Marvel vs Capcom 3/She Hulk

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She Hulk

Shehulkface.jpg

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 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.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Torpedo
direct front
75,000
low otg
Emerald Cannon
Beta.png Clothsline
direct front
90,000
crumple
hardknockdown against airborne
Emerald Cannon
Gamma.png Somersault Kick
direct upward
114,000
Emerald Cannon

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
l
55,000
Crouching Light
d + l
48,000
low
Standing Medium
m
70,000
Crouching Medium
d + m
67,000
low
Standing Heavy
h
90,000
Crouching Heavy
d + h
80,000
low
Hold f during recovery to run
Hold b during recovery to walljump
SheHulk Smash
f + h
90,000
high
Hold f during recovery to run
Hold b during recovery to walljump
Standing Special
s
90,000
launch
Jumping Light
air l
55,000
high
Jumping Medium
air m
70,000
high
Jumping Heavy
air h
85,000
high
Senton Bomb
air d + h
100,000
high
Jumping Special
air s
90,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Heavy Strike
qcf + atk
throw dizzy
m grabs antiair
Somersault Kick
dp + atk
100,000 l
133,000 m
162,500 h
Hold f during recovery to run
Hold b during recovery to walljump
Runner's Start
d , d + s
Press f to Chariot(Run)
Press b to Catapult(Walljump)
    Emergency Stop
Run, then s
    Torpedo
Run, then l
80,000
otg
    Clothsline
Run, then m
100,000
crumple
armored upper body only
hardknockdown on airborn opponents
    Somersault Kick+
Run, then h
133,000
Hold f during recovery to run
Hold b during recovery to walljump
    Emergency Landing
Walljump, then s
    Shooting Star
Walljump, then l
90,000
high hardknockdown
    Flying Drop Kick
Walljump, then m
110,000
high wallbounce
    Diving Senton
Walljump, then h
110,000
high hardknockdown

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Emerald Cannon
qcf + atk + atk
342,300 (120,000 x 3)
wallbounce
qcf + s for 1st followup Emerald Impulse
qcf + s for 2nd followup Emerald Disaster
Taking Out the Trash
dp + atk + atk
260,000
throw against airborne
Road Rage
qcb + atk + atk
400,000
throw
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 {{#motion: 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.

Basic Strategy

Advanced Strategy