How exactly do you do the j.2C loop? I’ve gotten it a couple of times, but that’s the exception rather than the rule.
The problem is that I do something like A B 2C S j.S airdash j.2C dash S j.S airdash j.2C <-- right there, it counts as a second floor bounce and breaks the combo. Do I have to land the dive at a specific time?
I am confused by the loop as well. I only just now realized that in the original video that the :d::h: hits twice. Once with his fist, twice with the shock wave. The first hit needs to OTG, the second one puts them in a juggle state for the launcher.
My theory, and hopefully a second source can verify, is that the opponent must be completely grounded or else the fist hit will whiff (they’re still in the animation from the down launcher), and they get hit by the shock wave instead. The shock wave will OTG, but it does not automatically put them in a juggle state for the loop. There has to be two hits before relaunch.
That’s what I suspect -
If you hit airborne with j.2C, the first hit carries to the ground and the second hit OTG ground bounces.
If you hit OTG with j.2C, the first hit OTGs and the second hit knocks them back into the air without being a ground bounce. So you need to land it as soon as the person has flattened on the ground.
Honestly, I think Skrull is one of those easy characters to pick up and play but at high levels…he wont be as good. His dmg output is par…its not really excellent which is important in this game. One combo in this game should pretty much kill you. lol.
For anyone having trouble with the loop. It is all about the timing. If the second j.:d::h: doesn’t otg for you then you miss timed it. The airdash timing is the hardest part, and once you get it down, it becomes so much easier.
It doesn’t work that well, since his limbs are kinda slow, don’t have huge hitboxes, and the damage is pretty bad. You take a beam hyper to you and your cover assist and you’re in the net negative even if you hit the opponent a couple of times.
Now, mixing in command grabs will get you more damage, and throwing in something like a buffered Rolling Hook will help a bit too, but yeah - hard to say.
I have alot of question about Skrull for starters in one of the vids you combo a naked diving punch into a launcher. Was there some sort of dash inbetween? I’m not sure which vid it was
im sorry if this has already been brought up but what is the most effective way to use s. skrull, ive been using him as an anti projectile spammer but feel i am over-relying on his e. slam to combo, how should i be approaching and which combos are his bnbs.
One of the things I enjoy about Super Skrull is how many different ways you can play him. You can play a zoning game, you can play rushdown, you can play throw mixups, he may not be particularly good at any one of these strategies, but he has the ability to adapt his playstyle to the matchup.
In other words, a win is a win. E-slam all you can!
One of the things I enjoy about Super Skrull is how many different ways you can play him. You can play a zoning game, you can play rushdown, you can play throw mixups, he may not be particularly good at any one of these strategies, but he has the ability to adapt his playstyle to the matchup.
In other words, a win is a win. E-slam all you can!
Where can the timing be adjusted? Is it just in canceling the air dash into :d::h:, or is there another place the timing can be compensated for?
I don’t have too much a problem from mid screen but in the corner the the first bounce doesn’t go straight up and then the 2nd rep doesn’t bounce at all.
Can someone test how teching out of web-ball works? I’ve done combo, web-ball assist, S, jMMHS (they land in web-ball before hitting the ground, then the web breaks before they hit the ground), air elastic slam reset. Was wanting to know what the opponent’s options are after web-ball hits. Can they delay breaking out or tech back or forward? Breaking out of the web doesn’t even look like an air tech…
I’m having trouble really setting up much of a strategy around Skrull. While I enjoy him, and would like him on my team, he just seems to be lacking in a lot of areas (though he’s definitely a strong character) that are important to me. None of his assists seem particularly spectacular. He has trouble finding reliable DHCs. And while his specials are bloody awesome, his normals all seem to have really short range and tiny hitboxes. Anyone else finding this, or have any tips for me?
his tenderizer assist is godly, i use it with wesker, after an air combo, call assist, gun otg, tenderizer will hold them still for a long time, enough to hit level three hyper.
also, how do i do the air reset after cr. m, does anyone have a video explaining this?
I usually use stone smite assist. It comes out behind your point character, then reaches decently far forward for a wallbounce you can combo off of, and also OTGs. Orbital grudge and tenderizer are pretty much just there for a combo extender to hold them in place for a few seconds.