher. Soooo it’s:
dropkick super (first hit only)–>opponent wall bounce–>cr.C–>E–>air magic series
I could be wrong though, but I’m pretty sure that’s how it’ll be.
Definitely can’t combo attacks into the command grabs or grab supers I’ve tried, including Shehulk’s, Thor’s, Biocom’s, and Tron’s. Rumor is that Haggar can combo into grabs, but I think that’s a Haggar-only thing.
Of course it’s a Haggar only thing. He’s FUCKING MIKE HAGGAR!
Question: can you block in the air after you cancel she-hulk’s wall dive?