The Sensational She-Hulk #1: Haters Went Wild

I think a gong assist will benefit EVERYBODY hahaha. Will be awesome for keep-away to negate the opposing projectiles, and also awesome for brawlers/rushdown to help cover their approach.

I still want to know if She Hulk slides (cr.C and torpedo) will allow her to go under various projectiles. Should make her approach slightly easier against some characters in theory. Cr.C slide under the projectile and hold forward for the run transition. Or just run and torpedo under it on reaction (maybe easier said than done)?

I’m at wit’s end trying to think up anymore theories for this character anymore. All I’m thinking of now are possible combos for the team I have planned, and gimmicks. :lol:

Yea been thinking of teaming her up with chris, she has AA, chris has projectile, and maybe someone with a lockdown assist like ammy. Think it might work in theory.

Btw is it confirmed that her flash kick has invincibility? A lot of my theoretical teams require both an AA and a get of me assist so if hers has invincibility it would be perfect.

guys it looks like she hulk has super armor in when she does the running closeline
[media=youtube]-zj_KdKtBPA&feature=player_embedded[/media] watch at 2:17

oooooooooooohhhhh shit good find dude! That’s fucking awesome. I honestly hadn’t planned on using clothesline at all since it looked like it could easily whiff on crouched opponents (totally negating any mixup she could do with her standard command run attacks), and the recovery didn’t look too good on block. I guess they added those drawbacks because it has super armor. That should be great when it comes to dealing with single hit projectiles, or even multihit projectiles if you have an assist covering you. More importantly though, I wonder if she gets super armor on her clothesline assist as well?

That is a nice find. Bronze, even though it has super armor it can’t hit crouching opponents, right? So it still has a major flaw. She-Hulk’s game from what I can see relies on a lot of low hitting connections. I hope people don’t do what they do on Cammy in MVC3 and just turtle all day long, or I foresee a lot of msg’s saying I command grab too much.

She hulk will be my makoto of mvc3

Heh, the way I see it clothesline is much better off than I initially thought. Originally I literally said to myself that I’d never bother with it. Now it may actually have some practical for getting through some projectiles, and long range pokes like Dante’s standing :l:. Not to mention that the assist version may end up with armor.

Of course I’m purely speculating though hahaha.

As for the SF4 comparison, Cammy didn’t have 360 command grabs to deal with people holding db all day. :wink: Really though SF4 and MvC3 are two completely different games when it comes to turtling, so it’s hard to make the comparison.

I’m not too concerned with She Hulk’s dependence on her low magic string. As mentioned, her lows look really good and Viper’s overhead assist will easily open people up. I really wish Juggernaut would come back so I could get his overhead assist as well. :sad: Plus I think his Headcrush would be able to easily DHC after She Hulk’s supers.

Has anyone looked into buying the bradygames guide? I ordered it mostly for she-hulk options I’ll be sure to post on lot on this topic once it comes in. She-hulk is gonna be my mine squeeze.

I was wondering more about She-Hulk’s missile drop kick hyper and it’s follow ups. Do you guys think it would be possible to land the hyper do the belly flop input and then for the third input, instead of doing the ass slam. To do the medium kick missile drop kick for an off the wall, then back into an air combo, with crunching heavy (slide) then launcher?

I also wanted to know if her heavy 2/3 of the screen command gran can be “blocked” while crouching I thought I saw of video where that happen, like Cammy’y SF4 hooligan.

Maybe, I doubt they made it 3 separate inputs for no reason.

If so that’s going to be insane. It would mean we’d pretty much have an infinite right? low combo set-up into launcher, air combo to ground, runners stance torpedo into hyper, make 3rd input drop kick and the whole thing can be repeated. And all these low health rush down characters are going to die within that.

Yea checking to see what combos work after her various dropkick super follow-ups will be a day 1 test for me. uuugggghhhhh so much stuff to test, not to mention the other characters I want to play. :confused:

Cammy I doubt she’ll get an infinite from the sequence you posted, mainly because she’d end up doing lots of wall bounces with her drop kick. IIRC you’re only allowed one wall bounce per combo. When you try to hit the opponent with a second wall bounce then he flips out and recovers. Regardless I’m reeeeealllyyy interested in seeing the various combos she can pull off after only doing the first (and possibly second) stage of her dropkick super. I just hope her combo don’t end up being corner only.

Random thought: I wonder if she can cancel her command run when you bring her in with a variable counter? If she is set to have her torpedo or clothesline as an assist, then when you switch her in via variable counter then she should come in with a command run followed by either of those attacks. Since her command run can be canceled by hitting :s:, I wonder if that will be applicable in this instance? I certainly hope so, since she doesn’t have safe DHCs on block. If her assist clothesline has super armor as well, then it may also be a decent variable counter regardless of whether she can cancel the run. More day 1 tests yay!

Hmm only one wall bounce per combo? So OTG wouldn’t be included, you could sub Drop kick for the OTG cross body in theory and set up an infinite that way.

Wall bounce and OTG have the same limitations in combos–you can only do them once. Really though I wouldn’t worry about thinking up infinities for her, since Capcom has an infinite prevention system in place. I think the focus should be on finding high damage combos with the least amount of hits and/or combos that leave her in good position afterward. Right now I think her main strength will be in resets (especially involving her anti air grabs), but take that with a grain of salt. We’ll see how everything turns out once we get the game in our hands.

UltraDavid is sick with Shulk, but if the amount of 2A spamming he uses is going to be typical I’m kind of turned off :shake:

Er…is there a problem with hitconfirming 2A? It’s a good, fast move - you’ll be seeing it a lot.

You can only OTG once per combo. Plus, you’re not accounting for hitstun decay.

It seems like a very good normal plus it forces to opponent to block low, and it leads to some very nice looking combos. But im sure as time goes by we will see some other offensive strategies and tick throw setups.

So basically her B and B is going to be low magic aerial run torpedo dropkick hyper? and why would they make that hyper have additional input if you couldn’t combo after like what fanservice was saying? is it just so incase first hit kills you stop???

The only reason that i am buying the guide is because of the frame data(frame junkie). Though i hope is a use for most of the stuff as i would like to see some recommendation of what characters go with who.