The Sensational She-Hulk #1: Haters Went Wild

I’m ‘trying’ to run with She Hulk and Im not having any luck. So far my team is SheHulk/Tron/Doom. I have a rush down going with Tron and Doom but I can’t really figure out how to use She Hulk with this team.

I’ve honestly been doing the full version of Emerald Cannon (all 3 inputs) cause my execution has been sucking sooooooo bad when it comes to juggling after the 2nd hit :lol:

When I land her qcf+atk command grabs I do one of these:

-low magic series into launcher->air series->torpedo OTG->super or reset (this is obviously the easiest combo for whenever I have a brain fart).
-clothesline->st.H->S->air series->torpedo OTG… (this is for whenever I remember to use her clothesline after the grab :lol:)
-clothesline->wall jump H (ground bounce)->S->air series->torpedo OTG… (similar to above combo but I substitute her standing H for her wall jump H instead. Yes she has enough time to land it after clothesline. I got this combo from the guide).

A few posts back I had mentioned that her air :d::h: had a note in the strat guide which stated that it could be canceled into a TAC attack. Well stupid me hadn’t finished reading her entire section in the guide. A “TAC attack” is the attack a character executes to bring in his/her partner via air exchange. She Hulk does a dropkick and then her teammate comes in.

Well the guide states that we should use the TAC cancel not as a tag mechanic, but as a tool to remove the horrible recovery from her d+H. There is a huge ass combo using her d+H cancel. First though, we need to see the basic combo for it:

:s: launch->immediate air :m: :h: :s:-> air :d::h: (OTG)->immediate :d::s: (TAC action that cancels d+H recovery)->:d::m: :d::h: :s: relaunch…

Ok so to explain what’s going on here: do your launcher, and immediately start the M,H,S air series as soon as she leaves the ground. The reason why you need to do such a short air series is because it leaves her close enough to the ground/opponent to land the next hit (d+H). The d+H will not hit if you do her full air series. Once d+H hits, you immediately cancel the recovery frames into her d+S air tag. You will see the “flash” special effect of the tag, but the attack itself will not come out. Since this canceled your d+H recovery you now have enough time to hit the opponent with a low series into relaunch.

Now with all that in mind, here is the long combo posted in the guide:

:d::l: :d::m: :d::h:, :s:, air :m: :m: :h: :s:, land, torpedo (OTG), (run cancel torpedo’s recovery), :s:, forward super jump, immediate air :h: :s:->air :d::h:, TAC cancel, land, :d::h: :s:, air :m: :m: :h: :s:, land, torpedo OTG xx Emerald Cannon (all three hits), torpedo OTG.

Finally tally for the combo: 712,800 damage for only 1 meter of super, and no X-factor use.

I made a post about the guide’s note of using run cancel to shorten the recovery of torpedo (and clothesline), and as you can see above, that will be needed in this combo. To do this you cancel torpedo’s recovery into runner’s stance, then hit :f:, then hit :s: to cancel the run.

My hat’s off to anyone who masters that long ass combo. I may practice it eventually but I’m way too lazy right now. I’m still fucking up her basic torpedo OTG in combos. :lol:

I’m not quite sure I understand your explanation of TAC cancel, but in a nutshell it sounds like normally hitting d+S would tag in your next partner for an aerial exchange, but you(your guide) suggests that the properties of d+H command cancel the tag in before your teammate flies on, but still puts them in the aerial exchange untechable bounce, giving she hulk instant recovery to do another combo?

That would be nice, but it sounds really hard to execute right now. I’m gonna stick to tech catches and mind games until they stop working. The potential damage from landing ‘Taking out the Trash’ off a tech catch is much greater than than that advanced combo anyways. But it is good to know, if I pull that combo off someday in a real match I can pat myself on the back for being pr0.

Yea its hard to explain without seeing it in action. I’m not bothering with it now (if at all) for the same reason as you. Here is what the guide says verbatim if it helps you guys understand any easier:

how do i otg with torpedo i try to run and torpedo after an air magic series but it doesnt seem to work for me any tips explanations anywhere i cant find anything explaining her

I think the OP is gonna start having to update the opening thread post, because every page people ask the same questions.

To land the OTG torpedo, you have to do the aerial rave of M,M,H,S as slow as possible, the closer you are to the ground when you finish, the better, doing it slower lets you land while they are bouncing off the ground and you can easily do down,down S~ forward L to pop em with an OTG hit.

Don’t worry it takes a few tries before you get a sense for the timing.

After you do a.MMHS, you land and do d,d+S~f and just hit L as soon as possible.

Nice stuff Akazukin! I was hitting a.:m:,:h:,:s:, OTG :d::h: but I couldn’t find anything to do after.

Still struggling to find partners for Shulk. I like Ammy and Hsien-Ko, because both Cold Star and Pendulum lock down while keeping them on the ground for run > clothesline followup into combo. DF Pendulum is also one of the better assists in the game IMO. Been trying to mess around with MODOK some too, but not sure which assist would benefit Shulk the most. Shield is nice to keep stuff off of her and start Run, and balloon bomb can put stuff on the screen to give her time to rush in. Anyone else having particular success with any specific teammates?

Also her flashkick assist isn’t too bad. Pretty good priority on an anti-air from what I’ve found, and the fact that she moves backwards at the end helps to protect her.

ayt thanks guys she is looking very dangerous

Dont have a set team yet but She’s my number one now

even though i think her Run command is unnecessarily stupid(fuckin down down), im having fun with her.

or make anew thread for combo’s and the like.

How do you kara stuff? And what can you kara?

Do you guys think She-Hulk and Storm work well together?

for people who keep saying that you need to aerial rave as slow as possible to get OTG torpedo to work, don’t. you’re just making it harder for yourself and adding the possibility to mess up the combo (not to mention the variability of character size). just do the M M H as normal and delay the S. made my life a whole lot easier, even in lag. the visual cue to know that it worked is that instead of a usual smackdown where the opponent hits the ground while you’re offscreen, you’ll be falling down with them instead. kinda hard to put into words and i wish i had a capture card or something to show it.

i haven’t found a team i really like with her yet, but lockdown and good projectile assists help a lot to help her cover ground (like everyone has been saying). also, try to use j.S, it’ll crossup practically all characters (you can use j.H for larger characters)

not particularly. i haven’t found anything that makes them specifically good for each other. storm can use torpedo assist with airdash S to set up an unblockable, and she-hulk can make use of easy hailstorm DHC from a full emerald cannon. whirlwind assist is alright for letting she-hulk run in though.

is there any reason for this not to be her BnB? like instead of doing the normal c.l, c.m, c.h, s, air m, air m, air h, s, ect, instead always go for the fast air m air h, s into down H TAC, then relaunch? I mean, with the torpedo into super it does about 80 more damage for a decent amount of more work, but damage is damage.

also, I’m sure everyone knows it but you can combo after a torpedo if you run cancel it, though they are usually pretty high after a torpedo at the end of a long combo. I’ve tried doing her anti air hyper afterwards but it always goes past them, maybe run cancel it so that it stops short and maybe it won’t go as far? if you happen to hit with a random torpedo you can run cancel into c.m, c.h, launch.

Thanks man. Right now my team is She-Hulk/Storm/Doom

Who are people using as teammates for her so far?

Also, after doing her command grab, do you guys follow up with a run stance clothesline, or does that scale the damage too much? I’d test but I’m not home.

Lastly, is not finishing her emerald super standard? I’ve been doing all 3 hits. Is there more damage to be done by stopping short?

I don’t know how they got 713k damage because it only does 704k to Ryu when I do it.

Note that this doesn’t work after a cmd grab. I’ve done 236H, j.HS, land, S, combo and that doesnt decay the hitstun so much that the second air combo fails. That does around 606k. I haven’t tried Tragic’s version with the 6H combo, though, but that prob won’t work.

The awesome thing is this: cmd grab, X-Factor, and the above combo does 1.4M damage with level 1 X-Factor. That means it kills everyone. At lvl 1 XF only lasts long enough for this combo, though.

Also, the TAC cancel occurs too fast to give She hulk the 1 bar of meter.

I’ve been using She-Hulk, X-23, and my third is yet to be determined…but ive been using a lot of chun-li, and dabbling in magneto. also, hsien-kos armorder pendulum assist is too good to overlook.
but x-23 - the synergy these two have together is outstanding, and they cover each others weaknesses decently well (keepaway spam notwithstanding).

i believe the only time you can get an AA hyper reset outside of the corner is if they neutral air tech. forward/backward air tech will cause you to miss. in the corner though, the only time it’ll miss is if they forward tech or 8-way airdash in some upward direction.

if you landed the command grab (which already causes auto-stun), i don’t think you should bother with the clothesline. just go into whatever is your bnb of choice. the command grab scales the combo enough as it is.

Dormamu and Amaterasu compliment her well but I am also experimenting with Morgan and Spiderman. It is definitely hard to find out what works well with Jen. I was messing around with Tron’s Gustaff Fire. Gustaff Fire can nullify projectiles in front of it and its invincible from what I can tell but its duration is short. However I still feel that Tron is not a bad choice. Hisen-Ko isn’t that bad but I feel that Amaterasu excels at what Hisen-Ko can do for you.

I could be wrong but I wouldn’t choose to pair her up with Wesker since I wouldn’t want to have 2 batteries on my team or any slow pokes for that matter. Then again its all dependent on your play-style.