Yeah, the only characters above her out of 37 are a giant robot (Sentinel), a god (Thor), the most indestructible superhero (Hulk), Haggar, and another robot (Tron). She has close to THREE TIMES the health of one character, almost 50% more than 4 others, and about 30% more than half a dozen others. Seems pretty good to me!
I’m curious to see how useful run is. The good range on the slide low is nice, and the clothesline giving stun too, but since you can block low and avoid both options how useful is it? I haven’t been able to tell from vids how fast her run cancel is, but wondering if run > cancel > command grab is fast enough to be of any use.
Fierce Heavy Attack could be a good sub/fakeout. That is, if she can grab ducking opponents. Just the fact that she can wreck shop with her inside game appeals to me. Give her the right projectile assist (i.e. Storm’s Typhoon, Dante’s Guns) and she’s a nightmare. Especially with a command grab that can lead to combos taking 60% off your health.
makes me sad how we barley see stuff from haggar and she-hulk all the people who have the game are picking dante deadpool sentinel and allready claiming best chars in game.
This doesn’t work unfortunately, you can’t cancel a whiff into super. Tried this for both Shehulk (tried whiff command grab into antiair grab super) and Thor (tried Thor whiff command grab cancel into tornado super) and it didn’t work for either, so I figure it’s probably just a game feature that you can’t cancel a whiff into super.
That means that the way to cover yourself after a whiffed command grab is what I’d planned originally: call cover/pressure assist just before you input the command/super grab. If you whiff, the opponent has to block or otherwise deal with your assist so you can’t be punished. If you grab, the assist either whiffs through the grab animation or helps start your post-grab combo.
Yo David, was wondering, does she-hulks AA super have invincibility? And if yes, can you grab storm out of a hail storm? Cause I would love it if you could, I really would.
Ah well thanks for testing it at least.
If you happen to get access to the game again can you please test these two things:
- If She-Hulk can juggle after the wall bounce from her AA super
- If she can juggle after the first hit of her dropkick super
Both those scenarios end with the opponent being wall bounced, but I’ve yet to see anyone attempt to hit him/her afterward. I’m not sure if She Hulk is stuck in recovery before the opponent hits the ground, or if the She Hulk player is just standing around. If she’s not stuck in recovery then she if she can get a :d::h: slide into launcher. Otherwise I’m guessing she’ll be able to OTG with torpedo, which will lead into another (buffered) dropkick super or a reset.
I have little doubt that She Hulk can cancel her recovery with XFC, but I’m mainly interested to she if she has any non-XFC options. Big thanks if you can find this out!
Yes it does, although I don’t know if it grabs Storm out of hail.
I haven’t had access to the game, just been asking friends who do to try things for me. I won’t have the game until at least tomorrow and maybe Monday, it just depends on when/whether stores near me break the street date. I’m sure we’re all in the same boat there. But sure, I’ll ask my friends to try that, although they’re more interested in other characters so we might have to wait until we all have the game to test that stuff. I’ve heard that you can combo after the first hit of dropkick super, but I don’t know into what or if that’s really true.
Yeah dude no problem. Just been wondering about that stuff since my combo theories are at a stand still right now. :lol: If you don’t get an answer no worries, we’ll be playing it all next week.
I had PMed Seth K over at Capcom Unity about her dropkick super a few weeks ago, and he did tell me that she can juggle after it if she doesn’t use the additional inputs:
So we’ll have to dig and see what’s possible. I just hope that she doesn’t need to waste XFC in order cancel her recovery and juggle.
yo bronze when the game comes out me and you got to go at it a few times winner buys the dlc for the other guy…
I played the game last night, but it was crowded and we only had 1 station between 10 people. There was a lot of day 1 shit that was hard for me playing as She Hulk to get around (full screen projectile spam, sentinel assist spam, zero easy mode combos ect.). I was unable to access practice mode since everyone was hype to just mash out gimmicks all day.
Here are my thoughts: (my team was She Hulk, Dormammu, X23)
-Her run stance has has to be set up, if done arbitrarily you just get projectiled or blocked. I used it a lot during Dormammu’s dark hole assist to either clothesline them into a stun or do the low to pop them up into launch. When I was given a chance to breathe, I was able to enter stance, run forward and do torpedo under a projectile- it has decent range but from one end of the screen to the other she only gets about 1/2 screen with it, so you have to be mid screen to make it useful. The mix up aspect is pretty bad for this type of game, in a game where there are always assistst and long range specials going off, a stance with almost no evasion (i think I went under Mordok’s beats with it once) and the fact that you have to run or wall jump to do moves out of it is very telegraphed, you can’t just throw moves out of it. I was depressed because experimenting caused me to get knocked off the sticks pretty rapidly every time
-Her wall jump out of the stance is incredibly useful when it’s able to be done, I landed the drop kick out of it many times as AA when people jumped my assists… though since it was day one I had trouble finding a good follow up for it. The overhead fierce from the wall jump has a ton of potential, but people kept using AA assists to hit me out of it, so again, unless it’s set up right- it’s very seeable.
-Her drop kick super is harder to land than I thought- very short range, when it landed I couldn’t find ways to combo off the wall bounce, I tried dash up L (whiff), run stance into torpedo (whiffed, maybe i can time better though). I was able to hit X23’s AA asist (cresent slash?) off the wall bounce a few times but had trouble dashing in far enough to combo off it. This is prolly because I am noob at the game right now. But if I can hit an assist, I am sure there is a combo.
-Her AA super is a fucking godsend. It has great deceptive range (covers at least 3/4 the screen) and the best week 1 shit you can do with it is intentionally drop an aerial rave, land and do that super when they tech. It’s so cash right now… I was unable to combo off of this in several attempts however, but again hopefully I’ll have more time to test in practice mode today/tomorrow.
-Sunday Driver is great, everything you expect a command throw hyper to be, except one bad thing I noticed is that a perfectly timed assist by the opponent will hit you out of it (before the grab animation completes) and yes the car still drives by and does almost NO damage.
-Her normals are ok, in an air to air attack situation her options are underwhelming, most attacks hit at a downward angle and only really beat moves if I was above them.
-Her command grab is great when you can get in, but really setting anything up early on you have to rely on a good assist for She Hulk to be effective and get in close. Against Magneto/Doom/Modok beam spam, I am having a rough time (Ultra David if you have any ideas other than just being patient, let me know) but a lot of this is due to the fact that the system is new to me and blocking all day slowly moving forward with jump/push blocks is boring.
If anyone has anything they’d like tested I will be playing tonight/friday/saturday as well, and hopefully can get in some time in practice mode (my friend has the game), I will test it and post the results.
cheers.
I like she hulk didnt expect to but she rules and is really fun, she moves well and hits like a tank. Anyone know exactly how the wall jump works i was able to cancel out of slide into it. and what buttons do what during what during it. Just got the game last night and had a buddie over so I was just feeling out chars last night mostly. I can test basic stuff tonight when im home from work also i will post the challange combos for sure but I’m new to vs games so nothing to complicated.
Also I think in one of the trails you work runner stance into the combo so there will be some pretty crazy stuff you can do with her.
She definitely can. The challenge is like forwards air throw (meaning launching someone then spiking them should work as well), land into Runners Stance (the DD+E move), into Chariot (just tap forward and she starts running forward, into Torpedo (hit L during chariot to slide and hit low), into her drop kick super. I found the timing on getting the runners stance out to be pretty tricky.
I like She-Hulk a lot so far. She does beast damage and her command throws are pretty ridiculous (but honestly, all command throws in this game are pretty nuts). For a level one super her Drop Kick thing, if you land the two followups, hurts like hell.
This is exactly why I’ve been saying since CES that she needs a good cover assist to survive, why an assist to hit the opponent from full screen quickly would be useful, and why I think the vast majority of competitive Shehulk players will end up with at least one of doom rocks, dog star, or sent drones. You can call doom rocks (or whatever your cover assist is), down down+S back for walljump as soon as Doom is on the screen, then move forward with the rocks. You can dash toward behind the rocks, run behind them, etc. You can also call a character with a very fast good full screen projectile like Magneto beam to hit the opponent through his crap, and while he can’t throw anything due to hitstun you can dash toward a bit.
So, yeah, that’s why I was thinking about Shehulk/Magneto/Doom earlier (Magneto is also nice because you can DHC safely to his awesome supers in case you go for a super grab and it misses). But I think Shehulk’s assists are gonna be pretty matchup dependent. She doesn’t need two assists to help her get in against everyone, only against the most defensive and projectile spammy.
Someone that has it, can you tell me how Dormammus Vorpal assist works with Shulk? I have had a lot of theory fighting with crossups and resets with his Vorpal portal assist thing. I’ll probabaly play tonight and see, but I just want to know if anyone can give me clairification early.
Again, I’m not entirely seeing how Run is a useful tool, especially when there really isn’t a mixup. Forward run you can block :l: low, and most characters can duck (also IIRC Arthur, Joe, Ammy it whiffs because of their height) and then there’s the :h: flashkick. The only way I see catching people with any of the above is off an assist like Cold Star/Doom rocks/etc; catching torpedo from half screen, or flashkicking those that try to avoid the :l:/
“mixup”. Maybe I’m missing something here, but I don’t see it being incredibly useful.
I really wish she had her f+:h: overhead or QCF+:h: from run, which would actually give it a viable mixup.
As far as walljump, there isn’t really a mixup here either, and as AkuninChacha said, it’s very telegraphed, and easy to just AAA it.
Now, what I’m wondering and what might make the run options viable is the cancels. Are the cancels quick enough to make Run, cancel~command grab viable? How soon after cancel can you block? For walljump, I’m thinking maybe walljump to bait an AAA then cancel it and punish the assist. If you don’t do anything after the walljump, is it viable to land next to them then command grab if they’re blocking expecting a attack?
Also, I’m assuming Shulkie can call an assist during run or walljump, is this correct?
I know I don’t have the game yet so this is all theory at this point, but on paper I don’t entirely see how run/walljump is going to be useful, but I thought I’d throw some ideas out there.
I played the game a bit, mostly hit up training, this is what I found out:
- Shulk can call assits during command run and jump
-Several of her moves are cancelable into run/back dash(depending on direction you press) such as her overhead, her low heavy and her flash kicks.
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She can kara her super air grab and level 3 with her low heavy
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She can combo after air throw, I found it spacing dependent, but my timing may be off. For example, after the wall bounce she can low heavy into launcher.
That is all the significant stuff I remember, she was a lot of fun to play.
So I’m in traing mode now some cool stuff if you hit dash forward after the over head or the slide of the flash kick you go into running mode if you dash back on those same moves you wall bounce.
Also you can cancel out of slide into anything so that’s her game. So you can slide cancel to hp grab or flash kick or any ultra it’s pretty crazy. So you can shift forward and I be go under projectiles and cancel into a Comand grab.
Also you can L attack 5 times before the m to h to s if your close. Also jumping in you can do 2 l in the air to m in the air to your ground combos on big chars.
Guys I put up a whole lot of the exact same notes some pages back, I suggest you all go back and check them out to get a grounding so you can build on them instead of just keeping on mentioning the basics.
Thanks for the info sir. All I’d ask is if you can try to find any combos from the first hit fr her dropkick super, or after her AA super. I’m hoping that her :d::h: slide can hit the opponents before they hit the ground. If the slide works then she should be able to follow it up with her launcher.
You should also see how well her AA grabs (both the super and her normal version) work after you OTG someone with torpedo. I think OTG torpedo will be her one of her best reset options when you’re looking to land those grabs.