UMVC3/She-Hulk

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Introduction

Jennifer Walters is the cousin of Bruce Banner (better known as Hulk) and a lawyer who runs afoul of a crime boss and is near-fatally shot. Bruce saves Jennifer by volunteering for a blood transfusion, thus exposing her to some of Banner's gamma radiation. As She-Hulk, she contains a milder form of the Hulk transformation (although her strength is still immense to a normal person) wherein she retains most of her intelligence and personality. Unlike her cousin, who tries to keep his transformation under control, She-Hulk prefers her transformed self and will often stay in it indefinitely.

In UMvC3, She-Hulk is a close range fighter with relatively strong normals but almost no long-range options. One of her core moves his her 236X command grab, which causes Dizzy if it connects, leading to full combos. She-Hulk is separated from other grappler style characters by her multiple stance moves. She has access to a crouching stance (Runner's Start), a running stance (Chariot) and an airborne stance (Catapult). She seamlessly switches between these stances during combos or pressure in order to access powerful stance-exclusive moves.

Strengths Weaknesses
  • Offensive Capabilities: Powerful pressure options by utilizing her ability to cancel many attacks and specials into Runner's Stance (22S) for faster recovery.
  • Versatile Utility: Multiple dangerous options for resets, Guard Breaks, and oncoming mixups. Her 236M and 623XX anti-air grabs are either extremely difficult or impossible to escape when set up properly.
  • Aerial Potential: Strong air-throw game with a decent airthrow OS, solid damage off the grab, and a small aerial hurtbox.
  • DHC Damage Potential: Emerald Cannon DHC is one of the highest-damage level 1 DHCs in the game provided Wall Bounce has not been used already. The full three-hit sequence does 360,000 base damage at an enormous 50% minimum damage scaling, guaranteeing a large damage output even late into a combo.
  • No Aerial Mobility: Virtually no aerial mobility except for j.2H Senton. Additionally, She-Hulk has basically no air-OK offensive options. Her gameplan becomes much more linear if opponents can get airborne without being clipped by her anti-air throws.
  • Almost No Zoning: No projectiles and underwhelming range on most attacks. She-Hulk struggles against characters who outrange her or that can play a functional zoning game, which includes a large part of the most commonly-played point characters.
  • Poor Assists: Assists are "win more" and do not contribute much to neutral.
  • Limited Conversions: Limited ability to convert stray air-to-airs. This is especially bad for her oncoming mixup game. Many other Guard Break/Unblockable characters function because if the opponent chooses to take the meaty hit, the attacking character can convert into an equally damaging combo. If She-Hulk tries to set up a Guard Break using her airthrows and the opponent simply chooses to get hit instead of block, she gets little value from it.
  • Dependent On Wall Combos: If Wall Bounce has already been used, her DHC deals very mediocre damage. In general, She-Hulk is highly dependent on her one Wall Bounce per combo.
  • Awful Damage: Her damage output overall is some of the worst in the game. This forces her to either dump large amounts of meter into a combo to kill via DHC, or go for resets, which she thankfully has the tools to effectively use. However, a character reliant on resets for kills naturally performs worse than characters who kill off a single touch.
UMVC3 She-Hulk Nameplate.png
UMVC3 She-Hulk Portrait.png
Health 1,150,000
Invulnerable Reversal(s) 214XX, 623XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 30% / 50% / 70%
X-Factor Speed Boost (1/2/3) 10% / 20% / 30%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No No Yes
Minimum Attack Scaling
Normals Specials Hypers
10 10 50

Move List

Assists

Torpedo
Assist A
UMVC3 SheHulk 22S6L.png
Damage Startup Active Recovery
75,000 47 8 117, 87
On Hit On Block Guard Properties
- - Low Otg.png, Strk.png

THC Hyper: Emerald Cannon. Recommended assist. She-Hulk dashes forward about half of fullscreen distance, then slides across the ground. The slide is a Low hit that is OTG capable. On hit, pops opponents a short distance into the air for a short relaunch.

Can be useful as a quick OTG for point characters whose solo OTG options are poor. As a low-hitting assist, it can be used to set up High/Low mixups or even Unblockables when paired with an Overhead attack from the point character.

Clothesline
Assist B
UMVC3 SheHulk 22S6M.png
Damage Startup Active Recovery
90,000 53 4 140, 110
On Hit On Block Guard Properties
- - Mid Armored frames 45-56, Crumple.png (vs grounded), spinout into Softknockdown.png (vs airborne)

THC Hyper: Emerald Cannon. She-Hulk dashes the same distance as during Torpedo, but performs a running armbar attack instead. Although this assist does have some armored frames, they are only active for a short window and absorb a maximum of one hit, so it is unlikely to be able to blow past an opponent's projectile attacks.

If this assist hits a grounded opponent, it causes a Crumple state which lasts roughly two seconds, allowing the point character to follow up with basically any attack of their choosing. Outside of this, Clothesline is unremarkable as an assist.

Somersault Kick
Assist Y
UMVC3 SheHulk 22S6H.png
Damage Startup Active Recovery
60,000 x2 30 11 132, 102
On Hit On Block Guard Properties
- - Mid Strk.png

THC Hyper: Emerald Cannon. She-Hulk performs a Flash Kick-esque kick into the air. Like most reversal-esque assists, it lacks any invincibility or armor, and knocks opponents very high into the air on hit. It does come out extremely quickly by assist standards.

Unlike the point character version of Somersault Kick, a Crossover Counter into this assist can not be followed up into Chariot or Catapult stances, although it can be canceled into Runner's Start once She-Hulk lands.

Ground Normals

Stand Light
5L
UMVC3 SheHulk 5L.png
Damage Startup Active Recovery
55,000 7 4 11
On Hit On Block Guard Properties
+1 -2 Mid -

-

Stand Medium
5M
UMVC3 SheHulk 5M.png
Damage Startup Active Recovery
70,000 8 4 15
On Hit On Block Guard Properties
+2 -2 Mid -

-

Stand Heavy
5H
UMVC3 SheHulk 5H.png
Damage Startup Active Recovery
90,000 10 4 17
On Hit On Block Guard Properties
+5 +1 Mid -

She-Hulk performs a forward kick with very good range and speed. However, this attack also causes a large amount of pushback on contact. 5H > 5S will whiff even at point blank range, and so She-Hulk's combo potential off this attack is very low. Considering the strength of She-Hulk's 2H as an alternative, this attack is usually omitted from chains.


Crouching Light
2L
UMVC3 SheHulk 2L.png
Damage Startup Active Recovery
48,000 7 3 11
On Hit On Block Guard Properties
+2 -1 Low -

"Fast" low attack for keeping an opponent pinned down to start offense. Has decent range. 2L xx 236H will catch pushblocking opponents near the corner, and 2L > 2H ~ 236H will catch midscreen.

Crouching Medium
2M
UMVC3 SheHulk 2M.png
Damage Startup Active Recovery
67,000 9 4 19
On Hit On Block Guard Properties
-2 -6 Low -

-

Crouching Heavy
2H
UMVC3 SheHulk 2H.png
Damage Startup Active Recovery
80,000 13 10 23
On Hit On Block Guard Properties
- -11 Low Strk.png, Softknockdown.png

She-Hulk slides across the ground, advancing forward about 1/4 of fullscreen distance while kicking. This is a critical offensive tool for She-Hulk. Its forward movement allows her to convert from the outer edges of her longer pokes (except 5H) into a 5S Launcher. While sliding, She-Hulk's crouching profile is significantly lowered, and she can use this attack to advance underneath beams or other projectiles.

She-Hulk can kara-cancel her 2H slide into her 236X command grabs in order to significantly extend their range. 2L > 5M > 2H~236L is a simply string that will grab opponents holding down-back, while using 236M instead will grab opponents trying to Chicken Block.

Stance Cancel

  • Chariot - Hold forward during frames 21-30
  • Catapult - Hold back during frames 21-30


Launcher/Special
S
UMVC3 SheHulk 5S.png
Damage Startup Active Recovery
90,000 10 3 26
On Hit On Block Guard Properties
Launch -7 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 SheHulk jL.png
Damage Startup Active Recovery
55,000 6 8 17
On Hit On Block Guard Properties
+13 +10 OH -

-

Jumping Medium
j.5M
UMVC3 SheHulk jM.png
Damage Startup Active Recovery
70,000 7 4 26
On Hit On Block Guard Properties
+18 +14 OH -

Works as an instant overhead against normal sized characters when set up via Fuzzy Guard, or naturally against Big Body characters.

Jumping Heavy
j.5H
UMVC3 SheHulk jH.png
Damage Startup Active Recovery
85,000 9 4 26
On Hit On Block Guard Properties
+21 +17 OH -

-

Jumping Special
j.5S
UMVC3 SheHulk jS.png
Damage Startup Active Recovery
90,000 10 4 27
On Hit On Block Guard Properties
+18 +14 OH Aircombofinisher.png

-

Command Normals

Greeting Punch
6H
UMVC3 SheHulk 6H.png
Damage Startup Active Recovery
90,000 25 3 15
On Hit On Block Guard Properties
+8 +4 OH -

Standing overhead. Can be chained into from any of She-Hulk's grounded normals to attempt a mixup. 6H is not special-cancelable, but on hit, it is advantageous enough to link 5M and continue the combo. Alternatively, 6H does allow chaining into She-Hulk's stances, and 6H > [6] > L (Torpedo) comboes.

Stance Cancel

  • Chariot - Hold forward during frames 21-32
  • Catapult - Hold back during frames 21-32


Lights Out!
4H
UMVC3 SheHulk 4H.png
Damage Startup Active Recovery
130,000 30 5 62
On Hit On Block Guard Properties
- -45 Mid Wallbounce.png

She-Hulk grabs a lamppost (!!) and performs a slow, massive swinging attack with it. The attack reaches roughly halfscreen and causes a Wall Bounce if it hits, but is catastrophically slow, leading to it not seeing much use. 4H is special-cancelable (unlike 6H) even on whiff, and so its massive recovery can be mitigated by canceling into 22S. 4H can also be used as a kara-cancel into her 236X command grab, scooping opponents who are afraid of getting hit by the lamppost.


Senton
j.2H
UMVC3 SheHulk j2H.png
Damage Startup Active Recovery
100,000 20 Until Grounded 19
On Hit On Block Guard Properties
- 1 OH Armored frames 14-26, Otg.png, Groundbounce.png

She-Hulk floats in the air for a moment, then plummets down towards the ground on her back. Has a minimum height restriction, similar to the one that many characters have on their airdash. She-Hulk lands with an OTG hit that causes a very small Ground Bounce which is difficult to capitalize on.


Glitch: Senton can be canceled into TAC if done during a Launcher Combo. If Senton is canceled this way just before reaching the ground, the startup of the TAC is land-canceled, and She-Hulk recovers much faster than the otherwise would. This is not a She-Hulk-specific glitch and can technically be done with any character that TACs close to the ground, but She-Hulk does have some practical combo routes that can utilize it. Video Showcase of the glitch.


Wall Jump
(Backjumping against a wall) 9
UMVC3 SheHulk WallJump.png
Damage Startup Active Recovery
- 8 - -
On Hit On Block Guard Properties
- - - -

She-Hulk can Wall Jump by jumping into the edge of the screen, and then holding up-forward off of it. After 8 frames of walljump animation, She-Hulk is in a neutral state and can freely act.

Special Moves

Runner's Start
22S
UMVC3 SheHulk 22S.png
Damage Startup Active Recovery
- 8 0 ~ 51 5
On Hit On Block Guard Properties
- - - -

She-Hulk enters a crouching stance. It has functionally the same profile as her regular crouch despite the unique animation. She-Hulk will remain in this stance for up to 60 seconds, but it can be canceled early by pressing S, which ends the stance with a 5 frame recovery window.

Almost all of She-Hulk's grounded normal attacks and specials can be canceled into Runner's Start, making it useful as a universal free cancel tool. At a minimum duration of 13 frames when S-canceled as early as possible, all of She-Hulk's attacks except for 2L benefit from having their recovery canceled into Runner's Start. Being able to rapidly cancel other specials into Runner's Start to quickly access She-Hulk's other stance attacks also adds additional combo/blockstring options.

She-Hulk can transition into her two other stances - Chariot and Catapult - by holding forward or backward respectively on the stick during Runner's Start. This is the fastest and most reliable way to access these two stances. Additionally, if She-Hulk remains in Runner's Start for its full 60 frame duration, she will automatically transition into an enhanced version of Chariot which has Hyper Armor.

Stance Cancel

  • Chariot - Hold forward during frames 21-30
  • Catapult - Hold back during frames 21-30


Chariot
(During Runner's Start or various other moves) > [6]
UMVC3 SheHulk 22S6.png
UMVC3 SheHulk 22S6 Charged.png
If Runner's Start is allowed to fully charge, Chariot will glow, and has full hyper armor.
Damage Startup Active Recovery
- 1 Until contact -
On Hit On Block Guard Properties
- - - -

She-Hulk's running stance. She continually runs forward, significantly faster than walking but slower than she could travel with optimal plink dashing. She will continue to run until making contact with an opponent or the edge of the stage. Chariot can also be canceled at any point by pressing S.

By itself, Chariot does nothing except give She-Hulk access to three special attacks by pressing L, M or H during the stance (see below).

Torpedo
(During Chariot) > L
UMVC3 SheHulk 22S6L.png
Damage Startup Active Recovery
80,000 9 8 24
On Hit On Block Guard Properties
+4 -10 Low Otg.png, Strk.png

She-Hulk slides across the ground while punching. This attack is her primary OTG for combos, and also a decent pressure tool. It can be canceled into Runner's Start at any point in its duration, allowing She-Hulk to effectively chain Torpedo into any of her other stance actions.

Clothesline
(During Chariot) > M
UMVC3 SheHulk 22S6M.png
Damage Startup Active Recovery
110,000 15 4 37
On Hit On Block Guard Properties
- -19 Mid Armored frames 7-18, Crumple.png (vs grounded), Wallbounce.png (vs airborne)

She-Hulk performs a running punch. Has a small window of Armor, which can be combined with the armor of a fully-charged Chariot to blow through an opponent's attack and punish them, but is otherwise primarily a combo tool. The attack has a wide hitbox and can hit as a crossunder, which makes it a decent option for oncoming mixups.

If Clothesline hits a grounded opponent, they are placed into a Crumple state. This is very difficult to combo into without specific assists such as Spencer's Slant Shot, but effectively guarantees a full combo afterwards with a starter of your choosing.

If Clothesline hits an airborne opponent, it causes a Wall Bounce. This is a common combo extension and much more practical to land in a solo combo. However, keep in mind that using Wall Bounce here will prevent it from being available on later in the combo during Emerald Cannon (236XX).

Clothesline can be canceled into Runner's Start at any point in its duration, allowing She-Hulk to effectively chain the attack into any of her other stance actions.

Somersault Kick+
(During Chariot) > H
UMVC3 SheHulk 22S6H.png
Damage Startup Active Recovery
70,000 x2 6 10 35
On Hit On Block Guard Properties
-7(-2) -21(-16) Mid Strk.png

She-Hulk performs a leaping backflip kick, functioning almost identically to the non-stance Somersault Kick. It has no armor or invincibility, but is very fast and has an enormous hitbox, making it very difficult to contest. Has long recovery, although most of it is spent flying backwards which makes it harder to punish than the frame data would suggest. Additionally, Somersault Kick+ can be chained into Chariot or Catapult stances upon landing in order to give it slightly better recovery. Frame advantage when stance-canceled is given in parentheses.

Stance Cancel

  • Chariot - Hold forward during frames 46-50
  • Catapult - Hold back during frames 46-50


Catapult
(During Runner's Start or various other moves) > [4]
UMVC3 SheHulk 22S4.png
Damage Startup Active Recovery
- 26 38 -
On Hit On Block Guard Properties
- - - -

She-Hulk's walljump stance. She performs a large backwards jump and - upon reaching the wall behind her - leaps off it back towards the opponent.

It takes 26 frames to reach the wall and leap off of it. After the walljump, She-Hulk remains airborne for 38 additional frames (27-65). The walljump lands after covering roughly 3/4 of fullscreen distance. While airborne after the Wall Jump, She Hulk can perform one of three special stance attacks by pressing L, M, H, or S. However, she cannot perform other actions or block until landing.

Shooting Star
(During Catapult) > L
UMVC3 SheHulk 22S4L.png
Damage Startup Active Recovery
90,000 6 Until grounded 8
On Hit On Block Guard Properties
- +11 OH Groundbounce.png

She-Hulk attacks downwards with a falling elbow drop. This attack overrides the walljump's momentum with a harsh down-forward fall, and so it will greatly shorten the distance of her jump if done early, but can actually extend the distance if done very late. Causes a Ground Bounce on hit which can be easily followed up with a 5S launcher or similar attack.

Flying Drop Kick
(During Catapult) > M
UMVC3 SheHulk 22S4M.png
Damage Startup Active Recovery
110,000 10 Until grounded 15
On Hit On Block Guard Properties
- +6 OH Wallbounce.png

She-Hulk suddenly halts all forward momentum and drops straight down while kicking. Has good range and causes a Wall Bounce on hit.

Diving Senton
(During Catapult) > H
UMVC3 SheHulk 22S4H.png
Damage Startup Active Recovery
110,000 12 Until grounded 19
On Hit On Block Guard Properties
- +1 OH Armored frames 14-26, Otg.png, Forcedgroundbounce.png

She-Hulk flips over and falls onto her back. This acts as an enhanced version of She-Hulk's j.2H Senton command normal. It ground bounces higher and deals more damage.

Emergency Landing
(During Catapult) > S
UMVC3 SheHulk 22S4S.png
Damage Startup Active Recovery
- - - Until grounded +5
On Hit On Block Guard Properties
- - - -

Cancel option for Catapult. She-Hulk instantly halts any aerial momentum and starts to drop towards the ground.


Heavy Strike
236X
UMVC3 SheHulk 236L.png
L Version
UMVC3 SheHulk 236M.png
M Version
UMVC3 SheHulk 236H.png
H Version
UMVC3 SheHulk 236X Grab.png
Opponents grabbed by any version of Heavy Strike are dizzied.
L
Qcf.png + L.png
Damage Startup Active Recovery
56,000 10 1 25
On Hit On Block Guard Properties
- - Throw Dzzy.png
M
Qcf.png + M.png
Damage Startup Active Recovery
56,000 9 4 23
On Hit On Block Guard Properties
- - Airthrow Dzzy.png
H
Qcf.png + H.png
Damage Startup Active Recovery
56,000 x2 20 6 20
On Hit On Block Guard Properties
- - Throw Dzzy.png

She-Hulk's command grab. It is fairly slow by Marvel throw standards, but has respectable range. If She-Hulk grabs an opponent with any version of Heavy Strike, they are put into a Dizzy state for 120 frames. This basically guarantees that she can start a combo with an attack of her choice.

  • L version is a standard close-range command grab useful for tickthrows and other strike/throw mixups.
  • M version is an anti-air grab that will scoop opponents out of the air but does not work on grounded opponents. Its primary purpose is to catch opponents who are attempting to up-back out of the other two grab variants.
  • H version causes She-Hulk to rush forward while grabbing, covering about halfscreen distance. It can be useful to chase down pushblocks.

All versions of She-Hulk's command grab can be kara-canceled into from either 2H or 4H, which can enhance their range or encourage opponents to block.

Unlike most throws, the H version appears to scale, so the second hit will actually deal 50,400 damage, instead of 56,000.


Somersault Kick
623X
UMVC3 SheHulk 623X.png
L
Dp.png + L.png
Damage Startup Active Recovery
100,000 8 10 21
On Hit On Block Guard Properties
-6(-3) -9(-4) Mid Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
70,000 x2 6 11 39
On Hit On Block Guard Properties
-12(-7) -26(-21) Mid Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
60,000 x3 4 13 59
On Hit On Block Guard Properties
-29(-8) -49(-38) Mid Strk.png

She-Hulk leaps into the air to perform a backflipping kick. Somersault Kick is not invincible or armored, but it is very fast - especially the H version at 4f startup. Its speed and enormous hitbox make it very likely to cleanly beat an opponent's attacks.

Has long recovery, although most of it is spent flying backwards which makes it harder to punish than the frame data would suggest. Additionally, Somersault Kick can be chained into Chariot or Catapult stances upon landing in order to give it slightly better recovery. Frame advantage when stance-canceled is given in parentheses.

Stance Cancel

  • L Version - Chain into Chariot or Catapult during frames 34-38
  • M Version - Chain into Chariot or Catapult during frames 51-55
  • H version - Chain into Chariot or Catapult during frames 66-75

Hyper Combos

Emerald Cannon
236XX (1 bar)
UMVC3 SheHulk 236XX.png
Damage Startup Active Recovery
120,000 10+4 8 62
On Hit On Block Guard Properties
- -48 Mid Wallbounce.png, Hardknockdown.png

She-Hulk leaps at the opponent and performs a dropkick. Emerald Cannon has two special follow-up attacks which must be manually input, but do not require any additional meter (see below). Emerald Cannon by itself does very poor damage, but landing one or both of the follow-up attacks greatly increases the damage potential.

The dropkick causes a Wall Bounce on hit, which is required to combo into the follow-up attacks. If Wall Bounce has already been used earlier in the combo, Emerald Cannon will only cause a normal Hard Knockdown, which She-Hulk can not follow up without a DHC.

Emerald Impulse
(When Emerald Cannon hits) > 236S
UMVC3 SheHulk 236XX236S.png
Damage Startup Active Recovery
120,000 26 31 41
On Hit On Block Guard Properties
- - Mid Spinout into Hardknockdown.png

She-Hulk follows up Emerald Cannon by leaping off the wall and striking the opponent in the air.

The attack knocks the opponent very high up, and forces them to fall all the way back down for a Hard Knockdown. This takes long enough that She-Hulk can recover and continue the combo. It is possible to re-OTG with Torpedo or Hard Tag to another character with a fast OTG attack like Doctor Doom or Dante.

Emerald Disaster
(When Emerald Impulse hits) > 236S
UMVC3 SheHulk 236XX236S236S.png
Damage Startup Active Recovery
120,000 46 22 21
On Hit On Block Guard Properties
- - Mid Hardknockdown.png

She-Hulk follows up Emerald Impulse by leaping off the wall one more time, then falling onto the opponent with a flying Senton. This ends the hyper chain with a Hard Knockdown, although it is possible to DHC before the opponent reaches the ground to continue onto another hyper.


Taking Out the Trash
"How's about a nice hug?"
623XX (1 bar)
UMVC3 SheHulk 623XX.png
UMVC3 SheHulk 623XX Cinematic.png
Damage Startup Active Recovery
260,000 ~ 305,000 4+3 88 - 92 93 ~ 154
On Hit On Block Guard Properties
- - Airthrow Invuln until frame 8, mashable, Wallbounce.png

Cinematic Airthrow hyper. She-Hulk leaps up into the air reaching upwards. If she grabs an opponent out of the air, they are pulled into a cinematic where she flings them around, ending with them being tossed into the wall for a Wall Bounce, which starts a combo.

During the cinematic, the hyper can be "mashed" by spinning the stick. Every 8 different directional inputs adds an additional 5,000 damage hit, up to a total of 9 extra hits at 72 inputs. You do not need to actually spin the stick, only rapidly input different directions.

This hyper is very powerful for Guard Breaks, resets, and oncoming setups. The airthrow hitbox has a decent size and is invulnerable until active, so if you can force an opponent to tech out into the air above She-Hulk, this hyper can be almost impossible to escape. In this sense, it functions similarly to Spider-Man's Ultimate Web Throw. If an opponent in the air pushblocks one of She-Hulk's assists (or even some of her own attacks), it is possible to react with this hyper and grab them out of the pushblock recovery. It is also useful as anti-Dark Phoenix technology, since Phoenix is automatically placed airborne when she goes Dark, and She-Hulk's invincibility can dodge the shockwave effect.

When landing this hyper, keep in mind it automatically consumes your Wall Bounce, preventing you from using it for Clothesline extensions or accessing the follow-up hits of Emerald Cannon.


Road Rage
214XX (3 bars)
UMVC3 SheHulk 214XX.png
UMVC3 SheHulk 214XX Cinematic.png
"This is Bad!"
Damage Startup Active Recovery
180,000 (Car), 400,000 (Throw) 18+0 1 3
On Hit On Block Guard Properties
- - Throw / Mid Invuln until frame 19, Hardknockdown.png, Priority: High, Durability: 4

Cinematic level 3 command grab hyper. If the opponent is close to She-Hulk on the ground when this hyper activates, they are pulled into a cinematic where Jenny attempts to "save" the opponent from being hit by an incoming car, only for it to explode on top of them instead. The grab has slow pre-flash startup but is invincible and can not be reacted to or escaped post-flash by anything. The cinematic causes a Hard Knockdown which She-Hulk can follow up with her usual Torpedo OTG.

This hyper is unique among command grabs in that it also has a second, alternate attack version that occurs if the throw misses. The car that appears in the cinematic will drive across the screen as a enormous, high-priority projectile. The car effectively protects She-Hulk from retaliation even if her throw attempt fails. It can also be comboed into for style points, although it does much less damage than the actual throw hyper would. Additionally, the recovery is so fast that opponents who jump to escape this hyper are then vulnerable to being airthrown by 623XX.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 SheHulk GroundThrow.png
UMVC3 SheHulk GroundBackThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that results in the opponent knocked down. Has basically no follow-up potential.

Air Throw
j.6H, j.4H
UMVC3 SheHulk AirThrow.png
UMVC3 SheHulk AirbackThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in a hard knockdown. She-Hulk has time to land and then OTG with Torpedo to start a combo.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 SheHulk 5H.png
Damage Startup Active Recovery
50,000 2 3 18
On Hit On Block Guard Properties
- +1 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 SheHulk HardTag.png
Damage Startup Active Recovery
30,000 - 20 34
On Hit On Block Guard Properties
- -16 OH Softknockdown.png

-

Team Position

Although She-Hulk is not a popular character, she has seen some tournament success in multiple team positions, including both the Point and Anchor position. Teams featuring her are often flexible teams that frequently shift team order mid-match and still work comfortably. While on point, She-Hulk benefits greatly from having teammates in the back whose assists can cover her poor neutral game and allow her to approach safely. She can also make use of hard tag combos to reset scaling after landing her command grab or airthrow.

In the backline, She-Hulk provides an OTG assist in the form of Torpedo, which is useful for character with poor solo OTG options, and can also be used to set up high/low unblockables. She-Hulk scales well with X-Factor, as the 30% speed boost makes her stance switches much faster, opening new combo routes. Having access to lots of meter as an anchor character allows her to more frequently use her Anti-Air level 1 hyper, and her command grab Level 3, adding a lot of danger to her mixup game.

Notable Synergies

Thor: Thor's Mighty Spark takes noticeably longer to fire than comparable beam assists like Doom's or Iron Man's. In the case of She-Hulk, this can actually work to her advantage. She can call Thor before entering her crouch stance, and the beam will still be connecting after her follow-up attack completes. This makes it easier for her to use Thor's assist as a combo extender than many other assists. Also, Thor's OTG options are very limited, and so having an OTG assist like Jenny greatly expands his combo potential. Thor and She-Hulk can also set up many dangerous guard break setups by having Thor DHC into her anti-air command grab. For example, Thor can attempt a grounded command grab, and then reaction DHC to her if the opponent jumps away. He can also cancel aerial normals into Mighty Tornado, and then DHC after the blockstun of his normal ends but before his own hyper connects.

Players to Watch: Abegen (Thor/Tron/She-Hulk), Luizmau (Thor/She-Hulk/Doom), St.Valentine (She-Hulk/Spencer/Chris), Viceroy (She-Hulk/Spencer/Strange)

Spencer: She-Hulk's Clothesline stance attack causes a crumple against grounded opponents. She can use Spencer's Slant Shot assist to convert an extended combo into a restand and then land a grounded clothesline. This setup is similar to the more popular Nova/Spencer shell, and works in mostly the same way, including enabling hard tag setups to more damaging characters. She-Hulk can also use her strong grounded movement to set up cross-under setups by calling Spencer against an airborne opponent (such as during an Oncoming Mixup) and dashing or sliding underneath the opponent.

Players to Watch: Combofiend (She-Hulk/Spencer/Doom, She-Hulk/Spencer/Strange)

Other Players to Watch: emc (She-Hulk/Doom/Strider, older), St.Valentine (Viper/She-Hulk/Chris)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 She-Hulk Color 1.png UMVC3 She-Hulk Color 2.png UMVC3 She-Hulk Color 3.png UMVC3 She-Hulk Color 4.png UMVC3 She-Hulk Color 5.png UMVC3 She-Hulk Color 6.png UMVC3 She-Hulk Color Alt.png