Maybe you simply start with Taking out the Trash?
Speaking of her AA super, here’s a stupid but fun gimmick:
AA super an incoming character and if it whiffs (because they don’t attack) then DHC into Thor’s (or whoever) grab super.
If the incoming character does attack then your AA super will grab them anyway.
It’s great with She Hulk & Thor because Thor’s grab super only costs 1 bar. Every other grab super costs 3 bars, so you end up spending a lot of meter on this.
Again, it’s a gimmick and can easily be escaped by an aware opponent. You’ll probably only land it once against someone.
BTW Bronze, I liked the Hulk tsunami DHC’d into ToT when I jumped over it. Stoled.
Using ToT DHC’d out of a lot of things works well. If I’m playing Arthur and someone jumps up in my face, I gold armor DHC out to ToT.
Dude I had been meaning to use that foreveeeeerrrr. Before the game came out I was writing down all these theory setups and I had completely forgotten to test it until yesterday. :lol:
IIRC her AA super ended up whiffing since your Hulk blocked the Gamma Tsunami in the air. However I think the setup will work on smaller characters with smaller hitboxes. Hulk’s just too damn huge.
I made a post about the theory a month or so ago. The idea is to use some obvious super that everyone will jump and then DHC into her AA grab. People love to jump the obvious Gamma Tsunamis, so I think it’ll work. Gotta test it more though.
@Bronze will you be online tonight? I’d love to get some casuals in to see where I’m at with she hulk lol
Don’t think of it as delaying the attacks. This threw me off for a while.
Focus on She-Hulk’s momentum in the air. You want to hit them back down when she is already starting to fall down from her jump. If you hit :s: while she is still moving upward, you will not hit the ground in time to land the Torpedo OTG. This works for landing a lot of OTG attacks that aren’t super easy like Samurai Edge or Smart Bomb.
You can also buffer the :d::d: before you hit the ground to get into the running stance faster.
Yea dude just add me (that goes for anyone else here on PSN). I’m ok with her. Nothing groundbreaking or anything lol. I should be on later tonight hopefully. However I’m out of town at the moment so I’m not on for hours like usual.
I don’t know if it’s online timing or my execution but I only seems to be able to land or miss OTG torpedo in spurts. I’ll have a run of hitting it consistently then I’ll have a run of missing and ending up doing cr.H. I think I need to delay when I put in the inputs. Also I need to let the stick return to neutral after doing forwards running start in order to not end up with Taking out the Trash coming out.
Also I’m managed to catch a surprising number of people by accidentally calling Sunday Driver when I inadvertently cross up. Hilarious to see them get taken out by a car. Anyone else notice the Hydra emblem on the car?
How do you guys get in on people if you don’t have projectile assists to cover you? I am not good enough to worry about optimally maximizing my team, none of the projectile characters really interest me enough to put them on my team. I am finding it hard to close distance against projectile spam teams though, are there any alternate kinds of assists that I could look for, or just strategies in general to help She-Hulk get in against keepaway?
Can someone tell me how she-hulk’s triple team hyper works? Does she do all 3 hits on her own or do you still have to input them? Or not do them at all?
Please scroll back a few pages. but:
If she is on point (your currently played character), then you can perform the follow-ups as usual. Note that hits in-between hers make timing more difficult.
Honestly, I’d recommend not ever doing the follow ups, because she will recover faster than almost any other member of the party, sometimes allowing you to continue a combo afterwards, or setting you up for new resets / mixups, or space and defend.
jumping and wavedash can help. otherwise, you can use assists that nullify projectiles (such as cap’s charging star)…otherwise, use a character that can zone or shoot stuff (sentinel, dormammu, etc).
doom missiles really tend to help.
Amaterasu can be a problem anyway, though.
also, wall jump (runners start, back) is great at covering distance and going over a lot of stuff.
Figured out the damage scaling DHC trick with she hulks air grab and sent drones. You need to do one of those moves trag mentions in his coments just a bit after the 9th hit of the air grab if you do it too early the damage wont scale. Here is an example.
Without scaling. [media=youtube]OUvJ6DxC8TA[/media]
with scaling [media=youtube]8Tjgzzc_5vE[/media]
Kind of cool you use 5 bars but it does over a mill from a air ultra without scaling and this is my team so it works out for me. Other stuff will work too.
So apparently tron can throw a character, call she hulks slide assist and hit em with a shot after the assist pops em up, and dash in to get a free combo. Ill post this in the tron place as well but I figured a lot of shulks would be running tron anyway so why not.
What are the stipulations of landing the anti-air super on incoming opponents? I tried it in a match and missed and wasn’t sure if it was even possible…
If they don’t do anything on the way in, you can’t air throw incoming opponents. If they attack, air dash, double jump, or any other action while they come in, they can be grabbed.
So apparently, after Road Rage you can use Torpedo and then a running start cancel to re-launch and do the usual TACc bread and butter from there. If you tag on another Emerald Cannon at the end, it comes out to about 900k damage. Ends up costing a little over 3 bars since the TACc combo builds just under 1 bar itself. Instead of re-launching, you could also just straight up cancel that Torpedo into Emerald Cannon and all 3 hits will hit.
Pretty sure someone asked if this was possible at some point in the thread and I am not sure if it was ever answered. Apologies if this is old news to everyone.
Edit:
Did some more screwing around with using Torpedo to OTG after She-Hulk’s supers. I’ve been unsuccessful with continuing a combo using the running start cancel re-launch after Emerald Cannon. It seems like they tech pretty much instantly after the Torpedo. You can, however, cancel that Torpedo into another Emerald Cannon, but only the first hit will hit. The only use I see for this is if you really need a character dead ASAP and have some meter to burn you can DHC off of that first hit and land another super. My team is She-Hulk/Taskmaster/Trish and I was easily able to DHC into Maximum Voltage or Legion Arrow (in any direction, but upward does the most damage).
Online = Garbage the psn online I have never experienced any justice. Offline I can land all of my stuff I have just given up completely on online I hope they patch or something or maybe I just need the most OP internet ever.
One thing i’ve been using a lot lately:
Torpedo OTG, cancel to Runner’s Start, into Somersault Kick+
then assist and mix up as they air reset, usually a wall jump etc. Its proving pretty handy, especially for when you cant guarantee the relaunch on chariot cancel.
Can you do her Torpedo OTG without the running start thing she does?