Sensational She-Hulk, MvC 3 FAQ

Prior to MvC3, I hadn’t ever heard of  She-Hulk before.   When she was announced on the roster, I have to admit, I was of the haters who were thinking “Don’t we already have a Hulk in the game?”.

After the game came out and I tried out most of the cast, She-Hulk’s style really appealed to me. I have found that she wasn’t the most easy character to learn or play, especially in a game like MvC3 where super rushdown / keepaway teams seem to be really effective.

However, I decided to persevere with her as my point character, and I have reached the point where she is  really fun to play and can OCV teams by herself.  Given that She-Hulk has almost become mainstream due to players  like Justin Wong, ComboFiend and now even Floe using her, I have decided to compile an FAQ based on frequent questions I see on the SRK forums to help new players to She-Hulk learn the ropes.

What is She-Hulk’s playstyle?

She-Hulk is a close range fighter/grappler who not only hits pretty hard, but has decent mobility.  Her command grabs lead into relatively simple, yet damaging combos, as well as deadly resets, which can usually end most characters with a right guess.

What are She-Hulk’s strengths?

She-Hulk has plenty going for her.  Great low normals with c.L being hit confirmable, c.H (slide) which not only travels quite far but adds impressive range to her command throws when kara’d.  She also has 1,150,000  health, which is more than average.  She also hits pretty hard, but I believe her greatest strength is her ability to perform resets and do crazy damage off a single grab or launcher.

What about her weaknesses?

Being primarily a close ranged fighter,  She-Hulk has trouble against characters with keep away options. To compensate, try to pick assists which will protect her approach.  Don’t forget that she has more than average health, so you can afford to take some chip damage getting in.

So what are her moves?

I shall refer you to the guide/wiki on SRK for this.

What assists go well with She-Hulk?

Ideally you’ll want one character to have some kind of projectile assist to cover She-Hulk as she approaches the opponent. Examples of these are Sentinel Drones, Unibeam, or any of Doom’s assists.

The second assist you’ll want is one which will allow you to keep the pressure on your opponent once you are actually in there, like Dante’s Jam Session, or Tron’s Gustaf Fire.

Which She-Hulk assist should I use?

Personally, I think Torpedo is the best assist as it hits low, OTGs, and can be used to set up unblockables, or extend combos.  Clothesline causes crumple stun if it hits them, however it can be crouched by most characters. Flashkick is only a passable choice for AA.

Should I play She-Hulk on point or anchor?

She-Hulk is best as a point character, mainly because she requires assists to get in on some characters. Another reason is that as the anchor character, she loses access to her Team Aerial Combo cancel glitch (TACc). We’ll get to that later.

So what’s She-Hulk’s BnB combo?

The most simple one is:

c.L, c.M, c.H, S, j.M, j.M, j.H, j,S, OTG Torpedo. All of She-Hulk’s combos are a variation of, lead into and out of this.

I’m having trouble landing the OTG Torpedo after the air combo.

In order to increase your chances at landing OTG Torpedo, She-Hulk needs to land at roughly the same time as the opponent after you hit S.  Try slowing down your button presses for the aircombo or try pausing slightly between the j.H and j.S.  Don’t try to rush the input, you actually have more time than you think. It’s something that will become second nature after a few minutes in training mode, and soon it won’t matter how fast you input the air combo.

Is there any other way to get into the run stance besides d,d +S?

Yes, but not the run stance specifically.  After f+H, d+H or any flashkick, you can hold forward to start running or back to do a walljump.

Can I use these to hit an OTG Torpedo instead of doing d,d +S?

No, the delay on these moves are too much to OTG with Torpedo.   You’re gonna have to learn how to do it using d,d+S.

Okay, I hit OTG torpedo, now what?

There are plenty of options.  You cancel into her Emerald Cannon Super (which after the final hit, you can do another OTG Torpedo).Or you can simply wait and watch which way the opponent recovers in the air.  Depending on which way they recover, you can either hit them with jump airthrow, M command throw, or Taking out the Trash super for a nasty reset.  If you are going for the airthrow, call assist before hand, so if they tech your throw, they will at least get caught in the assist.

I’m trying to do Emerald Cannon after OTG Torpedo but I keep getting Taking out the Trash instead!

This seems to be a common problem which even pros can mess up at times.  The problem is that after OTG Torpedo, you are still holding the stick forward, and when you do QCF + AA, you get a DP motion instead.  Move the stick back into neutral before you do the super. Again, a few minutes in training mode will fix this.

What’s the easiest way to combo after I grab them with Taking out the Trash?

Wait a bit, do c.H, then S, aircombo etc into another Hyper or reset.

When you say, airthrow, do you mean the QCF+M grab?

No, I’m talking the normnal air-to-air throw which all characters have.  When near opponent in mid air, back/forward + H.

What’s so good about her airthrow?

After any airthrow, you can do OTG Torpedo into Emerald Cannon, which is not only great damage, but leads into her reset game.  Not only that, you can also attempt a relaunch after an airthrow.

Can I Emerald Cannon, OTG Torpedo, then Emerald Cannon again?

Yes, but the opponent will just recover immediately after the first dropkick. The reason is that you only get 1 wall bounce per combo, and the 1st Emerald Cannon already used it.  You’re better off trying for a reset, which leads into more damage anyway.

After I grab with Taking out the Trash, I c.H, aircombo, OTG etc into Emerald Cannon, but the 2nd hit whiffs!

Same reason as before.  TotT already used the wallbounce, so when it came to Emerald Cannon, the opponent recovers instantly.

You mentioned you can kara moves off She-Hulk’s slide (c.H)…what exactly can you do?

Pretty much ALL of her moves can be kara’d including supers.  The most substantial gains are for her Heavy Strike command grabs and her Sunday Driver super. The L and M versions can grab from about a 1/4 of a screen away,  while the H version travels about 80% of the screen.  There is a whole thread on SRK regarding this.

A great use for her kara L grab is to trick the opponent that you’re doing a c.L, c.M, c.H blockstring, but grab them instead. Say you hit a few c.L’s, pause, do c.M, then kara L grab.

I’m trying that, but slide keeps coming out.

You need to pause between c.M and c.H  in order for it to work.  If you don’t, the game will count it as a chain combo and slide will always come out before you have a chance to cancel it.  There also needs to be some distance between you and the opponent, otherwise the slide will hit instantly.

She-Hulk’s slide is too laggy.  I keep getting blown up after it’s blocked!

After a blocked slide, you have a few options to try escape:

  • Cancel the slide by doing flashkick (dp+a)
  • Hold back as the slide recovers to go into a walljump.  This isn’t really reliable as the opponent has quite a few frames to punish you before the walljump activates.
  • Alternatively, if you KNOW the slide is going to be blocked, call an assist, prefably a Direct type like Jam Session to help cover your  recovery.  Note the assist must be called as the same time as you hit c.H, otherwise it will not come out in time to save you.
  • Run-cancel the slide into another run or walljump
  • Don’t slides at point blank.

Run wha?

Run-cancel.  Another ‘feature’ of She-Hulk is that she can cancel recovery on most of her ground moves by getting into her run stance (d, d +S).  After that you can do several things:

  • Press back to walljump and GTFO
  • Press forward + S, which makes you run for a split second and then stop, putting you back at neutral state.
  • Press forward + attack, which gives you a Torpedo/Clothesline/Flashkick.

In some situations, run-cancel can be used in order to re-launch an opponent after an OTG Torpedo.  It takes some practice to get the hang of run-cancel, due to the awkward motion, but I believe that it has some hidden potential to be realised.

Why not just press S again to cancel the run stance, instead of pressing forward first?

Personally, I have found that when getting into run stance, there is a little delay before you can press S to get out of it.  Pressing forward to run is instant and so is pressing S for stopping.

So how do I re-launch and when does it work?

After an OTG Torpedo, you run-cancel, into forward + S, then S to launch.  In order to maximize your chances of re-launching, run-cancel must be input the moment OTG Torpedo hits.  There are also circumstances in which this will and won’t work.

The easiest re-launch is after an airthrowing (back or front doesn’t matter) your opponent into the corner, or a forward airthrow anywhere on the screen.  In these situations, your opponent will be close enough for you to try the relaunch. On a back airthrow that’s not into the corner, you’ll have to delay pressing L after run, to delay the Torpedo a bit. This is to ensure the Torpedo hits deep, and that you’ll be close enough to re-launch.

You can also re-launch after an aircombo -> OTG Torpedo but it’s hit and miss.  It’s highly dependant on how many hits you did before the Torpedo.  Too many hits and the HSD will be too high, and the opponent will just air recover before you can relaunch.  If you are trying to practice this, try doing the BnB, but drop one of the j.M.  If you do manage to get the re-launch, you’ll find you’ll have to do the subsequent air combo pretty damn quick, otherwise the opponent will recover out of it due to HSD.

Are there any other ‘features’ of She-Hulk I should know about?

I mentioned the TACc glitch before.  The TACc glitch is a means for She-Hulk to extend her aircombo.

So how do I do this TACc glitch?

After a launch, do j.H, j.S as fast as possible. After She-Hulk smacks the opponent into the ground, mash d+H as she is falling.  This will make her do her buttslam Senton move. Just as she is about to land on the opponent, mash either u+S or d+S.  If you do it right, you’ll see the TAC flash, and She-Hulk will be standing up.  Simply press S to re-launch and go into another aircombo.

Where can I see this TACc glitch in action?

Watch this Floe vs ComboFiend @ WNF 2.2 matchup.  Floe is running She-Hulk and manages to land the TACc several times in the match.  The TACc glitch is also used in the MvC3: She-Hulk – Combo XX – Emerald Chariot! combo video.

I’m trying this TACc midscreen but it doesn’t work.

The midscreen combo is different.  After launching, do j.M, j.H, j.S as fast as you can.  The rest is the same.  This may not always work, as it is very space and timing dependant.

Can the TACc be countered like normal ones?

Yep, although apparently the timing for it is very tight (1 frame possibly). Feel free to use TACc,  but  be aware that it can be countered occasionally.

Sometimes the buttslam lands but I don’t get the TAC flash!

This usually happens because of three cases.  Either you were too slow in inputting the aircombo, or  you used an assist beforehand and the cooldown wasn’t finished yet.  Also keep in mind that if She-Hulk is the last character on the team, you can’t use the TACc glitch.

Can you do the TACc glitch twice in a single combo?

Yes, but on the second TACc, both you and your opponent will be standing up.  You could almost consider this another reset.  Try doing QCF+L or Sunday Driver for the LOLs.

I’m trying to get in on my opponent but they are blocking everything!

Don’t forget She-Hulk has a command grab AND an overhead attack (f+H).  And she can combo after the overhead into the BnB too! Also any tricks for landing command grabs in other games like SF4 also apply here.  These include:

  • Empty Jump, QCF +L
  • Empty Jump, Sunday Driver
  • j.H, pause, QCF+L
  • c.L, c.L, pause, QCF+L
  • The kara grab off the blockstring I mentioned above as well.

Where can I find some high-level videos of She-Hulk in use?

Justin Wong and ComboFiend have pretty much put She-Hulk on the map with victories at Winter Brawl and Final Round.  Some of my favourites are:

Justin Wong vs Josh Wong @ Winter Brawl Losers Final

Justin Wong vs RyRy @ Winter Brawl Grand Final

Justin Wong vs ComboFiend @ Fight Night 14 Grand Final

Floe vs ComboFiend @ WNF 2.2

How about about some advanced combo videos?

Here are some advanced She Hulk combos by Tragi3, although some are rather impractical.

MvC3: She-Hulk – Combo 01 – Basic Hitting!

MvC3: She-Hulk – Combo 02 – Flight Plan

MvC3: She-Hulk – Combo 03 – Emerald Loop

MvC3: She-Hulk – Combo 04 – Chariot Cancelling!

MvC3: She-Hulk – Combo XX – Emerald Chariot!

 

Who has the best She-Hulk?

In my opinion, Combofiend. He just has more resets.

 

MvC3: She-Hulk – Combo 01 – Basic Hitting!

MvC3: She-Hulk – Combo 01 – Basic Hitting!

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