Ultimate Marvel vs Capcom 3/She Hulk
In a nutshell She Hulk is an up close and personal fighter who prefers calm, calculated strikes instead of blind mauling. She doesn't offer the same rush down as Wolverine or Magneto, but she excels at good reads and punishing chicken blocking. Her tools are as limited as her range with short attacks such as command throws and two different anti-airs, once she grabs you she can lead into damaging combos and resets. She also has a command run which is extremely important for extending combos and being successful with her overall game plan. Mastering patience, timing and good reads will allow you to become a combo fiend as well.
Players to Watch
Character Specific Information
Frame data is on the far right of each move and is divided into Start Up/Active/Recovery and Advantage on Hit/Block. If there is a ? it's either unknown or until the opponent recovers. If there is a G it means until you are grounded.
(20,000 x 9) + (5,000 x 9) + 80,000
Assists to Use
It's important to know what her weaknesses are and what she needs to succeed. In general she needs to get in because she can't strike from a distance and also has mobility issues. Projectile assists are probably your best bet as they can not only keep an opponent blocking to allow you to get closer, but can punish assists and extend combos. Great projectile assists include Doom, Thor and Iron Man as they all offer full screen help and can even assist in combo extensions. Using senton with one of these assists after an air combo ending in will pick them up and allow follow up. Some assists such as Hawkeye's and Magneto's will not help with OTG extensions but are still good assists regardless. Dr. Strange's Bolts offer a unique way to get in, because they are full screen and staggered she-hulk can use them for a variety of uses. Bolts can help she-hulk gain ground, use her overhead or set up command grabs, it's an ideal assist other then the fact that She-Hulk can't protect him very well at full or even mid screen and it does nothing for her combo extensions outside of smaller characters.
Her other problem is air control as she has no dash or double jump to speak of. Missiles, Jam Session and Mystic Ray are all good, but Vajra is the best. Vajra's hard knock down can be used to prevent opponents from doing what they want in the air. With quick reactions, you must be able to go into runners start at any time to torpedo in time to combo. Once you master that, you can start using vajra to start your offense. Vajra also offers a new dimension to her incoming mix-ups by using runners start as a way to cross under and inputting or to cross back towards your opponent with an attack. Vajra will knock them down and allow an easy follow-up, however you must be prepared to react to a variety of situations as you may end up on a side you don't expect and must also react on whiff or block to set up more offense or defense.
She-Hulk has a very hard time against opponents with good normals and strong keep away and it's why she's considered bottom of the barrel in the tier list. She has high health, so use that to your advantage to play a smart and patient style, some characters have a harder time against her pressure where others aren't bothered by it much.
Characters like Hulk's armor and big normals and Haggar's Pipe and Lariat offer unique challenges for Jen to overcome. Your best bet is simply to bait attacks and set up air throws or punish with her standing or crouching . You need to play patiently more than you normally would against heavy hitters that also include Nemesis and Sentinel, waiting for them to jump and punish with is a solid strategy.
Against characters like Dormammu, Hawkeye, Trish and even Zero, getting around all their projectiles is very troublesome and is why it's recommended using Vajra or another space control assist to cover that weakness. Dorm and Trish in particular excel and being in the sky and imposing their will, against dormammu you need to predict where they will land or teleport to and react with or . If Dorm blindly releases his charges, you can use or , once it connects, block his spell then continue your combo. Trish doesn't have a teleport, but she is more vulnerable to assists like Vajra because she doesn't have too many air attacks that hit above her. Once a Trish player realizes you are fishing for Vajra, you need to be on your toes when they dive kick to avoid Strider and try to get as close to her as possible when she lands. It's always better to start a block string then risk a command grab against her. Hawkeye has less mobility options but he can be even harder to fight due to his multiple array of arrows. Just keep pushing him towards the corner, once you get him there it becomes doable, just remember to not let him escape otherwise you have to chase him all over again.
In my opinion (emc's) some characters like Spencer and Spider-Man just have a hard time against her. Spencer's main weakness is using zip-line in unsafe ways and being air grabbed, this is Jen's biggest strength. Also Spencer doesn't have a strong keep away or an abusive run away either, his goal is the same as she-hulks and that's what you want. You can always reaction level 3 to punish a bionic arm or simply a zip-line. This match up isn't particularly in her favor as it's probably 5/5 either way, if anything it's 6/4 in Spencer's favor as he does better overall with most assists in the game and has very good hit conversions.
Another character would be Felicia and possibly X-23, characters who need to come close to you. Although this match up is again probably favored to Felicia, at least She-Hulk can hold her ground and call assists from a distance relatively safe. It's important to know that Felicia's command throws are much better, so are her mix-ups and conversions but it's relatively easy with enough practice to capitalize on mistakes with Jen when they are in your face.
Although Strider is a pretty good anchor and overall a decent character, he has terrible mobility during incoming. Snapping in Strider as Jen early on in a match is a smart choice because all Strider has is attack, block, double jump or . If he attacks you can super. if he double jumps you can super. If he tries to use you can throw him. If all he does is block on the way down you can level 3 him, or call an assist and use . It becomes a tough guessing game for strider, especially when you become proficient at runners start mix-ups, then you can use them as feints to keep them blocking and bait into a command throw when they land. Now of course Strider has much better normals and has projectiles, but outside of x-factor his damage isn't good and his teleports suffer. Without x-factor Jen can play a normal jump towards you OS throw game and counter a teleport with this tactic on reaction.
Tips and Tricks
- You can stop at 2 hits of emerald cannon and hard tag to a character or continue a combo. The second hit will cause a hard knock down, so you can call spencer assist and torpedo then clothesline for the crumple, or with Doom you can hard tag in and OTG into a combo or level 3.
- Any time an opponent advancing guards in the air, they are susceptible to an untechable command throw such as her and her . Obviously it's height dependent, so be sure to use it as a punish when they push block before landing.
- You can also set up tick command grabs by putting them in block stun with light followed by or , or if they advancing guard and are in the corner, .
- Taking out the Trash is a mashable hyper. You can now increase the damage done by rotating the arcade stick/directional pad. However the damage dictated by this is:
5,000 points of damage for every 8 inputs up to a max of 9 times, approximately 72 directional inputs.
The inputs do not have to be . The inputs can be any direction because the game only recognizes the number of inputs not the direction of the inputs. The directional inputs aren't counted until She Hulk starts swinging her opponent around.
(Tested with Hori Command Stick--Joshua Kaneakalau 00:16, 19 January 2012 (UTC)
- Fully charged Chariot activates at 72 frames.
(Tested with Hori Command Stick--Joshua Kaneakalau 19:24, 21 January 2012 (UTC)
Strategy vs. She Hulk
The main goal for any player going up against a She-Hulk is understanding how deadly her air throw game is. Smart She-Hulks will abuse her jumping heavy because it has a decent hitbox and very good throw range. The problem however is that even the most experienced She-Hulks will combo out of throw with Torpedo then Clothesline which removes a wall bounce and limiting her damage. Any time a wall bounce is used before her super, it means she's either going for a reset, a TAC or a snap back with the help of an assist. Remember when her wall bounces are used to your advantage to determine how you will escape. Don't be worried at all about resets at super jump height, she doesn't have any mobility in the air and if she does a back throw at that height she can't convert.
Her command grabs are good, but they aren't her main strategy. The best She-Hulks will mix them in at the right opportunities, the bad ones will blindly use them and are easily punished. One thing to watch out for is staying within about 1 dash length away, as she can call an assist and use her heavy command throw to lunge at you. Obviously you want to jump to avoid her L or H versions but an assist like Strider's Vajra or Spencer's Slant Shot can prevent that. Command throws also become deadly when you advancing guard on incoming mix-ups because she can set up guard breaks with command throw M or Taking out the Trash. Her last command grab is her level 3 which has a start up of 0 frames, 1f active, 3f of recovery, in almost all cases, if you are hit by this move your character is dead as she can combo with high damage without x-factor. It can be a very deadly counter when your block string fails and she doesn't push block, be aware of how much meter she has in making your judgement. If her level 3 is thrown out blindly or at full screen and whiffs, the car will go full screen and stuff almost all projectiles and supers. I will try to get a list going in the future but this isn't too big of a deal because it costs 3 bars, has only 180k worth of damage and is almost impossible to combo from.
Her crouching H, her slide, also can be punished very easily but good She-Hulks will cancel slide into runners start and either cancel again or hold back to avoid being punished. If they are smart they will immediately press S to cancel after they hold back to the wall but she is vulnerable on the way down. If they simply cancel their block string into runners start and cancel again, they will be able to call an assist during slide then by doing the cancel can begin another low attacking string with cr.LMH again.
A set up to watch out for is when she does a Cr.LMH block string and calls an assist such as a beam then holds forward+H to get an over head. Generally this over head is really bad, but with assists like Doom's Beam or Strange's Bolts, she can actually remain safe while using it and continue into a full combo.
more to come!
- + is no longer .
- Reduced slide distance on + .
- TaC "glitch" fixed.
- It's actually still possible but the timing is more strict.
- Can no longer call Assists during Chariot and Catapult.
- Can call assists during Catapult > Shooting Star, Flying Drop Kick, and Senton, however.
- Clothesline causes vs airborne opponent.
- This does not affect the Clothesline assist
- Torpedo pushes opponents further away
- Emerald Cannon jumps forward, allowing it to continue the combo after Torpedo.
- New move, "Lights Out!" with +
- range / hitbox for Taking out the Trash apppears to be reduced.
- Invincibility for Taking out the trash appears to be reduced.
- Taking out the Trash's damage and hits can be increased by rotating multiple times
- She-Hulk was made "heavier", altering her float time during jumps, and when she is on the receiving end of combos, slightly - most notably on and hits.
- Transitions from Chariot into follow-ups made quicker, most notably on Clothesline.
- Reduced input leniency and buffer range of Runner's Start and its follow-up moves, making all combos more strict.
- Runner's Start, when charged for a full second (60f), automatically initiates Chariot with full armor.