The Sensational She-Hulk #1: Haters Went Wild

Maybe he might now that he came in 2nd.

I do think that people don’t know how to deal with She Hulk yet. I’ll be the first one to say I don’t know how to deal with her, particularly because I’ve only had a mirror match once. I can only imagine a feeling of helplessness when She-Hulk command grabs me, or back air throws me. lol

I will say, however, that the logic behind “there’s no need for him to improve if the competition can’t get around it” is not much of a logic. I don’t participate in tournaments, yet I strive to improve every day. I’ll go to the lab every day a couple of hours and refresh my combos, work on my execution, try to find new setups and hop on online to try them out on people. That’s me, as a casual player with zero need for improvement. I don’t make expensive trips to faraway places, get hotel rooms and work to win the pot. A tournament player, who does all these things, should do this by default.

Maybe I’m seeing it the wrong way. Am I thinking too highly and expecting too much of tournament players?

Nice to know I’m not the only one thinking straight around here.

It’s not necessarily that he can’t do the more advanced stuff, it’s that there’s no reason for him to do it in a tournament if the basic tricks are still working for him. People lose matches by making one mistake, so it makes no sense to try an style on an opponent of equal skill just so kids on the forums won’t think badly of you. If simple techniques work keep using them until they don’t.

Let’s first clarify, I’m not a KID. I’m willing to bet I’m older than you are.

Secondly, I don’t need to remind you that he lost. Getting to 2nd is a great feat, but if he played anything like last time, it wouldn’t surprise me if he called Tron at the wrong time and she died AGAIN without setting foot inside the match.

Finally, it’s not about getting fancy or “styling” an opponent. She-Hulk can do a lot more damage than that, and she’s certainly more capable. Again, he lost, so if he should stick to She-Hulk, maybe he should look into her more damaging options (that are not really that difficult for someone like him) instead of settling for the bare minimum.

I’m surprised the amount of times he simply whiffed the c.:h: after Taking Out the Trash (last time he played), especially since to ME (and likely to most people here) that is one of the most important things about TOtT and one of her best methods to reset. Or how many times he did the whole Emerald Cannon, but not once did he try for an OTG Torpedo to help with resets after the Cannon finished.

Mind you, this is all from the previous matches, since I have not seen the Final Round matches. If someone would be so kind as to link me the match I would love to see the improvement I’ve heard of.

Lets move the banter on to a different thread shall we?

Hey, at least it’s She-Hulk related lol

Last night I sort of saw what you guys meant. I was playing one of my friends and I clotheslined him after the command grab, but hesitated for a second, then just went for c.:h: into :s: into the rest of the combo.

It wasn’t because I couldn’t do the Torpedo jump cancel, and it wasn’t because the payoff for it wasn’t good enough, but because I felt a lot more comfortable doing the same combo I’ve done 1000 times once more.

I still go for the jump cancel but sometimes you don’t feel like taking the risk. So I see it now.

Still, I do believe that there will come a time when I’m so comfortable with the jump cancel that I might as well do it every time. So I expect Wong and others to get to that point as well. And I’m sure they will, judging by the crazy stuff MvC2 players could pull a few years after.

I like the fact that with she hulk I can do 850k off my first hit using dhc this means I can take out alot of the cast and if the top tourney players don’t want to risk going for 850 and want to settle for 450-500 that’s their deal. That tron assist is killer watching Wong but it’s nice seeming combofiend playing her with more of a straight up style. I’m glad we have some high level players using her so I can see matchups and how they are getting setups for damage. I don’t really care how much damage annyone else does per combo because I know how much I can do. But I do care on how they got that first hit of the combo that’s the most important thing. With she hulk you should really only need 2 or 3 grounded hits to finish off anyone so getting those 3 hits is key.

The thing I need to work on with my she hulk now that I’ve got my tac bnb down is aa. The Kara aa hyper grab is the real stuff that I want to see the top players doing. I’m looking forward to doing touneys in the Midwest reping she hulk and I hope to get some decent showings.

You know what I’ve used recently and it’s pretty useful? DHC’ing into She-Hulk’s AA grab.

Example, say your opponent jumps forward or is in the air in front of you. Do a whiffed Hyper, then DHC immediately into She-Hulk to grab them by surprise (they’ll expect to block or punish your random hyper only to get grabbed and reset by Shulkie instead).

Example, say your opponent is closing in on you in the air and you’re randomly Dante. Start up the power up hyper, then DHC into Taking Out the Trash. End result? Your opponent is being grabbed, Dante’s powered up and safely gaining more health and you can start your combo now which will gain you one of those hyper bars back.

Say you’re randomly Akuma, and your opponent is trying to throw air fireballs at you. Start up your Messatsu Go Shoryu (has plenty of invincibility) to go through the fireball (or rather, move you into range), then DHC making sure MGS doesn’t hit to grab the opponent before they land.

Well its a nice trick to throw out every now and then, but its a lil gimmicky and your probably not gonna hit your opponent with that more than once a match. With that said it is a nice trick, like DHCing out of a hyper that people try to jump over like hyper sentinel force or something to taking out the trash. You know it might actually be inescapable for some characters now that I think about it.

Nice, so you force them to eat chip or get grabbed. I’ll haveto try that sometime.

My combos are pretty bare and do a lot D:
Like all my combos do 600K + and I don’t do no fancy jump cancels Trying to experiment with OTG Torpedo Cmd Dash cancel S

also remember too though that you fuck up once and that gets a character killed, I just got back from the arcade and I played a mirror she hulk who could do torpedo cancels into launch and If I messed up my combo once it meant death. So instead of using my TaC’s which can whiff unexpectedly I would do her regular reset game with DHC’s. when comes down to it, it’s the confidence of what you know you can land specially if it means winning. His she hulk was good but whiffed about 20 percent of the time when that whiff occurred I went for my wovly bnb and took her out. :confused: just sayin…

I understand what you mean.

In stranger news, I played a few Player Matches with this one guy who wasn’t particularly good but for some reason I started losing. Then I realized that I’m the kind of player who can’t just do 2 out of 3. I adapted so well that I OCV’d him with She-Hulk in a later game (when I was winning 8-4), and he even let go of the controller.

I was kind of pissed that he stopped trying so I left, only to go into a lobby where a different person almost got OCV’d by She-Hulk and let go of the controller.

At least he didn’t let go of the controller so he could disconnect. There is hope for the world.

I’m really comfortable using TACc, I hit it about 95% offline, so I use it all the time. It deals more damage, plus it leads into snapback combos, adding more damage than just c.magic series snapback. You can do torpedo cancel snapbacks, but I’m still working on that. Plus a TACc combo will almost always take them to the corner, where Shulks reset game is much stronger IMO. So damage + positioning with little execution error is a no brainer for me.

In the corner there’s an even more damaging snapback combo.

Do EITHER

  • crouching magic series
  • grab, c.:h:

into launcher, then do a normal magic series in the air (:m::m::h::s:), land, torpedo, cancel into the run and mash :s: until the launcher comes out, then you can still do :h::s: into :d:+:h: into whiffed TAC and snapback. So much damage, and it’s pretty easy to do since you hit the torpedo, then :d::d::s: and proceed to mash :s: lol

The reason for the decision in the beginning is the hit stun deterioration will be too great if you start with more than 3 hits IF you decide to instead c.:h: and relaunch as opposed to snapping back (the second :m::m: will whiff if too many hits started the combo).

Worth noting that the second air magic series, should you decide to go that way, can be only slightly delayed but the attacks must be input fast.

Anyone know if you can SnapBack after a torpedo cancel.

I can’t seem to reset Sentinel with :qcf:+:m: when he’s doing his j.:h:. Anyone else have trouble with this?

I don’t think that Sent’s attacking limbs can be grabbed with qcf+M. Supposedly they don’t have a vulnerable hitbox. The guide mentions it as well.

I can’t qcf m grab wolverines dh hard kick either.

you can. its hard, and you have to consider hitstun scaling, but it can be done. i’ve been using it quite a bit, especially for phoenix battles.

Yeah his limb hitbox extends down farther than his hurtbox, so he can pan you out of :qcf::m: and ToT.