No, Super air grab doesn’t work. Only normal air grab, and yeah the tech direction matters. I was gonna try to test the opponent teching forwards and see if I could see it and react to it. But only tested backwards tech.
Cool thx for the info. I guess the next thing to think about is what mixups to develop after torpedo resets. ALOT of characters are going to have easy ways of escaping her normal AA grab–with 8-way air dashes, flight, 8-way directional attacks, etc.
We’ll have to work on counters to that stuff. Perhaps her AA super will work if the opponent does some of that stuff, or perhaps she’ll have to jump at the opponent and start an air series. Ugghhhh so much to test.
I edited the post a bit for you. Was typing on cruise control… lol
Yeah, It sucks. I’ve only gotten air grab super to hit once. Either it misses or I get hit …
Random note: Her long reach is definitely a plus.
As soon as Jen was announced, I decided that the game was a must-buy for me. So far, it looks like my team is TronBonne/She-Hulk/HsienKo at the moment~ (Unless Squirrel Girl gets a DLC release)
Post aerial rave (j.M,M,H,S, land torpedo) a neutral or back tech (near wall only) can be caught by normal AA grab OR super AA grab. An opponent teching forward will not get hit by regular AA grab but depending on the character you can get the super AA whatever direction they tech.
However, I have experimented with the anticipation of a front tech. Say you hit an OTG torpedo and your opponent air tech forward, you can backdash and AA grab them, if you read them wrong and they tech back after you backdash you can kara- command grab H while they land, it catches a lot of people off guard right now
Right now a lot of people are teching back out of bad habit so it’s a fun reset with her Super AA grab, especially since after the wall bounce you can dash in c.M,C.H,S into another aerial rave/torpedo reset opportunity.
Don’t get me wrong though, She Hulk has a lot of week 1 shit that will stop working when people learn to tech right. A lot of times right now if I land anything into -S-, I do 3 hits of her aerial rave (m,m,h) then drop out of it, allow them to tech, adjust and do the AA super grab- it’s so cash against unsuspecting people.
Marvel vs Capcom 3/She Hulk - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
This is really pretty solid. Don’t really go into the Kara stuff but it’s good stuff.
I just tried it, and yeah it does work. I think my timing was just off. Well thats good to know then.
I think some of these resets and tricks will still work for the most part I think its all how you use them. Just like Abel most of his resets and stuff worked easily day one… But as people developed so did the use of his resets and in ceretain situations. Only time will tell though.
Finally had a chance to play MvC3 on Saturday. I see a bright future for sshulk. Only problem I had is finding a decent assisst to rush in. These have been the only ones I’ve tried. Sorry if I don’t remember the names
Chris machine gun - fast start up and good priority so far, this assisst gave me enough time to setup a runners start or wall bounce to get in on my opponent.
Dr. Doom rocks - my favorite one so far. This assisst set me up some good cross-up and over head opportunities
Iron-Man repulsor blast - since I.M. was my main in the previous installment I had to see what I can cook up with these two. So far this assisst offered good juggle opportunities on jumping oppenents and in two situation’s the blast caught the opponents assisst and I was able to launch and punish.
I’m really going to dedicate some time in finding a good partner for I.M. and shulk when I get the game tomorrow
Hey guys, made a video with She hulk showing how magneto assist can be useful in helping her relaunch and extend combos in the corner, with a standard reset thrown in the end. I’m still trying to figure out how to maximize damage off of magneto.
[media=youtube]wYZB6IuJGiI[/media]
Just won that Walmart midnight tournament (netted me a free copy of the game) with She Hulk/Dormammu/X23.
All the other She Hulk midnight day 1 gimmick winners HOLLA!
Congrats, couldn’t make it to mine. It’s all good though. I’m mad you play the same team as me.
We’ll have to trade strats.
lol i won a gamestop tourney but didnt even use her.
I played Thor/Hulk/Phoenix. ChaCha before you ask: no–neither Jake or the other good players were there. Everybody was mashing including me. :lol: Holy shit this game is fast as hell. I’m so used to SSF4. Plus I’m used to SSF4 button lay out and I keep calling assists when I want a medium attack. The S button seems sooooo far away.
I been messing around in practice mode trying to test all the theory stuff I had. Lots of it aint working…meh.
Kara grab from d+H sweep is nice. I haven’t got 100% with the motion yet but it’s awesome especially for her lvl 3 grab. I see what you guys mean regarding the use of torpedo after her supers. I can land torpedo fine as an OTG after her air series, but I’m having a bitch of a time after her full dropkick super. I swear I have a mental block or something hahaha. Plus I keep doing her normal AA throw waaaaayyyyy too early in resets. Oh God the joys of learning a new game. :lol:
EDIT: Been reading the excellent 400 page strategy guide and I see a few unknown (to me at least) tidbits:
-
Her Senton Splash (both the wall dive :h:, and the jumping :d:+:h:) have super armor. They both hit OTG as well, but that was revealed a day ago in Tragic’s vid. There’s also a note about the jumping d+H being “cancelable into a TAC attack.” I have no idea wtf that means…it may be a misprint?
-
Her standing :h: is +5 on hit and +1 on block.
-
Her :f:+:h: overhead is +8 on hit and +4 on block. Niiiiicceeeeee.
-
Her :dp:+:h: somersault kick is very fast with 4 frames startup.
-
Her lvl 3 grab super is invincible from frames 1-19.
-
Both torpedo and clothesline can be made safe on block by canceling their recovery into runner’s start, and then canceling her forward run by hitting S. So basically the sequence is:
torpedo/clothesline->blocked->:d::d::s:->:f: (run)->:s: (run cancel) -
Her run cancel will also give her frame advantage on many of her normal moves. As mentioned above, her standing H gives +5 frames on hit. However if you run cancel it then you’ll get +9 frames on hit instead! So the sequence will be:
:h: xx :d::d::s:->:f: (run)->:s: run cancel -
Those of you already playing the game may have picked up on this already, but the guide mentions that you should always input your air series attacks as slow as possible so that She Hulk is much closer to the ground after slamming the opponent down with :s:. This makes it much easier for her to land the torpedo OTG.
im suprized you didn’t manage to play the other pgh guys at least once before this bronze. Good strat guide find on the safe clothesline/torpedo (too bad they can’t be cancelled on whiff >_<)
get used to kara cancelling damn near everything out of c.H.
Also you may have noticed in one of tragic’s vids, she can command grab then hop to the other side of the opponent(she moves through them) this is done by doing (rolling the command) of the command dash upon the first few frames you grab someone so it would be like qcf+S/M/H~[atk+atk] to reverse the side you are on, this is good for keeping someone in or out of a corner.
The only thing making me sad right now is the fact that her AA hyper has like no invincibility, i get hit out of it a lot when someone is air dashing into ambiguous moves.
edit: also BOOOOOOO no ditching she hulk for a day 1 tourney.
I’ve using her super jump d+C with Sentinel’s Sentinel Force Assist with awesome results.
Pissed off a lot of players online lol.
I never seen one She Hulk player online recently, she is a rarity.
What are you guys using as staple from command grab?
I’ve been using grab, clothesline, :d:+:h:,:s:, a.,
,:h:,:s:,; OTG torpedo. Does the most out up what I’ve been messing with so far without assists.
Also, command grab has enough stun that you can tag out to another character and combo. I’ve been using command grab > sentinel and you can get full a.:s:, :s: launch blah blah blah combo for good damage, and you can always DHC or a.:s:+direction back in to Shulk. The only time this doesn’t work is if they are close enough to get hit by the initial tag in.
Also after OTG torpedo, flash kick works decently to keep them honest, on hit or block you can cancel into Run mixups.
Kinda like Jill+Rose from MvC2. Surprised I haven’t seen anyone use this character. Though with a character with no projectile I’ll just say it’s fair.
What are your run of the mill most recommended partners? So far I mess around with Wolverine also.
so what are the known follow ups for the second hit on for level 1 hyper? I’ve been doing Wall Dive H, S but they seem to recover after only 1 hit in the air.
After the second hit I just tend to do an otg torpedo and go for a reset, either m command grab or the super into another combo.
Must have missed me, I’m the only person I’ve seen play She-Hulk, been using her and Tony/Deadpool. Having some trouble getting her 3rd hit from Emerald Cannon to come out, still getting used to the button layout, but she’s the most fun char I’ve messed around with so far.
If you hit Emerald Cannon, you do the first additional hit of it (x1 qcf S) then c.H, S into aerial rave [MMHS, OTG torpedo into tech catch opportunity]. You also can do dash up c.M, c.H, S if you are feeling feisty, it adds negligible damage.