The Sensational She-Hulk #1: Haters Went Wild

I personally can’t wait to play her. Love She-Hulk.

I’ve probably sunk 20 hours into this game an here are some impressions on She-Hulk:

Her normals are really good. Rapid fire cr. A is gdlk. I use it to confirm it into the sliding cr. C xx launch. After B, B, C, E in the air, I use Wesker’s gun assist and relaunch into another B, B, C, E in the air. Once I land on the ground I do the OTG charge, slide, super (2 hits) and I usually DHC in Dormammu/Wesker and this nets me about 650 damage for 1/2 meters. I love her QCF A command grab. There are great ways to tick into it such as after pressure from an assist or using crouching A.

She has great jump in normals. I think her air A, air B and air E all cross up. The air B is my personal favorite jump in normal.

Her anti air super is dope. I use it to fuck up dash happy Morgans and if I think a player is coming in mashing buttons after a character dies. If they don’t mash anything, it won’t work though. A fuck ton of damage can come from it after this super by using the combo in FatCat’s post but I can add in another relaunch in it using wesker’s assist.

Having a safe level 3 command throw is gdlk.

Now time for the stuff I don’t like:

She has a hard time getting in on Sentinel, MODOC, Deadpool and Trish. She has no way to get past lame tactics with these characters except by inching forward with super jumps are the catapult jump. When I finally do, I have taken too much damage from blocking stuff that I can stay in for long before I die.

She has no good DHC supers except if you want to use 3 meter for the car…

Her assists are sooooooo bad. Closeline and slide take forever to come out. Flash kick isn’t active for it to easily combo from. I just end up using flash kick.

I just read some of UltraDavid’s posts and I’m can’t wait to try some of this kara grab stuff. I also didn’t know you could launch after the first hit of emerald canon. I wonder if I could fit 3 launchers in a combo? :wonder:

I’m having alot of trouble getting runners start -> fake into grab off… Since people seem to always be doing projectiles or pressing buttons, But everything else is good.

I’ve been getting alot of cool stuff off.

As well Air Down+Heavy is GOOOOOOOOD.

I don’t like that her DHC’s suck… : [

236A 214AB

Car runs em over 2 hit combo. Someone get a video of winning with this on ranked.

She-Hulk anti air grab guessing games, you guess wrong once = R.I.P

[media=youtube]AiCOPDGf28s[/media]

[media=youtube]WVmlC7XauWk[/media]

Yep. Here’s are all the vids tragic released:

  1. [media=youtube]fJ65uPT4MwE&feature=mfu_in_order&list=UL[/media]
    This one shows off a combo when she does only two inputs from her dropkick super. I had originally thought she she would only be able to combo after the first input, but this looks much better than the original theory combo we had in mind and discussed a month or so ago. This combo also shows that she can combo after her f+H overhead, by doing (linking?) f+H, M, d+H, launcher. The M looks like it may be a 1-frame link but I don’t have the game yet so somebody else should confirm. I saw Tragic practice this combo and you can actually skip the wall jump senton spalsh entirely, and just do d+H into launcher. I’m wondering if that will limit her OTG/wall bounce use and allow her to buffer into another dropkick super (after torpedo) at the end of the combo? Can anyone test?

  2. [media=youtube]WVmlC7XauWk&feature=mfu_in_order&list=UL[/media]
    This one is great and another confirmation of a theory combo we had. In her debut vids she was shown to do torpedo after her lvl 3 grab but she used a XFC, so that had me wondering if she could OTG without the use of XFC. Thankfully she doesn’t need to use it. After the torpedo OTG resets the opponent she uses her normal AA grab–which basically confirms the resets we were speculating about.

  3. [media=youtube]cBdAjAHpwjU&feature=BF&list=ULkv-o4r-5H9s&index=15[/media]
    [media=youtube]AiCOPDGf28s&feature=BF&list=ULkv-o4r-5H9s&index=16[/media]
    This jumping loop is some new shit I would have never guessed. Good shit to Trag for finding it. He basically has the mixup covered (between stopping/continuing the loop and going for a ground grab). I think she’s only limited to two repetitions though–when I saw him practice that’s how many he was able to get. Still though it will be awesome against taller characters (Sent I’m looking at you) and may allow her to get another loop in. I don’t anticipate it working on smaller characters at all.

I also saw Tragic get a ground loop going with her overhead. It was:
f+H (XFC), M, H, f+H, M, H, f+H…

He didn’t get alot of repetitions out of it (I think only two) and I’m not sure if the XFC is absolutely required, but he used it every time. If it is in fact required then that will lower this combo’s practicality. If anyone could test this that would be great. What really stuck out to me regarding this combo is that her standing H gives enough hitstun to combo into her overhead. I wonder what other alternatives she has from it? Any run canceled stuff?

Finally it looked like her super AA throw was difficult (or impossible) to land after her torpedo OTG resets. The throw would make her travel too far forward and miss grabbing the opponent. It may work in the corner, or with later timing however. I just didn’t get to witness him land it in practice. Maybe it depends on how the opponent techs after the reset? Can the opponent even choose an air tech direction here?

Bronze I’m confused at your post your explanations of the videos are great but you linked the same video twice XD 1 and 3 are of the same…:stuck_out_tongue_winking_eye:

I think he’s just too hype. lol

Tried out f+H, M in training mode. It’s definitely not as strict as a 1 frame link. Pretty generous window even when you get used to it.

which moves that would cause she-hulk able to run (or wall bounce)

So far, I found Forward H and Flip kick. (Sorry if I didn’t read all of the posts atm because I have few friends here. (I will read whole thread later)

You can run after c. H. Not practical though.

wow jamal AND malik play She Hulk now, it must be in the water… the “she hulk is fuckawesome” water.

Doh I majorly screwed that up hahaha. I had type up the post in a rush since I was about to go out. I fixed the links now. Thanks!

Ya I know right. I’ma probably play this for 24+ hrs without sleep :lol:

Reposted from Spencer thread:

Yo I totally take back what I said about Biocom and Shehulk not making good teammates. Very easy and seemingly practical unblockable setup is just from halfscreen with Biocom on point, jump toward, call Shehulk low, air zip to jab in the air, break! If you time it right, Biocom’s air attack while he’s zipping over and Shehulk’s low torpedo assist will hit at the same time, and that can’t be blocked. Nice!

Oh, I like the sound of that!

That sounds tasty! I wanna see a vid!

But would you say that with 3 bars of hyper and you get in close this would be she hulks BnB ?
[media=youtube]WVmlC7XauWk&feature=BF&list=ULkv-o4r-5H9s&index=14[/media]
It doesn’t look that hard but then again I haven’t played yet so I don’t know…

Air Grab after torpedo works MUCH better than I thought it would.

@arkayne17 have you played against a arthur proj. spammer cause I’m interested in seeing she-hulk options for that

No, I haven’t Ive played against arthur. I’ve played against keepaway deadpool,ironman,doom,chris,trish keepaway though. The only thing that frustrates me is when I lose my projectile assist. Since I run Shulk/X-23/Dormmamu - Shulk/X-23/Ammy : \

Trish and doom are probably the worst of any of the above named, they Seem like direct counters to shulk. Trish is a nightmare to get on in with shulk, wall jumping activates traps, and she can just keep you out. I’ve only had success wasting 3 bars to use Sunday driver and stop her momentum and going from there. Otherwise the whole time im blocking/advanced guarding an onslaught of projectiles and crap.

edit chris’ keepaway is really good too. His magnum is stupid fast.

Are you landing the super AA grab after torpedo as well? I’m concerned that the range is too good (lol) and she ends up flying way past the opponent. Does it depend on the opponent’s air tech direction?