Got hit with an assist? It is rather weird. It doesn’t seem like it is a full auto-combo because I recall her getting smacked out of it when she got hit by an assist. I believe it may have been Doom’s anti air hyper or something mid-way through.
i think you have to input another fireball to get the rest of the hyper
UltraDavid might correct me on this. I believe you have to enter other commands (most likely qcf+button) after the initial dropkick, similiar to how Fei Long does with his Rekkas.
stupid question: what happens with shulks run-grab when her opponent is in blockstun?
It depends on how close you are when you do the grab. If you do it from real close (like after 1-2 crouching A’s) then she’ll just stop in front of the opponent because he’s still in blockstun. She won’t make any attempt to grab at all IIRC. She’l just dash—>stop.
So ideally you need to use a blockstring that puts her slightly further away from the opponent, so that when she dashes she won’t reach him too quickly and the blockstun will have worn off…but you probably already know this, heh.
EDIT: UltraDavid should correct me if I’m wrong. Now that I think about it–shouldn’t it behave similar to Rogue’s dashing kiss in MvC2? I didn’t use her so someone in the know should let me know if this is accurate or not.
Are you kidding if ELF was to be in the game he would play just like her minus the punch lines and different supers. They gave her some personal moves and stuff but don’t make it seem like she doesn’t play like ELF because she does.
Really she’s only similar to ELF because they are both mobile grapplers with command runs and wall jumps. She doesn’t have any grab options from her command run like ELF does. She can’t run backwards like ELF. She doesn’t have an overhead from her command run like ELF. The only similarities they have in terms of command run is the low hit sliding attack.
I think this was asked before, but did we get an answer? Can she block after her wall jump?
Seriously Jamalis, she’s really not like Fuerte. Their runs and walljumps start very differently and work very differently, their normals are very different, their other specials are very different, their supers are very different, their combos are very different, their setups are very different, and of course there are all the differences that come with this being a team-based game. I don’t think anyone in the entire world who doesn’t work for Capcom has played as much Shehulk so far as I have (not that I have constant access to the game or anything), so until the game comes out and you can see for yourself you should probably just take my word that she’s not at all like Fuerte. Don’t let that turn you off from her though, she’s really fun.
You can do close cr L xx running grab, the hit/blockstun from the cr light will wear off just before the grab connects. You can also do cr M xx running grab, but you have to do it from a little more distance so that the hit/blockstun from the medium attack will wear off while you run a little longer. Cr L cr M and point Cr L cr L cr M xx running grab worked just fine. Doing cr L cr M xx running grab is nice because if you do cr L cr M cr H slide they’ll get tripped by the slide if they’re expecting running grab and trying to jump out, so that’s a cool mixup. This feels like the 3rd or 4th situation I’ve mentioned the slide/running grab mixup, seems to be a pretty important thing for her.
I had some ridiculous series with this, especially since the same slide/running grab mixup blows up pushblock really well too. It was like, Cr L xx running grab dizzy, cr L cr L cr M xx running grab again dizzy, cr L cr M cr H S launch L M H S run slide xx dropkick super = dead. Yay!
But if the opponent isn’t grabbable by running grab, Shehulk does have a whiff grab animation. So if they’re jumping or still in block/hitstun or out of range and you go for it, yeah, you’ll be sitting there fully vulnerable for a bit while she whiffs her grab at the end of her run.
After you start dropkick super (qcf+2 attacks), you continue it with qcf+S. Why not always do qcf+S? Well as far as I can tell you can’t xfactor cancel out of her super once the 2nd hit starts, so if you want to xfc into bigger stuff you’ll want to do that instead of qcf+S. I’ve also heard you can combo normally after the first hit with run slide, although I didn’t try that myself.
Unfortunately I forgot again to test whether she can block after walljump fake, sorry man.
You know what I just realized? You can probably make grab attempts safe by using an assist like Doom rocks timed just so that it’ll come out just after you go for command grab (like I was saying about timing it just so it comes after super by pressing it just before you start your super). If you get the grab, the opponent will be dizzied and the assist will start your next combo; if you didn’t get the grab, the assist will come out just in time to save you.
Yea this is something I majorly want to test–what combos she can do after hitting with the first hit of dropkick super. From the various vids I’ve seen, the opponent will end up pretty close to her after the dropkick wall bounce. IIRC they travel at least halfway across the screen after the bounce. The big question I have is how fast she recovers. If she has enough time to juggle them with run slide (torpedo), then she should also have enough time to use :d::h: kick slide into launcher. I think she can get a stupidly long combo that way:
ground series->S (launch)->air series->S->torpedo (OTG) xx dropkick super (wall bounce)->cr.H slide->S (relaunch)->air series
are you sure the 2C wouldn’t be a second OTG though?
I don’t think 2C OTGs, the combo looks legit from what we know so far.
Pretty sure it won’t as it’ll hit them (in theory) before they reach the ground. Won’t know for sure until someone tests though.
I have a question to you shulkie experts, earlier in the forum (couple pages back) you were saying magneto would make a good assist because it would allow her to get in close…
Could Cap. be a good assist as well? because his shield attack hits twice couldn’t shulkie dash behind the first one and follow up an attack either before or after the second hit?
Played lots of She-Hulk at Fight Club on Thursday and I have lots to report (vids will soon follow):
+++++++ (for emphasis) 623+2 attacks anti-air grab super on people who like to jump a lot and is pretty much guaranteed post-character kill. Easy and free damage.
- 236+attack = dizzy grapple. A-version is close range, B-version is anti-air, C-version is Breathless Abel dash-forward style.
- She-Hulk has a j.2C = falling back drop.
- 236+2 attacks super requires follow-up input on hit.
+/- Level 3 super input was 63214+2 attacks, cannot be combo’ed into.
+/- Standard launch hits reliably on floaters and off of any combo with 2C
+/- Track stance (22E) stays in place, press forward during Track Stance to run forward (only saw that Track Run B was clotheline, Track Run A is low torpedo attack); press back during Track Stance for wall bounce (don’t remember what each input produced)
So the consensus says she-hulk needs a good projectile assist?
Like Dormammu? Storm? Magneto?
Cause I was thinking of running Shulk/Dormammu with X-23 or Ammy but can’t decide. For the simple fact which ever one I don’t put on my main team goes on my second team. I see it like this, X-23/shulk would potentially be good to setup unblockables or good overhead-high/low mixups.
I’ve written a lot of impressions and info on her over the course of this thread, check back through it if you’re interested.
It’s not that she needs a projectile assist per se, it’s that she needs an assist that can cover her on her way in. Like, she needs a moving wall that forces the opponent to stay still and to not throw things at her, that stays out for a little while to let her move farther, and that doesn’t move so fast that she can’t walk/run/walljump behind it. And it would be nice if it could help trap the opponent up close and even deal a little chip damage. That kind of thing is just more likely to be a projectile.
I don’t really like Dormammu’s assists, he’s not much of an assist character imo. None of them really help Shehulk move up to the opponent unless you’re already within 1/2-2/3 screen range.
Storm typhoon could be helpful, but I don’t know whether it beats many projectiles. You want your cover to take out as many obstacles as possible.
At first I thought Magneto beam was a good cover, but now I think it’s just too fast for that. Gotta check his other assists. The reason I mentioned Mags as a good teammate was that I also think Shehulk could use a character to dhc safely to, and Magneto is a great option for that. I’m sure there are other good options though, just gonna have to investigate when we get the game.
I still think the best cover assists I’ve tried are Doom rocks and Dog star. I hear good things about Sent drones though, so we’ll have to see when the game comes out.
This kind of assist seems so important to a Shehulk on point and Shehulk seems so much better on point than on assist that imo most Shehulk players will end up pairing her with one of just a few characters with good covers. Imo Shehulk/???/Doom-Dog-Sent will be pretty much how Shehulk players roll.
Wouldn’t Thor’s Mighty Spark help as well due to its big hit box, impairing eyesight and fact it does a nice stun afterwards? But just me. Thinking Doom/Sent/Ammy with rock/drone/stars will be the most practical ones we have seen.
Thor was the first cover I tried a lot (Shehulk/Biocom/Thor), but it’s just too slow. When Thor jumps out he waits seriously like 2/3 of a second before shooting his projectile, and he’s fully vulnerable the whole time. This means that if your opponent is throwing lots of projectiles at you, Thor will actually get hit by them before he can get his spark out. Once the spark is out, yeah, it’s really nice. Hits a wide area, stays out a little while (although not as long as doom rocks or dog star), and eats up lots of projectiles. But man, it was hard to get that thing out against the more projectile-happy characters.
@ UltraDavid: Ok,Thanks. I’ll go backtrack.
That means my original idea of X-23/Ammy/Shulk is the best bet. Cause I’m potentially thinking about maining Shulk.
I’m not sure how well that team would work. Shehulk’s low assist is nice, but in general I think she’s way way stronger as a point character than as a backup or assist. At the same time, X23 is really really good too, might even be better than Shehulk on point, and while she has a low assist too, her assists aren’t really the best either, and Shehulk doesn’t really have instant overheads (she has an overhead, it’s just a little slower). They might not really work all that well together.