On the first page too.
Your observations seem really honest and insightful. It’s bittersweet cause thats the most bad news ive heard about Shulk so far. She seems more viable than a big character in older vs games though.
Wasn’t able to do much with
The portal. I was having fun with chris’s mine in the corner if you hit the assist at the the same time as s he puts the mine down and your mmhs air combo knocks him into it for an ultra or another combo. I also was playing around with sents power fist I was able to get it to hit once after an air combo for an off the ground combo but I must be doing something wrong because he comes out late but who knows.
I didn’t play much with her in matches last night, but here’s some day 1 stuff from training mode/mission mode (I’ll try and avoid number pad notation):
Any air throw, Torpedo, Emerald Cannon + follow-ups (424,800 dmg)
:d::l::d::d::h::s:, sj.
:h::s:, land, Torpedo, EC+follow-ups (587,300 dmg or 483,400 if you start with :qcf::h:)
:dp::atk::atk:, dash, :d::h::s:, sj.
:h::s: (337,700 or only 411k with Torpedo, EC (follow-ups whiff))
:qcf::h:, Diving Senton, :d::d::h::s:, sj.
:h::s:, land, Torpedo, EC+follow-ups (525,900 dmg)
Mission 9 is a variation of this combo where you use Doom’s beta assist:
:qcf::h:, Diving Senton, :d::d::h:, assist, :s:, sj.
:h::s:, land, Clothesline, EC+follow-ups (536,800 dmg)
Her run can be canceled into :qcf::l: very quickly by doing, Run~:qcf::s:~:l: (or or :h: depending on your mind game).
I noticed that characters have different wake-up timings, so Trish is really easy to Torpedo OTG while Skrull isn’t.
After the Shooting Star she can land :d::d::h::s:, and after Flying Drop Kick she can land
:d::h::s:. Both work on ground on air hits.
Her flash kick is excellent and seems totally safe if it connects. It does a good bit of damage, too (162k for the :h: version). She can flash kick, catapult, cancel to basically teleport to her corner.
If you have Dormammu’s Dark Hole assist, do :d::l::d:+:a2::d::h:, run. Her sweep pushes them back so that the assist just barely connects on the front of their hitbox. When you run, you can push them out of blockstun and throw cancel to get 60%+. Assuming you can get in and not get push blocked out, of course. If they expect the assist, you may be able to mix things up with something like :d::l::d:
+:a2::qcf::h:. Dunno, it’s all training mode speculation since I’m alone atm.
Hitting :h:+:a2: instead seems good too, since you can use Dark Hole to cover She-Hulk’s Catapult. Dark Hole seems to end right as she lands from an empty Catapult, so there may be something there.
Nice stuff going to try these tonight seems like the torpedo for the otg after air combos is key. I wonder if it’s quicker to runners stance to torpedo or wiffed overhead to torpedo.
Runner’s Start is by far the fastest way to do Torpedo (or any of those other moves from run or catapult), and the only way to get it to OTG.
Hello kind sir. Merci beaucoup! This is great stuff. Looks like she can use a forward dash to cancel the recovery after her AA super? Can she do the same after the first hit of her dropkick super? Or can she do this after the 2nd hit of the dropkick super?
Good shit–we gotta get some games in! Peace.
Mr. Fist, top of the morning to you, my good man.
Her AA super recovers pretty quick, you can do stuff right after she throws the enemy into the wall. If you aren’t too far from the wall you can connect the 2M2HS, or get in close for a free mix-up with a good enough assist.
After her dropkick super, she is stuck in recovery until the enemy hits the ground. The only thing she can do at that point is Torpedo of XFC (which is a huge waste unless you just want a free way to activate it). However, Wesker’s Samurai Edge assist can hit OTG after the super, and I’ve done:
Dropkick super, Samurai Edge, dash MS, sj.MMHS. That’s about 414k damage. You can then do OTG Torpedo into dropkick, but the follow-ups whiff. That does 524k damage.
And yes, the games must be in. I think this weekend is gonna be a huge practice session if you’re available.
Thanks dude! I dunno if I’ll be making it this weekend, but definitely after release next week. Did you mean torpedo off XFC, or did you mean torpedo or XFC? Just want to be sure hehe. Good shit testing it though. Looks like she’ll need an OTG assist to combo from it. Can she do any combos after the 2nd hit of her drop kick super (the belly splash)?
Also you may want to try using her AA super any time you OTG someone with torpedo. We been speculating that her AA super will grab them out of the reset, however the opponent may be able to avoid it if they tech in the correct direction. Her normal AA throw may work in this instance as well–at least I hope so.
Okay, I’m a total scrub when it comes to actually executing, but I got this to work. You can immediately cancel into AA Super off of whiffed qcf+L.
Now if only I could get the timing for Runner’s Stance -> Run XX Torpedo to hit OTG. That shit’s hard.
EDIT: Also, it looks like She-Hulk has a really neat mixup off of run, factoring in cancels. You can run and Torpedo for a low, Flashkick and walljump out to bait something/get away, cancel into command throw/actual throw to open up blockers, and cancel into d.H to catch low blocks/short characters.
I’ll leave possible RSF shenanigans to better men than I, though.
More notes:
–Yeah, move xx run stop grab is pretty hot.
–It’s true, if you call Doom rocks assist just before command grab, you’ll be safeish if your opponent jumps and if your grab hits, the rocks start your post-dizzy combo. Sweet!
–I can’t seem to get anything to combo after overhead after all. Trying overhead then link cr L and overhead run stop cr L, but neither seems to work.
–Siiiick kara grab. Cr H kara running grab has a range of about 90% screen. Cr L cr M cr H kara grab is a way to give you juuuust enough time for the hitstun to wear off and for the grab to connect.
–A few times I think i actually jumped off the wall regularly by just holding toward when I was at the wall in the air
–I’m getting really really tricky with cr L cr M cr H into run mixups. You can cross up, hit from the front, hit low, stop throw, stop cr L series, stop antiair super, etc. Dang!
–After run torpedo launch you can do some fun mixups with antiair grab super
–Dropkick super, one followup, juggle with S (it leaves the opponent right on top of you to do this) into air series into run torpedo dropkick, and at this point I think the hitstun starts to go
–Antiair grab super, if close enough to corner cr H S air series, if farther away run slide
–I think Doom rocks is an amazing assist, and I still think it’s the best one I’ve tried
Ugh I must have serious downs. I can’t torpedo worth anything after ending a air combo. I seem to get stuck at runner’s start then torpedo too late to do the simple BnB of Aerial Combo into Torpedo into Hyper Dropkick. I found that she can cover a lot of ground with Sentinel’s Bomb assist. Especially with wall jumping shenanigans for the drones to cover more ground. Granted I only played this game only for about two hours at a GS with Xbox 360 pads, I really liked her style. I just need to find out how to make torpedo come out smoother… if not wall jumping got a lot of people angry with Sentinel bombing the screen.
i have the game myself i tried out shehulk and im pretty bad with her…but if you have any question ill try my best to answer
Comboing overhead.
F. H (overhead) -> F. (hold to run) -> S (to stop run) -> c. magic series -> S/whatever
Good find sir thanks.
Also guys I have seen the purpose of her Senton Bomb (:h:) from her wall jump–it hits OTG.
I found this out when watching Tragic practice some of her combos for the various character vids he is doing. I’m not gonna spoil his work, but he found some really nice shit including confirmation of some theory combos that were posted in this thread. I think he’ll be releasing it soon (within the next day or so) but I’m not 100% sure so don’t quote me lol. Regardless it was some interesting stuff and now I can go back to working on theory combos/setups. :lol:
Wow, lots of nice info. I’m doing some major catching up on this thread right now, looks like i’ll need to find a place for Doom on my team. The Doom rocks setup just sound too good with her. Has anyone tested if she can do a combo reset with her AA super once the opponent recovers from another OTG yet? Sorry if this has already been answered.
goddamn where are the she hulk vids, actions speak louder than words!
How do you wall jump with her? And what exactly do you have to do once you land emerald cannon?
OK I played She-Hulk last night for hours. SO FUN! The best part was when i told the guys i was picking Shulk they were like “Ha she sux” By the end of the night I racked up the most wins and my friends were complaining about how strong she is! AWESOME.
Her crouching light is amazing, great range and speed, I was just spamming it and then follow with crouching heavy or Dash grab. I experimented with different projectile characters to cover her approach, found Magneto to be a good assist.
Can’t wait to incorporate some of the more advanced tactics into my game.
BTW I was fucking people up with her AA Grab. The best time to do it is right after you knock out a char grab them as the next teammate is coming in. It all depends on spacing and timing but I was able to catch people pretty consistently nyahaha.
After playing alot I found she is a really good meter engine. I use her on point just try and do as much damage without using any meter till she dies. I can get to 5 by the time she dies most the time going pretty even or better on damage vs people using there meter. She really doesn’t need her supers to be good on point for me. But who knows I might change my mind but I was racking up the wins.