The Sensational She-Hulk #1: Haters Went Wild

What are you guys using post torpedo otg? In the corner I usually either dropkick or go for the reset.

Also, as I said before, you can torpedo~run cancel~:f::h: to tack a flashkick onto the combo and get slightly different resets.

What’s the best way to combo off of her dropkick x2 hits? I usually try to slide but the timing feels weird.

Damn, I thought her AA super was invincible.

If that’s the case then I’d wait for Sentinel to do a normal in the air before activating it. If he does his frying pan then you should have just enough time to activate it before he lands, since he’s a pretty huge target. If he does his stomp though, just block.

Got first place at a tournament with She-hulk/Mangeto/Trish. Sentinel is overrated. Don’t sleep on Jen!

honestly, if you’re comfortable with her basic bnb, just do it. you don’t want to regret not killing sent because you messed up the TAC cancel combo (even though i do really like her chariot cancel combos too…). her basic already does a decent amount of damage. throw in DHC or XF and you’re good to go.

yes, people know about the resets. i’ve been playing online a lot with she-hulk. plus, i’ve been telling people about the forward tech. best not to rely on gimmicks. if anything, after OTG torpedo in the corner, you can wait for the forward tech and :m: command grab them anyway (though you’ll probably get beat out if they hit a button) or you can wavedash and mixup either staying in front or behind them as they come down. from there you can go into a low series or mix it up with a :l: command grab. it works pretty well. even if they know about the resets, people still haven’t learned to deal with she-hulk yet, except for zoning.

also, i should note that her cr.:h: slide is pretty damn good. i don’t see people use this move nearly enough. it covers so much distance, it’s ridiculous. if you notice a rushdown character that always finishes blockstrings, pushblock midway through. they’ll still be doing their attacks and you’ll catch them with a slide more often than not. just be careful of special/super cancels. if you hit deep enough on block, use :s: to stay safe (or DP into wall jump cancel, but it’s punishable by beamers).

yeah, the slide advice is basic and has been covered before, but all the she-hulks i’ve seen at sessions or online have made me sad.

there’s other cool stuff i came up with that has pretty good success, but i’ll test it out some more before sharing. either that or i’ll STSFN :cool: (jk. maybe.)

I’ve got Seviper/She-Hulk/Tron right now and I feel like She-Hulk has a hard time getting in compared to the other two. Also, what do I followup with if I have She-Hulk launching the opponent into the ground? Am I supposed to go into run > Torpedo > Emerald Cannon or what?

EDIT: I hate to be annoying, but shouldn’t we have a combo thread lying around?

I’ve been using launch, j.:h::s::d::h:, TACc, c.:h::s:, j. :m::m::h::s: torpedo as my staple for most things.

For wall dropkick or AA throw I’ve been doing j.:m::h::s:, land, :m::s: j.:m::m::h::s: torpedo

Finding if they know the resets, I usually finish with OTG torpedo, run cancel flash kick, walljump shenannigans. Been using walljump in my game a lot more. You can cross up with it if you let it land, cancel it early into grab, land and throw, etc. A lot of fun.

Eww. I know you’re catching hell. I had to drop Thor. Too slow and unsafe and I refused to base a squad around him. Not worth it unless you just really love those characters…together.

P.S. I thought AA super was invincible. I’ve always connected everytime I use it except fucking up angle on a tag-in.

So basically all the options after otg torpedo, besides AA grab, involve run canceling->resets?

So I’m currently running Magneto/She-Hulk/Sentinel at the moment. Needed to find someone with OTG that is not Wesker, and pumps out the damage so I hit the lab with She-hulk. Basic gameplan is to sentinel assist disruptor a bit then get a hit confirm off from midscreen to corner into otg grav tempest -> dhc emerald cannon for 885k if hit from low or 936k from high and gain enough meter for sentinel dhc for 1.115.000+ dmg. Im trying to go for a “Get hit once you die” sort of deal with Mags and She hulk fits the spot. Helps with her low assist too. As a character though she is downright fun. Karaing her moves is downright ridiculous, and chariot canceling is a lot of fun too. Loving her right now.

I dunno what’s up with her AA super and why I’m having it lose to Sent jumping attacks. I rarely have it beat by anything else, but Sent just stomps the shit out of it. :confused: I think his extended limbs don’t have a hurtbox, or they can’t be grabbed, or some other shit. It happens WAY TOO OFTEN for me. Am I the only one having this problem? I’ve gotten stuffed on reaction to his jumping and to his attack animation. My only guess is that Sent is too high in the air when I attempt the throw, and the invincibility wears off before I can grab him. Otherwise I dunno. Sent is on some major bullshit. Was playing with a friend today and I did Thor’s Tornado super. Sent did a rocket punch INTO the tornado and didn’t take any damage at all!!! Fuck him. :lol:

Yea Thor is hell but I’m getting a little better with him. Oddly enough I use him for zoning more than anything. He really need Haggar lariat assist though. On the She Hulk / Thor / Hulk team he’s mainly used for zoning (Mighty Spark + Gamma Wave assist) and DHCs. His smash assist is awesome.

Question for you guys: Are you landing the TAC cancel combos outside of the corner?!?!?

I see some of you listing the TAC cancel as you BnB combo. I can rarely land that shit outside of a corner. I find that the :d::h: will whiff the vast majority of the time. Is there something you guys are doing to make it hit consistently from mid screen? I know that long ass combo in the strat guide has it, but that combo will typically carry the opponent from mid screen to the corner before you even apply the TAC cancel.

I do launcher->H, S, d+H…as fast as possible and the d+H will whiff 90% of the time. In the corner I can do it fine though. Any tips, or is it corner-only? I double checked the guide and it doesn’t specify. Thanks.

I love the TAC combo, just need to find a way to make it work consistently, but then again, I can’t ever land the OTG torpedo in a clutch situation, so its understandable.

don’t ask my why or how this works (because i really don’t know) but if you perform the senton using :df::h: instead of :d::h:, it’ll work practically every time. it’ll miss on the rare occasion, though (but that could just be my execution).

also, instead of launching after the TAC’d senton, if you :d::l:, it’ll reset just like an OTG torpedo, but lower. it’s really easy to catch an :m: command grab off of this since they’re so low (or even AA super if you’re feeling fancy), but note that the opponent can forward tech just like the OTG torpedo reset.

another thing, people need to not be shy of using XF’d she-hulk. even with lvl1 XF, she can kill any character, without any meter to start with. if you have the meter for it, you can even kill an opponent starting with a road rage. at lvl3. ive been able to do 2mil damage easy. she got an unblockable command grab. why not? scared of an opponent’s anchor? snap them in, grab them, game over. sentinel who? jennifer susan walters, b*itch. seriously though, try it.

oooohhhhhh :df::h: works as well? Perhaps that alters her trajectory? Thanks for the info dude. I’ll give it a try next time I play.

Honestly I’ve yet to even bother with XF combos with her. Hell, I hardly use XF combos with any character. I mainly use it defensively to stop the opponent’s chip damage (especially if he/she popped XF), and as a way to heal up my assist characters when the game clock is running low. I’ve had sooooooooooooo many people try to lame me out with chip damage that I tend to save XF all the time. I largely play the brawler type characters who can have major issues closing the distance, so using X-fac to negate chip is a huge help especially late in the match.

Hey man, I’m gonna try this team. My question to you is how do you get Hsien Ko out safely after using her armor hyper? Her assist is amazing with that, but I don’t know how I’m gonna get her out safely with She-Hulk’s crappy DHC options. I guess Doom gotta come in.

Also, what is TAC stand for?

I really need that guide. I don’t even know what to do when someone techs behind me and stuff. Don’t know the system. Are people vunerable when they roll? I played this guy who would roll behind me and activate akuma’s assist and it would hit me before I could od anything.

For TACc I just launch, :h::s: ASAP on the way up then start mashing :d::h: immediately, work pretty much 90% for me.

FataCon, what combo are you using for XFC? I’ve been messing around with command grab, XFC some, to confirm for damage, but that’s about it. Does XFC reset wall/ground bounces as well as hit stun?

For Hsien-Ko, :h: Gong then armor super~tag. I think there are only a few characters who can normal jump over gong. It reflects most projectiles and makes you safe from most attacks, you just have to worry about teleports and a few other things.

what does TAC actually stand for?

Team Ariel Combo. TACc is Team Ariel Combo Cancel.

Team Aerial Combo, done by holding any direction and :s: in the air during an aerial combo, but before you hit the ground.

Try launching someone with :s:, then hit :m:, :h:, :f:+:s:. The screen will flash, and then you’ll hit the opponent into the wall. Pressing :d:+:s: instead of :f:+:s: will knock the opponent down so hard he will bounce (although this does not count as a ground bounce for combos). Pressing :u:+:s: instead will hit the opponent higher up in the air. To counter, hold the direction you think the opponent will be holding (:b: and :f: count as the same instance so you have three options) and mash :s:.

Now, the way She-Hulk’s trick works is this: launch someone near the corner, super jump :uf: then immediately input :h:, :s: then mash :d:+:h:. As soon as she comes down with her Senton (the :d:+:h:), hold any direction and hit :s: on impact. If done right, the screen will flash but you’re so low to the ground that the TAC will whiff, so you land in a neutral position while the opponent is currently in an OTG state where anything hits, so proceed to do standing :m:, :s:, super jump :uf:, :m:, :m:, :h:, :s:, land, :d::d:+:s:, :f:, :l:, then from here it’s a matter of seeing in which direction they recover and whether to do :qcf:+:m:, :d:+:h: kara’d into :qcf:+:m: or :dp:+:atk::atk:. If any :qcf:+:m: connect, then it’s easy to position the opponent back in the corner and restart. If you’re in the corner when this happens, simply jump over them and either dash or :d::d:+:s:, :f:, :m: to crumple them, giving you another dash opportunity before you restart.

This is SO deceiving that I’ve destroyed people online with She-Hulk because they have no idea how to get out.

Same here, only that if there’s too much lag it won’t work, but in offline it’s very easy to land, and it’s not too hard in online. Went 25 straight wins doing this crap yesterday.

I am having trouble with doing the OTG torpedo run cancel in to relaunch while outside of the corner and after having done a standard air combo. In a corner it’s fine, but outside of the corner the HSD just makes it impossible for me. Is there an execution trick to this, or is it maybe not possible outside the corner?

Do the air series slowly and hit S as late as possible so that Shehulk lands just after the opponent, giving you more time to input run torpedo

Sorry I should have been more precise with the problem, I land the OTG Torpedo, the problem is after the run cancel, it’s the launcher that doesn’t hit in time.