The Sensational She-Hulk #1: Haters Went Wild

Why is there only one combo in the original post?

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I’ve been using Hulk gamma wave to cover my :qcf::h:/c.:h:/waljump attempts.

good stuff to bronze. when the character screen was loading and i saw she-hulk as a point character i was thinking, “cool”. then i figured out the other silhouettes were hulk and thor and i was like, “no way. this can’t be bronze.” and it was bronze hahaha for some reason i was pretty nervous and i got a whoopin’ good. first match with another she-hulk ever. i have to say… it felt quite… weird. thanks for poppin’ my she-hulk cherry.

yea man gg. im not that special lol. we’ll get some more games in later though for sure. also if anyone else is on PSN and wants to get some games in then send me an invite. I don’t play her on every team. I’m trying to branch out a tiny bit more, so we don’t have to do mirrors if you guys dont want. although mirrors here arent like SF4 since we all use different She Hulk teams. :looney:

Is there any way to option select medium heavy strike depending on which way the opponent flips after an OTG torpedo? Can you run cancel the torpedo, dash back then do kara heavy strike to grab both back and forward recovery?

i’m pretty sure :m: command grab doesn’t have the range to catch both techs, but i haven’t tried it myself. i haven’t figured out an option select for the tech yet, either though. keep at it, and maybe we’ll find something. that’s why i like the TAC reset i suggested a few posts ago. it’s a lot lower so it makes the grab pretty easy even midscreen and i think people are already conditioned to mash a tech direction from an OTG torpedo.

Hey guys did you check out the vid on front page of flash metroids shulk? it covers the tac resets and some fun stuff and he pwns the announcer saying you can otg more then once in the combo, watch the commands on the bottom is that how you guys do her Tac as well by mashing H?

[media=youtube]OZ_UXgTAM4o&feature=player_embedded[/media]

@ Bronze and Fatacon: I’m on psn maybe I’ll holla at you guys I could use some tips and advice on my shulkie

I drum the H the whole time just to make sure the air d.H comes out no point in not doing so

yeah i saw the vid earlier today. that reset he talks about is probably front/back air techable. it’s basically like the one i talked about but he uses s.:h: instead of cr.:l:. his version lets the opponent tech higher and i don’t know if it works outside of the corner (haven’t tried it yet). the OTG senton that forces stand is pretty cool though. gonna try testing that out. i also mash :h: during TAC combos. makes life a whole lot easier, especially with unstable netcode in online matches sometimes. feel free to add me. i’m always up for learning more also, whether it’s she-hulk mirrors or not.

edit: it doesn’t look like the :h: reset after the TAC works well midscreen since it pushes the opponent kinda far

I agree with you, that could be the reason I wasn’t landing it, I really thought it was funny when you made the point about multiple OTG’s in a combo.

Words of someone who doesn’t ever use grapplers in fighting games.

Sunday Driver is an excellent mixup to use when the pressure’s on and your opponent is one who could easily punish the holes in your rushdown (like Wesker or X-23). Land a combo or two or them, and just when you get them thinking that you’re going for another one, you whip out Sunday Driver instead and they are painfully reminded of its existence in your arsenal, perhaps too late for them.

Sunday Driver mixups have saved me from so many X-Factor-3 douchebags. It’s great and its utility is not to be undermined.

So me may have an influx of she hulks… Wong won with her… : D

@Brahma: Seriously? Sunday Driver not worth the meter? Unblockable super super you can combo off of? Your crazy man.

Damagewise, it’s kinda eh for 3 meters, especially when I could use that 3 meters for command grab into combo DHCs for 900k+. Though I admit I haven’t really tried to combo off of it. If you can torpedo~run cancel, j.:m::h::s:, launch off of it then I suppose the damage would be pretty good.

No doubt that it is a good utility super. It’s fast, but IMO if I’m pretty sure they’re going to try and block or I’m baiting a pushblock or something, I’d rather just :qcf::l:. The only time I really use it is for the match and I’ll usually lv3.XFC block stun cancel into driver. It’s only for the match because, the whole hyper animation takes so long it burns a huge portion of XFC meter, making it kinda a bad strat in the middle of the match. I’m interested in knowing the frames for Sunday driver and :qcf::l: though, just to know what I might be able to interrupt/punish with Driver than I can’t with :qcf::l: Would anyone be kind enough to post some Shulk frame info from the Brady guide? I’ll play around with Driver some more but I don’t really love it for 3 meters.

A lot of it is how I play my team too. I just typically use Shulk as a battery of sorts and work resets and punishes hard so I can save meter for DHCing into Dormammu and Hulk, who both take up a lot of meter on their own. Basically I like to be able to try to turn one command grab into a character kill or as close as possible, and have plenty of meter for Dorm and Hulk to burn, because they are much more dangerous when they have that meter.

I am having trouble with keeping my combo going after the corner TAC whiff. I manage to hit them with a L but then the recover out of it before I can chain into a relaunch. I think I may just be mashing.

Also I can’t seem to OTG Torpedo after an air combo for the life of me. I can’t input the run command and actually hit them fast enought. Are people inputting the down, down while falling to the ground then S, forward? Also do you have to release a direction to begin the run startup?

I realize these are rudimentary questions but I’ll very much a beginner. I wish the OP had more post release info in it.

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Ragnorok, after her butt slam in the TAC combos you don’t need to go into a low attack (like cr. L) before re-launching them. Forget the low attack and go straight into launcher. So it’s basically :d::h:, TACc, land, :s: launch. It’s much much much easier than going for the low chain into launcher. When I do the TACc cancel I just keep mashing :s: after she lands and she’ll relaunch them. You probably get slightly more damage if you chain in some low attacks, but I’m lazy and it’s less of a chance for me to drop the combo.

For the OTG torpedo the best thing to do is to delay the :s: at the end of your air magic series. Delay it for as long as possible and she’ll end up hitting the ground slightly after the opponent does. Doing so will give you more time to input the d,d+S command. Yes you must input the command after you land. I still fuck this part up A LOT, especially when I get used to the online lag timing and try to play offline. :confused:

After TACc, I used to do c:h:,:s: for damage, but I’ve been using c.:m:,:s: lately because if I whiff I don’t end up whiffing slide right in their face. IIRC doing full magic series after TACc doesn’t work, it either drops it there or in the air combo because of hit stun scaling.

Also for that 2nd TACc into grab, as I suspected they aren’t forced to stand up, they can still tech forward or back. You can guess their tech and try to catch them with :qcf::h:, but I’d rather go for a better damage combo and OTG torpedo resets.

Slightly more damaging BnB:
:qcf::h:, clothesline, j.:m::h::s:, land :m::s:, sj.:h::s:, TACc, c.:h::s:, sj.:m::m::h::s: OTG torpedo. Does 407.7K, as opposed to 400.7k. A lot trickier for only 7k more damage, but hey, free damage is always nice.

Also, after TACc you can c.:h: snapback for 345.5k. Best damage snapback I’ve found for her.

One more thing, I found if you launch, sj.:h::s::d::h: as fast as possible, you can actually hit Sentinel with the TAC and tag out instead of the TAC cancel. It’s kind of hard to time but I’ve gotten it quite a bit. It’s nice because you can sneak in a TAC here and most people won’t be trying to counter it since it’s essentially an OTG TAC.

Yeah, I saw Wong using her - good stuff.
Oh, by the way, as a general rule - Shulkie loses to Phoenix Keepaway. Fyi.
Ugh, that hurt my dignity.

As a rule I can kill phoenix in about 5 seconds one hit kill but xfactor dark phoenix does win if you cant get in too much chip.

I have to reevaluate my thoughts on Shehulk after seeing Justin play. I had thought that she absolutely needed a good assist to cover her approach to be competitive, which is why I’ve been pairing her with Doom-rocks. But Justin didn’t have that at all. He had Tron assist, which is amazing when Shehulk is already in or when your opponent is in on you but which really doesn’t help her approach in the first place. That’s great, because it means that team variation with Shehulk can be much greater than I’d thought. I had also thought that her ground game was the business and that her superjump was the way to get in if you didn’t have cover, but Justin was in the air using regular jump H like 2/3 of the time. That was interesting and really helpful. He never went for fancy combos or antiair grab super resets, either. I go for airthrow resets sometimes instead of antiair grab/super, but nearly every reset Justin tried was with air grab. There’s no doubt that Shehulk’s jump H is really good, it has a great hitbox and comes out fast and crosses up easily and does lots of hitstun and turns into sweet airthrow combos. I’ll try going for jump H/airthrow more often, I think.

But a lot of the reason Justin won with her last night is that he has very impressive spacing, timing, assist usage, and reactions. In other words, I think he won more because he’s Justin Wong than because he was using Shehulk. Gonna rewatch it later to try to glean some more info.

you shouldn’t change the way you play her just because it worked for justin. He was playing an insanely basic she hulk, which is the exact same way he played wolverine…and spiderman. I’m pretty sure he could pick ANY character and play them at their most basic level with a decent assist and win, simply because he has such a good grasp on spacing, timing, pretty much everything. There’s a reason he pretty much has a new team every time he’s on stream. The is barely a week old, do you think those air throw resets and godlike tron assist will be catching everyone a few months from now? Hell no, same reason while sentinel won’t be godlike a few months from now, people will learn the character, they’ll learn the assists, defense will become much tighter, it will be a different game.

You are right, he won more because he was justing wong, not because he was doing anything amazing with she hulk. I’m sure next week he’ll win with taskmaster or something.

also, pretty much catching phoenix with a AA hyper is game for her. You just have to be really quick with it when they super jump, and hope they don’t hit you out of it. :stuck_out_tongue: