I just feel like once you have enough meter you should just be a closer and kill the character I mean that is the point right? If I have the opportunity to take out a character I’m going to go for it.
Question: for the kara throws from H slide can you kara to Light command grab?
I find myself only using Hard command grab because to use the light one your already close enough for her low magic jabs into magic series.
You guys are crazy if there gonna change anything. Besides SRK is the community site. You would have better luck on the Capcom-Unity forums but I doubt it. :lol:
Its not really a big deal dudes. Its not even hard.
Yes, you can kara any of her Heavy strikes from :d::h: Use :l: if you are close since its faster. if they try to jump (unlikely). :h: if you need the range. Chances are they’re gonna catch on to your game so don’t abuse resets or your karas.
They didn’t chained thawks spire from backwards no shortcut dp they won’t change this. Let’s drop it and move on i had trouble with it for about the first 150 matchs but I’m fine with it now practice more.
This is a dumb question, but I’m gonna ask it anyway.
From now on I’m going to try to run She-Hulk/Trish/Doom. My only problem with Doom’s rock assist right now is that whenever it hits someone it lifts them off the ground and I’m unsure of what to do for my combo. Everything seems to miss. With the Hsien-Ko assist it keeps them grounded so it’s very easy to do my normal stuff. What do you guys do? I’m a quick learner…it’s just that this is my first vs. game. My guide came in the mail today, so I’m gonna check that out when I get home.
Also, which assist do ya’ll prefer for doom? Rocks or missiles?
I prefer rocks, but I’m sure I’m in the minority. dooms just vulnerable for sooo long during missles, I’m sure it’s just my fault for not covering him, but I still prefer rocks.
I don’t know why they didn’t do run with :qcf::s:, since it’s not used for anything else. I’m used to :d::d::s: now though, so oh well.
Pretty much any command grab should put you into a corner with Shulk. You can dash into them to get distance after the command grab and the clothesline. After :h: grab if your back is closer to the wall you can do an immediate :atk::atk: to switch sides, or just jump over. If they are in the corner you can also command grab~ tag out and start a combo with your tag in character. I’ve been tagging in 3rd char Hulk after a corner grab reset, then DHCing from him out to Dormammu for hella damage.
What do you guys do for front air tech in the corner? I’ve been ending j.:h::s: with OTG torpedo, run cancel flashkick, then go into wall jump mixups. If you don’t do an attack or cancel and just land, it crosses up and puts you close enough to hit with c.magic series or a command grab, or you can cancel in front of them and command grab/c.magic series, or just go for a wall jump attack. You can also call an assist during your wall jump for further confusion. I think it’s a decent mixup, and if nothing else it’s something different to throw at them.
Also you can OTG torpedo, sent drones in the corner and they have sent drones come at them from one side and Shulk on the other. If they just turtle up and block you can command grab them before they drones hit.
Corner shit is too good.
And IMO, Sunday Driver isn’t worth the meter, the only time I’ll use it is if I know it will kill the opponent and I don’t want to get pushed out or Hyper countered out of magic series. Does anyone know if anything DHCs out of Sunday Driver or if you can combo? I guess I never really checked.
You can combo from the car super with OTG torpedo - sometimes its easier to dash once or twice first, but then, freedom.
OTG torpedo into boot super.
OTG torpedo, runners start cancel, S, magic series, etc etc.
You can even X-factor before the torpedo for huge damage.
after sunday driver explosion, you can OTG torpedo into a full emerald cannon if you had 4 meter to begin with. i would stop at 2 so that you can get a slide into relaunch into TAC combo or whatever. you can even XF after the explosion before the OTG if you really want to kill the character. i’ve done it in real matches, so i can vouch that it’s pretty legit. i still don’t like using her lvl3 though because i agree it feels like a waste of meter.
I actually love that super, due to the incredible invincibility and tricky startup time - i catch a lot of jump ins and such and then they miss, land, and get grabbed - free damage.
Its situational, but when it works, it works awesome.
Even if it whiffs, she recovers almost instantly, allowing for pressure or resets.
Okay, just found something - Shulkie can OTG torpedo off of any hit of Emerald Cannon, just the first and third hits are the hardest to perform (strictest timing). Proves kinda nifty for some extra damage sometimes.
yeah I knew she could do it off the third hit since they showed it in her reveal vids. I’m not consistent with it yet though. Regardless, I pretty much always go for the third hit anyway. Most of the time I DHC for huge damage and it often kills the opponent or leaves them seriously fucked up.
As for the Doom rocks vs missiles…I haven’t used either yet, but I have gigantic problem dealing with his missiles when other people use it. I feel it’s especially bad with She Hulk since she doesn’t have a projectile to hit Doom when he comes out. Obviously the best way to “defend” against the missiles is to stay on top of the opponent and catch Doom with a slide (or whatever) when he’s called out. But if I’m fighting against a zoning character using missiles assist then it’s a gigantic pain in the ass trying to get in. I’m still trying to figure out wtf to do besides just swapping her for someone else.
I wish I was home to test some of these findings, also test some anti-missile ideas. (for anti missiles, I believe She-Hulk is invincible during her grabs, perhaps use an assist to cover and do a kara H grab? Assist stops first missiles, She-Hulk is invulnerable during the remainder?.. Dunno, gotta test.)
On to my own question. I find advance guarding to be quite counter-productive with She-Hulk against most characters. I’ve used it to break up what would be referred to as “block strings” so that if my opponent should press another button I get a free combo. I realize this question is really basic mvc stuff, but can anyone give a basic rundown of advance guard tactics for She-Hulk, so that I might have a better understanding?
Sunday Driver is incredible on its own! Instant invinceable grab that does good damage and is not a 360. If you miss it becomes a high priority projectile. Zangief has wet dreams about this shit. It’s not just a substitute for command grab it’s more like a reversal or counter mash where 236A would lose.
Doom rocks and missiles are both good, but I’d recommend missiles:
Rocks, if used properly, keep the opponent in blockstun too long to allow for grabs, unless you run in early for bait a block - in which case you hit dangerous territory.
Missiles cover her entrance and act as a combo breaker if the opponent counters what you do, and theyre harder to track. Especially if you do your assist mid-run or wall jump.
Which reminds me: if you weren’t aware, during a run or wall jump, you can call assists any time after pressing forward or back, before launching the attack.
i tend to like wall jump, tron fire assist, light (for that cross chop thing). if it connects, free ait combo. if not, tron keeps them off of me so i can mount a defense.
I think you ommitted a :s: after the :d:+:h: but I see what you mean.
But you’re right, without the Clothesline and adding j.:h: j.:s: after the grab should help. I’ll give it a try. However, I’d note that s. does more damage than c., and with how ridiculous her range is on her c.:h: you can afford to do it every time. Unless j.:h: j.:s: knocks them back too far, but the range on her s. is deceptive. I’d give it a try but I can’t at the moment.
By the way, I’ve made more people hate She-Hulk in the last three days than I expected. By that I mean I clear out lobbies full of people. Shulkie is insane.
I like to have a fireball assist so I can trick the opponent into trying to block. This works after you beat someone, as a next person is coming in. Call in your fireball assist, something that goes straight forward (although off-the-wall things like Doom Hidden Missiles could work but complicate the timing), but try your damndest to time it so they will not get hit yet (best scenario), or will just miss it. What happens is that seeing the fireball makes the opponent want to air block or just block it. As they are coming in, get ready to do :qcf:+:h: or kara-cancel her :d:+:h: into :qcf:+:h:. End result is the will try to block the fireball, but since it’s not there yet or it just passed, then there’s no blockstun and they get grabbed. If you’re close enough for :qcf:+:m: to hit, time the fireball the same way to protect you, then grab them off the air as they come in. Have pissed off more people than I can count doing this.
If you time the fireball late, not only do you cover your bases in case you get attacked, but if you do grab and the fireball hits, you can follow it up with c.:h:, :s: and move on.