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{{MvC3Header}} | {{MvC3Header}} | ||
== She Hulk == | == She Hulk == | ||
{{MvC3HyperGuideCharacterBox | shehulkface.jpg }} | {{MvC3HyperGuideCharacterBox | shehulkface.jpg }} | ||
{{Nutshell| | {{Nutshell| | ||
She-Hulk will be compared to other command run characters, like SF4's El Fuerte, but she has much more to offer than you'd expect at first glance. This in-your-face character has a number of options to use to help her get inside, and once she is there, her equally deadly normal attacks and throws can lead to huge damage or nasty resets. What is worse than thinking that She-Hulk's high damage combo is ending, only to be grabbed out of the air and have it start all over again? Players who want a speedy and unique grappling experience shouldn't object to playing as She-Hulk. | She-Hulk will be compared to other command run characters, like SF4's El Fuerte, but she has much more to offer than you'd expect at first glance. This in-your-face character has a number of options to use to help her get inside, and once she is there, her equally deadly normal attacks and throws can lead to huge damage or nasty resets. What is worse than thinking that She-Hulk's {{high}} damage combo is ending, only to be grabbed out of the air and have it start all over again? Players who want a speedy and unique grappling experience shouldn't object to playing as She-Hulk. | ||
}} | }} | ||
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{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Torpedo | direct front | 75,000 | low otg | | Torpedo | {{direct}} {{front}} | 75,000 | {{low}} otg | ||
| Clothsline | direct front | 90,000 | crumple <br> hardknockdown against airborne | | Clothsline | {{direct}} {{front}} | 90,000 | {{crumple}} <br> {{hardknockdown}} against airborne | ||
| Somersault Kick | direct upward | 114,000 | | | Somersault Kick | {{direct}} {{upward}} | 114,000 | | ||
| AlphaSuper=Emerald Cannon | BetaSuper=Emerald Cannon | GammaSuper=Emerald Cannon | |||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 55,000 | }} | {{MoveListRow | Standing Light | {{l}} | 55,000 | }} | ||
{{MoveListRow | Crouching Light | d + l | 48,000 | low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 48,000 | {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 70,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 70,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 67,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 67,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 90,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 90,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low <br> Hold f during recovery to run <br> Hold b during recovery to walljump }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} <br> Hold {{f}} during recovery to run <br> Hold {{b}} during recovery to walljump }} | ||
{{MoveListRow | SheHulk Smash | f + h | 90,000 | high <br> Hold f during recovery to run <br> Hold b during recovery to walljump }} | {{MoveListRow | SheHulk Smash | {{f}} + {{h}} | 90,000 | {{high}} <br> Hold {{f}} during recovery to run <br> Hold {{b}} during recovery to walljump }} | ||
{{MoveListRow | Standing Special | s | 90,000 | }} | {{MoveListRow | Standing Special | {{s}} | 90,000 | {{launch}} }} | ||
{{MoveListRow | Jumping Light | air l | 55,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 55,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 70,000 | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 70,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 85,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 85,000 | {{high}} }} | ||
{{MoveListRow | Senton Bomb | air d + h | 100,000 | high }} | {{MoveListRow | Senton Bomb | air {{d}} + {{h}} | 100,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 90,000 | high }} | {{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Heavy Strike | qcf + atk | | throw dizzy <br> | {{MoveListRow | Heavy Strike | {{qcf}} + {{atk}} | | {{throw}} dizzy <br> {{m}} grabs antiair }} | ||
{{MoveListRow | Somersault Kick | dp + atk | 100,000 l <br> 133,000 m <br> 162,500 h | Hold f during recovery to run <br> Hold b during recovery to walljump }} | {{MoveListRow | Somersault Kick | {{dp}} + {{atk}} | 100,000 {{l}} <br> 133,000 {{m}} <br> 162,500 {{h}} | Hold {{f}} during recovery to run <br> Hold {{b}} during recovery to walljump }} | ||
{{MoveListRow | Runner's Start | d , d + s | | Press f to Chariot(Run) <br> Press b to Catapult(Walljump) }} | {{MoveListRow | Runner's Start | {{d}} , {{d}} + {{s}} | | Press {{f}} to Chariot(Run) <br> Press {{b}} to Catapult(Walljump) }} | ||
{{MoveListRow | Emergency Stop | Run, then s | | }} | {{MoveListRow | Emergency Stop | Run, then {{s}} | | }} | ||
{{MoveListRow | Torpedo | Run, then l | 80,000 | otg }} | {{MoveListRow | Torpedo | Run, then {{l}} | 80,000 | {{otg}} }} | ||
{{MoveListRow | Clothsline | Run, then m | 100,000 | crumple <br> armored upper body only <br> hardknockdown on airborn opponents }} | {{MoveListRow | Clothsline | Run, then {{m}} | 100,000 | {{crumple}} <br> {{armored}} upper body only <br> {{hardknockdown}} on airborn opponents }} | ||
{{MoveListRow | Somersault Kick+ | Run, then h | 133,000 | Hold f during recovery to run <br> Hold b during recovery to walljump }} | {{MoveListRow | Somersault Kick+ | Run, then {{h}} | 133,000 | Hold {{f}} during recovery to run <br> Hold {{b}} during recovery to walljump }} | ||
{{MoveListRow | Emergency Landing | Walljump, then s | | }} | {{MoveListRow | Emergency Landing | Walljump, then {{s}} | | }} | ||
{{MoveListRow | Shooting Star | Walljump, then l | 90,000 | high hardknockdown }} | {{MoveListRow | Shooting Star | Walljump, then {{l}} | 90,000 | {{high}} {{hardknockdown}} }} | ||
{{MoveListRow | Flying Drop Kick | Walljump, then m | 110,000 | high wallbounce }} | {{MoveListRow | Flying Drop Kick | Walljump, then {{m}} | 110,000 | {{high}} {{wallbounce}} }} | ||
{{MoveListRow | Diving Senton | Walljump, then h | 110,000 | high hardknockdown }} | {{MoveListRow | Diving Senton | Walljump, then {{h}} | 110,000 | {{high}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Emerald Cannon | qcf + atk + atk | 342,000 | {{MoveListRow | Emerald Cannon | {{qcf}} + {{atk}} + {{atk}} | 342,300 (120,000 x 3) | {{wallbounce}} <br> {{qcf}} + {{s}} for 1st followup Emerald Impulse <br> {{qcf}} + {{s}} for 2nd followup Emerald Disaster }} | ||
{{MoveListRow | Taking Out the Trash | dp + atk + atk | 260,000 | throw against airborne }} | {{MoveListRow | Taking Out the Trash | {{dp}} + {{atk}} + {{atk}} | 260,000 | {{throw}} against airborne }} | ||
{{MoveListRow | Road Rage | qcb + atk + atk | 400,000 | throw <br> | {{MoveListRow | Road Rage | {{qcb}} + {{atk}} + {{atk}} | 400,000 | {{throw}} <br> Must be within grabbing range or the car drives by and hits for 180,000| level3 | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Apprentice Combos == | |||
<youtube>3C3DjvBv2p0</youtube> | |||
== Strategy == | == Strategy == | ||
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* There are dozens of situations in which She Hulk can enter Runner's Start and OTG with a Torpedo. You can super cancel the Torpedo into the Drop Kick Combo for big damage in any of these situations. Try it after an air combo, a back throw in the air, or even after Road Rage! | * There are dozens of situations in which She Hulk can enter Runner's Start and OTG with a Torpedo. You can super cancel the Torpedo into the Drop Kick Combo for big damage in any of these situations. Try it after an air combo, a back throw in the air, or even after Road Rage! | ||
* If you want to reset your opponent, try hitting them OTG with Torpedo, as mentioned above, but instead of using a Super, wait for them to air recover and then nab the with Heavy Strike or Taking Out the Trash. | * If you want to reset your opponent, try hitting them OTG with Torpedo, as mentioned above, but instead of using a Super, wait for them to air recover and then nab the with Heavy Strike or Taking Out the Trash. | ||
* She-Hulks {{ | * She-Hulks {{ {{h}} }} Heavy Strike is a running-grab. This move is fast and will catch a lot of players. Each time it does, you score a dizzy and the combo or reset attempt of your choice. | ||
* In an air combo, She Hulk can combo into her Senton Bomb, and then cancel that into a Team Aerial Combo to recover in time to relaunch. This should add some extra damage to her combos before attempting a reset. Video example from Team Khaos and AEIFrank. | |||
<youtube>dframfhqRUY</youtube> | |||
=== Basic Strategy === | === Basic Strategy === | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:54, 9 December 2020


She Hulk
In a nutshell
She-Hulk will be compared to other command run characters, like SF4's El Fuerte, but she has much more to offer than you'd expect at first glance. This in-your-face character has a number of options to use to help her get inside, and once she is there, her equally deadly normal attacks and throws can lead to huge damage or nasty resets. What is worse than thinking that She-Hulk's damage combo is ending, only to be grabbed out of the air and have it start all over again? Players who want a speedy and unique grappling experience shouldn't object to playing as She-Hulk.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light

55,000
Crouching Light


48,000

Standing Medium

70,000
Crouching Medium


67,000

Standing Heavy

90,000
Crouching Heavy


80,000

Hold

Hold

SheHulk Smash


90,000

Hold

Hold

Standing Special

90,000

Jumping Light
air

55,000

Jumping Medium
air

70,000

Jumping Heavy
air

85,000

Senton Bomb
air
+


100,000

Jumping Special
air

90,000

Special Moves
Heavy Strike




Somersault Kick


100,000
133,000
162,500

133,000

162,500

Hold
during recovery to run
Hold
during recovery to walljump

Hold

Runner's Start



Press
to Chariot(Run)
Press
to Catapult(Walljump)

Press

Emergency Stop
Run, then

Torpedo
Run, then

80,000

Clothsline
Run, then

100,000



Somersault Kick+
Run, then

133,000
Hold
during recovery to run
Hold
during recovery to walljump

Hold

Emergency Landing
Walljump, then

Shooting Star
Walljump, then

90,000


Flying Drop Kick
Walljump, then

110,000


Diving Senton
Walljump, then

110,000


Hyper Moves
Emerald Cannon



342,300 (120,000 x 3)





Taking Out the Trash



260,000

Road Rage



400,000

Must be within grabbing range or the car drives by and hits for 180,000
Apprentice Combos
Strategy
Tips and Tricks
- There are dozens of situations in which She Hulk can enter Runner's Start and OTG with a Torpedo. You can super cancel the Torpedo into the Drop Kick Combo for big damage in any of these situations. Try it after an air combo, a back throw in the air, or even after Road Rage!
- If you want to reset your opponent, try hitting them OTG with Torpedo, as mentioned above, but instead of using a Super, wait for them to air recover and then nab the with Heavy Strike or Taking Out the Trash.
- She-Hulks {{
}} Heavy Strike is a running-grab. This move is fast and will catch a lot of players. Each time it does, you score a dizzy and the combo or reset attempt of your choice.
- In an air combo, She Hulk can combo into her Senton Bomb, and then cancel that into a Team Aerial Combo to recover in time to relaunch. This should add some extra damage to her combos before attempting a reset. Video example from Team Khaos and AEIFrank.