Understanding the bounce conditions of j.2h
Sometimes it bounces and sometimes it doesn’t and I don’t really get it.
Also trying to find a consistent, easy way to keep it bouncing in the corner…
Understanding the bounce conditions of j.2h
Sometimes it bounces and sometimes it doesn’t and I don’t really get it.
Also trying to find a consistent, easy way to keep it bouncing in the corner…
Not sure what the properties of his hurricane kick are but you could try grabbing him outta it, try the ground one then the air one just to test out your options. I think skrull has some potential in this game, anyone know the properties of his other two assists(the ones that aren’t tenderizers)? Like does the spinning flame one have any projectile priority, and what purpose does the other one serve?
Maybe an OTG assist, but besides that, no, I don’t think so. Please prove me wrong. lol
not much. that’s why i have him in my 3rd slot, I really want him to have meter.
small thing I noticed, M Elastic Slam will grab large characters at close range. Tested it on Tron and Hulk so far.
just tested grabbing akuma out of his tatsu with elastic slam and it works. you need to use H version. since the grab comes out a little slow, you need to anticipate it mid-close range. if he uses it from far [not sure why he would] you can do it on reaction. you can’t grab him when he’s being used as an assist, only on point. Another way to beat it is orbital grudge, beats it clean, which you can than go into fatal buster combo
Check out this thread I just made…
http://shoryuken.com/f352/tatsumaki-zankukyaku-267490/#post10344085
I just switched Skrull from the second to third spot on my team (Arthur/Haggar/Skrull). After fighting a match with just Haggar (my ace) left and being completely immobilized, I decided that Arthur’s Fire Bottle is way too important for Haggar getting in. So Skrull took one for the team and went to third. Do you guys think this is a good move? Maybe he’d be better first? I love Arthur first because I usually confuse the hell out of the opponent at the beginning (they don’t know how to get past the wall!) and because he builds so much meter. Does Skrull have any benefits from being first? He’s a meter-hog, is he not?
You only get one ground bounce per combo. J2h ground bounces. If you’re using regular h as part of your normal combo, that’ll cause later j2hs to not ground bounce. General magic series for skrull as far as I can tell is l, m, cr.h, s --> whatever.
he’s only a meter hog if you stick to the basic tenderizer combos. his skrull smash relaunch combos build solid meter. I have him third on my team because I like his tenderizer assist and I like him to have meter going in. he also has a good comeback factor because you can punish projectile spammers.
Air Down H
Is there any sort of name for this move? I see that some command attacks have names (Stone Smite, Worm Squash) and I was wondering if this a.) has an official name or b.) has a community appointed name. Also, if it doesn’t have a name I’d like to see if the community could come up with a good one. A name, for me, would be much easier than saying air down heavy.
Skrull Smash
… it’s in the Guide.
thanks. it certainly helped a bit, but some of guys dont seem to like to tell their secretsXD
for your question: im always using him on point and usually have to deal with low meter, but thats not really skrulls fault. its just that people get punished so easily by meteor smash and the only follow up is a hyper…
if you manage your meterd though its not all that bad. his standart combo(s) really buils enough meter. id say try it:)
I’d be more inclined to use cr.m instead of m in his magic series, since his standing medium hits twice and would be less efficient in terms of damage scaling as his cr. m.
No, that’s not it.
I’m able to do 2lmhs j.s j.2h s j.mmhs j.2h and 2lmhs j.mmhs j.2h s j.s j.2h and get 2 bounces in both combos.
I think it depends on hitstun decay…
Which guide? Brady Games? All I see is down H.
Edit: Nevermind, you meant the SRK guide. Okay, cool. Skrull Smash it is.
I didn’t realize how in depth Skrull’s section was! I can really use some of this information. If anyone who added to it is reading, thank you!
Skrull Smash doesn’t ground bounce but it does OTG.
Hit stun decay is what causes you to ‘miss’. 2 Skrull Smash Loops is the most you can generally fit into a combo (assists can change that).
[media=youtube]WELc7zIcr8A[/media]
He did 4
Right, and he’s keeping the hitstun down by using less hits that hit harder. It still lowers to hitstun with every hit so your timing has to be more precise the more loops you do.
Using Skrull Smash from the air also can significantly reduce the combo in the long run, I think.
From what I’ve heard what makes it work is the second hit, which always groundbounces, the way the Ise loop works is that the spacing means the first hit lifts the character up just enough that the second connects properly. I’m just speculating though. I like the number of people in this thread who seem to think they know what you’re talking about but miss the mark completely.
EDIT: You’ll notice in the video, the first hit of the dive keeps the opponent in OTG state and they’re only moved into the groundbounce state after the second hit hits. Seems that way anyway.
EDIT2: After some experimenting I’m a good 80% sure that this is the case.
I’ve heard that he’s good at punishing projectile spammers, but I’ve also heard that the way to punish projectiles is with Meteor Smash and you shouldn’t abuse that too much or they’ll catch on. Is there a different way to punish projectiles? Or are you guys really just doing Meteor Smash a lot against projectile spammers?
It is more than Meteor Smash.
His arm is invincible during Elastic Slam grabs (it will go right through projectiles with remarkable reach). He has super armor during Orbital Grudge (goes through single hit projectiles). He has a fast dash. His air-dash is excellent for moving in, and can be followed by :d::h: (Skrull Smash) which can lead into combos. Rolling Hook (:f::f::f::h:) closes distance very quickly during any gaps in projectile spam.
I thought it was called Piledriver.