Random thought: this can apply to any character, but I think it maybe especially useful to grapplers…
How about the use of X-Factor to cancel unsafe DHCs and then grab the opponent while he is blocking. For example, She-Hulk’s level 1 supers are going to be shitty options for safe DHCs since she’ll be very vulnerable if the opponent blocks. Her dropkick super has terrible recover, and her anti air super will allow her to be comboed when she lands. What if she cancels them with X-factor the moment she gets on the screen? I’d be willing to bet that most opponents will turtle up when they see the X-factor activation, so that should give her an opportunity to land her command grab. Now you got the opponent dizzy AND you have an X-fac bonus to your next combo.
Of course this command grab isn’t something you’d want to abuse in this situation, since I’m guessing an aware opponent could backdash away (or jump away, which is subject to her anti air grab). I guess the safest/best option is to condition your opponent to block by doing X-fac and immediately going into her low A’s. Once they are conditioned, then you can explore her command grab stuff.
I know some may think its a “waste” of X-factor to make a blocked DHC safe, but it’s definitely something to consider IMHO. Thoughts?
Makes sense to me. It would be even better if she DHCs early from something like Storm’s hail storm, KFCs, and then runs close and goes directly into her crouching A’s, keeping the opponent in block-stun the whole time. I think the key would be to land that dizzy grab once X-factored. Characters like Arthur will most likely want to jump away if he’s stuck in a blockstring since he doesn’t have a dash, so I think your best bet against him would probably be to use the AA grab. Same goes for other keep-away characters. Once you get the opponent in dizzy, i’m betting a free combo from She-Hulk with X-factor could most likely take out your opponent right there especially if you can land another super.
[media=youtube]yRq-hADkjRw&feature=player_embedded#[/media]! 2:45 viper grabs storm on the way in…so maybe we can anti air super grab incoming opponents
I dunno. Storm committed herself to an attack (looks like jumping A), and I think that will negate the supposed grab invulnerability. Viper grabs her right after.
Again though I want to reiterate what I posted a page or so ago: I think She Hulk will still be able to get her AA throws on incoming characters if she treats them like MvC2 style guardbreaks. i.e. She does a jumping light attack that gets blocked, and then she AA throws the opponent after she lands. It may work if the jumping light attack hits the opponent as well. The big question is whether both her AA throws will be fast enough to grab them in this situation. I’m pretty sure her super will be fast, no too sure about her standard DP+B.
Hopefully someone can test that between now and release. If not then it’s a definite day 1 test for me. This could also apply to other characters with anti air throws like Spencer, Haggar and Spiderman.
[media=youtube]njy-IdJoooY&feature=player_embedded[/media] at 1:54 spiderman did an air combo didnt finish it and jumped back up and did the anti air grab maybe we can do something similar with she hulk
I like that idea, so we will probably be able to call in an AA assist right as the player is coming in, and if they block it we can then go for her AA throw.
@metrokard: I don’t see why she won’t be able to, so long as she-hulk lands first im sure you can reset. The only thing i can see being an issue is since its a reset your opponent should be able to do whatever, so they will be able to teleport away, probably fly away and hit her out of it, if it doesn’t have hit invincibility.
The problem with that will mostly be the grab range on her AA grab. I think more often than not, the opponent will be too high for the AA grab once the opponent recovers in the air. In that situation, I would rather use her AA grab super.
On another note, i’ve been thinking about DHCs for She-Hulk, and one that interested me was Dormammu’s Stalker Flare (floating bomb). Wouldn’t it technically be possible for Dormammu to DHC into She-Hulk into say a dropkick super, which she KFCs out of right away, and then lands a grab before Dormammu’s super hits the opponent? So it would be something like this:
Stalker Flare -> DHC dropkick super (or AA super) -> KFC immediately -> Dashing dizzy grab
When stalker flare is approaching the opponent, they will most likely be forced to block, and if you’re quick enough, you can dash and grab with She-Hulk, before stalker flare can put the opponent in hit-stun or block-stun. This would cause the opponent to eat the full damage from stalker flare, and also allow She-Hulk to pull off a free combo while X-factor’d.
The other case is if the opponent decides to jump when Dormammu uses stalker flare. In this case maybe you can use her AA grab super instead, and most likely she will grab the opponent out of the air before they get affected by the hit/block-stun. It’d be interesting to see if stalker flare will still connect after the wall-bounce, but I don’t think it’s that slow.
Of course, there’s always a chance the opponent pulls out a level 3 super to counter the move and end up stuffing Dormammu/She-Hulk, but that of course requires them to use a level 3. I only use Dormammu as an example here, i’m sure other characters have a similar hyper.
It’s an interesting idea, but I see two problems. 1, both of those hypers put Shulkie in the air and so far it Kanta’s claims of aerial KFC hasn’t been substantiated. 2, it’s going to take quite a few matches before you can condition someone into responding to a once-per-match tactic, so unless you’re playing casuals with friends or a really long money match it’s going to be hard to get your opponent to react the way you want. This could be a decent tactic for Felicia though, hyper gets blocked, DHC to Kitty Helper and go for Hell Cat.
yeah it’s something to be tested for sure. I’m hoping that a mashed KFC will allow her to cancel before she leaves the ground.
Honestly I mainly thought of this idea when I was speculating how to make her DHCs safe on block. Being able to provide offensive pressure is an added bonus, so I’m not too concerned about the conditioning aspect regarding her throws. Mashing cr.A will probably be the best solution anyway, or just blocking.
I would like to pass my owner of this thread to BronzeFist since he seem to be more reliable than I am. That’s if he want to take over, but if he don’t want to.
Reason why I had to gave up the ownership because I came up with something serious with my health, so I can’t continue to spend more time on She-Hulk Thread.
Sorry to hear about your health dude. That fucking sucks. Best wishes for your recovery. :sad:
I can take over unless someone else wants to. It might be better for someone who has actually played her? haha. Regardless I guess a new thread will need to be started. Or maybe someone can do a writeup and ask Preppy to edit the first post. It’s up to you guys.
Well how many posts do you need before a thread will have to be remade? Unless im mistaken we are very close to maxing this thread out so might as well just wait right?
Upon doing a little more research i found out that no we are nowhere near the max limit for a thread, and all the other threads that i thought got closed down actually did it subjectively. So with this information, I vote to just start over and make a new thread.
I’m really sorry to hear that. Take care and I hope you get well quickly.
I second starting a new thread and BronzeFist taking the ownership (although I’d be willing to help with the write-up as much as I can). So do we first ask Preppy to lock this thread before we can make a new one?
Ok guys I’m working on my first draft of her movelist & misc stuff for the first page. I’ll post it up here, and see if either Preppy would like to change/update the first post in this thread, or have us start a new one.
She Hulk is a grapple-based character that has some similarities to Street Fighter characters like El Fuerte, Abel and R.Mika. Her mobility is based on her command run and wall jump, which can be done after a few of her special and normal attacks. All of her special grabs do little damage by themselves, but instead dizzy the opponent for a brief moment and allow her to followup with a combo. She also has a low assist, which can possibly allow for OTG combos and unblockable setups.
Specials:
Heavy Strike: :qcf:+Attack
-This is her standard command throw that leads into a brief stun. It has three variations, depending on the button used:
:snka: Is a standard command throw that has short range, and must be used while next to the opponent.
:snkb: Is the anti air version, where she is able to grab airborne opponents. It has a similar animation to Abel’s Falling Sky in SF4
:snkc: Is the dashing version, where she dashes about 2/3rds across the screen and grabs the opponent. It has a similar animation to Abel’s Ultra II in SSF4
Somersault Kick: :dp:+Attack
-This is her anti air attack with a similar animation to Guile’s flashkick. The horizontal and vertical range of the kick varies depending on the button used, with the :snka: version giving the lowest range, and the :snkc: version giving the highest.
-After landing from this she can transition into her command run or wall jump by holding forward (:r:) or back (:l:) on the joystick respectively. The kick does not need to make contact with the opponent in order for her to make the transition. She can do it even if the kick whiffs.
Runner’s Start: :d::d:+:e: (aka ‘special’ button)
-This is her special stance that allows her to transition into her command run (hold forward :r:), or her wall jump (hold back :l:).
Command Run followups:
:snka: Torpedo
-Slide punch that hits low
:snkb: Clothesline
-Clothesline that hits high (it can be ducked by most–if not all–characters), but causes a crumple stun on hit which can lead to free combos.
:snkc: Somersault Kick
-This is the C version of her somersault kick special move.
:e: Cancel
-This causes her to stop/cancel the run
Wall Jump followups:
:snka:
-Flying cross chop that causes a ground bounce, allowing her to juggle the opponent
:snkb:
-Drop kick that causes a wall bounce, allowing her to juggle the opponent
:snkc:
-Senton bomb (flipping butt splash) that seems to have no apparent followups (?)
:e: Cancel
-This causes her to stop/cancel the wall jump and drop in place.
Hypers:
Emerald Cannon: :qcf:+Two Attack Buttons
-Known as her ‘dropkick’ hyper. She jumps straight up and dropkicks the opponent, which causes a wall bounce. She can do two additional :qcf:+:e: followups, which will cause her to hit the opponent with a flying belly flop, and then a flying butt splash. If she does not use the additional inputs then the super will end after the initial dropkick. However she can apparently combo after the dropkick, but additional testing is needed.
Taking Out the Trash: :dp:+Two Attack Buttons
-This is her anti air super. She jumps at a 45 degree angle and attempts to grab the opponent out of the air. Being a grab, it is not blockable, and it can not grab people out of hit stun so it won’t ‘combo’ in a DHC. She jumps about 3/4ths of the screen, so it can be used from a good distance.
Sunday Driver: :hcb:+Two Attack Buttons
-This is her level 3 super. It’s a close range grab super, so you can’t combo into it. She pushes the opponent to the ground, and then accidentally tosses an intruding car on him. The car then explodes for additional damage. There are reports that even if the grab portion whiffs, the car can still drive on to the screen and hit the opponent for minor damage.
Assists:
Torpedo
-Same attack as her command run :snka:. It hits low and can reportedly OTG.
Clothesline
-Same attack as her command run :snkb:. Causes crumple stun.
Somersault Kick
-Same attack as her command run :snkc:. Basic anti air.
Command Normals:
:r:+:snkc:
-This is an overhead attack that allows her to transition into her command run (hold :r:) or wall jump (hold :l:). She can transition to either regardless of whether the overhead hits or whiffs. Also, she can apparently combo the opponent after the overhead hits, but she can not combo into it.
:d:+:snkc:
-Her crouching hard attack which causes her to slide. What’s significant about this attack is that she can transition to command run or wall jump (same directions as other transitions), but she can only do so if the slide makes contact with the opponent. A whiffed slide will not allow her to transition.
Jumping :d:+:snkc:*
-This is her senton bomb, which is the same attack she does during wall jump :snkc:. It appears to make her fall faster than normal, but this needs to be tested.
Win Quotes (text):
-“Somebody once called me Phoenix Wright with muscles… and then I called an ambulance.”
-“Don’t think about suing now that I’ve trashed you. 'Cause I’ll kick your ass in court, too.”
-“Y’know, if this game were made in 1991, I’d be the one whacking YOU with a health bar.” (specific quote against Deadpool)
Win Quotes (spoken):
-“I wish my cases were this quick!”
Videos:
Character Reveal video:
[media=youtube]ZA6cEW4ei9w[/media]
Official Gameplay videos:
[media=youtube]XP8O85GPNgw&feature=mfu_in_order&list=UL[/media]
[media=youtube]1T5ETmMmsYk&feature=bf_next&list=ULySA4ib0gnXg&index=14[/media]