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{{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 | | 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 | launch }} | {{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> m grabs antiair }} | {{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 | 342,300 (120,000 x 3) | wallbounce <br> qcf + s for 1st followup Emerald Impulse <br> qcf + s for 2nd followup Emerald Disaster }} | {{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}} | ||
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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. | * 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> | <youtube>dframfhqRUY</youtube> | ||
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=== 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 during recovery to run
Hold during recovery to walljump
SheHulk Smash
+
90,000
Hold during recovery to run
Hold during recovery to walljump
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
+
dizzy
grabs antiair
grabs antiair
Somersault Kick
+
100,000
133,000
162,500
133,000
162,500
Hold during recovery to run
Hold during recovery to walljump
Hold during recovery to walljump
Runner's Start
, +
Press to Chariot(Run)
Press to Catapult(Walljump)
Press to Catapult(Walljump)
Emergency Stop
Run, then
Torpedo
Run, then
80,000
Clothsline
Run, then
100,000
upper body only
on airborn opponents
Somersault Kick+
Run, then
133,000
Hold during recovery to run
Hold during recovery to walljump
Hold during recovery to walljump
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)
+ for 1st followup Emerald Impulse
+ for 2nd followup Emerald Disaster
Taking Out the Trash
+ +
260,000
against airborne
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.