hey guys I have problems when trying to combo into her emerald cannon, I never can do it 100 percent and taking out the trash comes out alot of the times. is there any way to prevent this? I have gone in training mode and I put in the right inputs but taking out the trash still comes out 50 pct of the time. am I doing it to fast or doing something wrong?
I don’t really know what to tell you. maybe try doing a half circle motion instead of a quarter circle motion, I believe I sometimes unconsciously do that, I know it helps for a lot of people.
Your probably doing it too fast because the game will read :f::qcf: / :qcf::qcf: when your doing OTG Torpedo to Emerald Cannon (which results in ToT). To rectify this you might want to practice on inputting your inputs more cleanly by returning to neutral before doing Emerald Cannon ensuring that you don’t slide your thumb/stick out of Running stance to Torpedo and to Emerald Cannon. So just work on cleaning up your inputs not. So you DON’T want your inputs to look like this:
:d::d::s: :qcf::l: :qcf::atk::atk:
You WANT it to look like:
:d::d::s: neutral :f::l: neutral :qcf::atk::atk:
Man I was hoping to hit training mode tonight but it’s like I’m destined never to play this game. The weekend was all family get togethers and tonight I’m marooned at a friend’s house do to snow.
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midscreen i cannot land that down+H consistently after the launch, j.H, j.S what am I doing wrong? >.<
Doing the j:h: j:s: early on the way up helps alot because unlike the delayed :s: OTG combos you want to be high in the air when attempting to do Senton Bomb on the way down. If your too low the Senton Bomb will whiff entirely. Also you can hold :df::h: also if that helps. Then TACc into whatever you want…
Does anyone know how to exchange cancel?
the one after the senton? you don’t really have to cancel anything; it just whiffs when you’re low to the ground. it’s different on sentinel though, since he’s so large, you have to delay it or it’ll actually hit him and tag out. keep in mind that even though the hit will whiff, if the opponent matches the input, they’ll still burst out of it. happened a few times today.
that said, i went to an arcade that had a cab set up with mvc3, and out of around 50 games, i only lost 3 times. i have come to the conclusion that no one understands how to play against she-hulk.
the :l: attack from wall jump (cross chop?) seems pretty good. it catches a lot of people and though it’s not overhead, it believe it’s plus on block? i didn’t get punished for it, and if it hits you get a free low series into launcher. i tried messing with clothesline a lot today. it’s a pretty legit mixup on oki to cancel into command grab/stop/clothesline if you think they’ll hit a button. however, clothesline is not safe on block.
@brahma i’m going to put together a she-hulk XF vid next week once i grab my vidcap stuff. still testing a lot of things. if anyone lurking here goes to AI, they might have seen me test my XF combos today. also, no, XFC does not reset any wallbounces/groundbounces (i wish it did), but i think i’m fine with doing 20+ hit character kill combos with she-hulk :bgrin:
Good shit w/ the win streak Fatacon. What team did you run with her?
Your comment about clothesline in okizeme reminded me of something I saw her do in one of her reveal vids. She did a clothesline that whiffed over a crouching character, and immediately buffered her lvl 3 grab super. I keep forgetting to try it in an actual match but it seems like a decent gimmick since her lvl 3 is invincible. Does this game have situations where the opponent is forced into a back roll? I heard there was a mechanic like that in TvC. If she can take advantage of that somehow then it would make the gimmick a little easier to land.
Okay, I’ve always know this as Aerial Exchange. Strangly, I’ve gotten the launch, M, H, Down+H, relaunch to work without the TACc but only midscreen. Does the cancel just give you more frame advantage? When I do it nothing seems to change except I get a flash.
One more thing. Does anyone know why Shulk is allowed to do multiple OTGs in one combo? like two torpedos or relaunch torpedo…
Normally the Senton hits twice, but has terrible recovery. The Team Exchange, as you call it, cancels the animation of the Senton and starts the exchange attack. Since you’re so low to the ground at that point, the attack doesn’t hit. So in essence, as soon as the attack starts, you land on your feet (as opposed to on your back with just the Senton, which means you have to recover) so you recover almost immediately.
End result is you’ll see She-Hulk coming in from above with the Senton, then a flash (when the TACc comes in), but after the flash she’ll be on her feet and the opponent will be slightly off the ground from the hit.
The first hit of the Senton hits OTG and seems to lift the opponent off the ground enough with a ground bounce to hit a , maybe a :d:+:h: after and a relaunch.
To answer your second question, you can hit as many OTGs in a combo as you can, but after a Torpedo they will air recover unless you cancel into your Emerald Cannon (:qcf:+:atk::atk:), and start a run without any followups, or start a run after the first followup (:qcf:+:s:). This is not ideal, as every hit will scale and you’re also sacrificing the possible damage from the rest of the hyper combo, unless you’re looking for a reset.
After Torpedo, for some odd reason, a natural reaction for everyone (especially outside of the corner) is to recover backwards, as opposed to forward, or NOT air recovering. Take advantage of that by whiffing a :d:+:h: and cancelling (kara) into :qcf:+:m:. If they had already recovered, you’ll bring them down. Since they air recovered, boom, now they eat another 350K+.
To the She-Hulk community (is there such a thing?): I’ve noticed that a better way to deal damage in a reset off the corner is:
:qcf:+:atk:, (if not in corner, dash twice), :d::d:+:s:, :f:, , crumple (if not in corner, dash once), s.
, c.:h:, :s:, :uf:, immediately sj.:h:, sj.:s:, cancel into :d:+:h:, cancel after first hit into :d:/:u:+:s: (whiff), land and quickly s.
, s.:s:, sj :uf:, sj.
, sj.
, sj.:h:, sj.:s:, land, :d::d:+:s:, :f:, :l: OTG, choice of reset
Adding any more attacks seems to scale worse. Can anyone verify this?
Fata I’m really impressed how long did it take you to get her TaC tactics down as her bnb?
I’m running shulkie/superskrull/taskmaster
I’m digging it two characters with command grabs with a proj. assist skrull’s command grab has super ridiculous unblockable range. Also it’s already been mentioned but when you guys are doing legitimate TaC’s always use the down (s) because you get full bars of hyper meter.
Also How are you guys using her lv.3 hyper? what ways are you getting in with it?
So far, other then what was posted whiff clothesline into lv.3 , are there other options?
Anyways what’s everyone’s K/d spread?
I’m at 60W 50L around 50 percent I need to lv. up
I would never ever waste 3 bars on her hyper. It’s a terribly inefficient source of meter use.
K/D in ranked is 10/2 (haven’t played much) with She-Hulk/Dorm/Storm
Something interesting I found with lvl 3 super is that it always puts your opponent in the corner, no matter where you land it. She Hulk could have her back to the corner and if you land the throw the opponent will end up in the opposite corner.
As most of you know, she can torpedo OTG after it so all the torpedo options apply (i.e. buffer into super, corner resets, etc).
I’m gonna work on using it a bit more since her corner reset game is so strong. Yeah it’s 3 meters but it also has a great amount of invincible frames like all lvl 3s, so it can be used as a X-factor cancel to escape an opponent’s attack and grab him. Just think of any rushdown string that annoys the fuck out of you, pop your x-factor while blocking it and grab the opponent. I really gotta start doing this shit on Wolvy and X-23 cause right now they are giving me major problems. :annoy:
I hadn’t considered that use, I’ll keep it pocketed just in case. I think I’d rather advancing guard and go back on offense.
the damage output for your listed combo is 381,600. omit the s. after the clothesline and use :d::h: after the TAC instead of s.
and the damage goes up to 387,300.
however, i like to do :qcf:+:atk:, j.:h:, j.:s:, cr., cr.:h:, :s:, sj.:h:, sj.:s:, TAC, :d::h:, sj.
, sj.
, sj.:h:, sj.:s:, :d::d:+:s:, :f:, :l: into whatever. it does slightly more damage than your listed combo (381,700), and it works anywhere on screen and it’ll practically almost carry from corner to corner
i don’t know about forced rolls in mvc3, but if you do a low series and clothesline after the slide and they recover (forwards or backwards), the clothesline will autocorrect, but the timing is really weird so you might end up hitting/getting clothesline blocked. plus, i’d rather save her meter for DHCs. she-hulk already does a whole lot of damage with her regular combos and luckily her TAC combos make she-hulk her own battery. i suppose it would be good to use once in a while as an unblockable setup though.
it wasn’t too bad to be honest. i think i figured it out on my 2nd or 3rd try. the tricky part is doing it midscreen. even using the :df::h: trick, only certain ground starters before the launcher will allow the senton to hit midscreen. i’ll compile a list for you guys maybe later today.
pretty good observation on the lvl3, bronze. as for x-23 and wolverine, keep in mind that they are highly ground based characters. they like to run at you a lot. be patient, advance guard, throw out some slides once in a while. make them scared of running up to you. once they start jumping around or are scared to approach, run your blockstrings/grab mixup game all over them.
My question is why didn’t they just make the running start :qcf: instead of :d: :d: that’s doesn’t make sense to me because when I tried her out I couldn’t even get that stuff to combo
I feel the same way, but eh… what are ya gonna do.
I’d be nice if they changed the input in the inevitable patch, though.
I feel the same way, but eh… what are ya gonna do.
I’d be nice if they changed the input in the inevitable patch, though.