i think the game listed it in the mission mode under a different name…brutal something. either pilebunker or piledriver.
hmmm. I’ll do Skrull’s trials over again and see if I can find it within.
Does anyone have any other beginner level Skrull combos besides the following? …
st. L, st. M, st. H, S, air M, air M, air H, air S, Tenderizer xx Skrull Torch
st. L, st. M, cr. H, S, air M, air M, air H, air S, nj, airdash, air down H, dash, S, air M, air M, air H, air Inferno
New Super Skrull video here:
[media=youtube]XaO6c7ZzsPw[/media]
I’m sure you can incorporate some of this stuff into your game. Hopefully you’ll find it useful.
I hope this can be some help. The ise-loop can be very difficult.
d+h can’t be used in an air combo string, it can do up to two hits, and comes straight down. d+h also has pretty decent range, maybe about a sweep distance’s worth. I think it also helps pulling off d+h by holding db+h instead. In training mode i tried lots of setups and I figured that:
If you land on top of their body with d+H you can re-launch, but you can only do this once and on your next re-launch to knockdown, you must keep distance between you and your opponent to ensure two hits. immediately dash after your d+h and re-launch because the distance between you and your opponent will become too far for you to launch without dashing. Also, hit stun decay does affect this combo, every re-launch to knockdown, the two hit will become much harder to hit, so you must be precise after the air S.
So the distance on your d+h is the most important…if you land too close to the body, you will only get one hit, but if you stay just a few steps back, you can land two hits and dash re-launch.
I’ve noticed that if you input the :f::f::f: portion of Rolling Hook (:f::f::f::h:) during a missed Skrull Smash (air :d::h:), Rolling Hook starts immediately without dashing. This greatly improves the start-up time of Rolling Hook at a very minor reduction in range.
does it cancel the recovery of j.2H? if so that would be awesome:D
also @Dedemaru
id generally go for cr.H just to keep your options in case you want to extend your combos.
also starting from j.2H>dash>S>j.M>j.M>j.H>j.S>meteor smash>inferno into air throw reset(especially in the corner)
dont ave much else to add
Sadly no, though recovery on a missed j.2h isn’t too bad. Rolling Hook itself, and its recovery, can cancel into any special. (In fact, canceling Rolling Hook to Elastic Slam is featured in aer0blue’s video a few posts above mine.)
Due to the hard knockdown on the far side of the screen and the ability to cancel out of its recovery, you’ll never land an easier Meteor Smash than the one you do after a Rolling Hook that hits. Also, due to damage scaling, you can get more damage off a Rolling Hook knockdown than off an Elastic Slam even though Elastic Slam by itself is the more damaging move.
You can also tick-throw after the Rolling Hook with an Elastic Slam, if you’re close enough.
Hey so I’ve seen a lot of people asking about tenderizer, but I’m fairly sure that there is no situation where tenderizer would be a better move to use than another. In a situation where you could otg and ground bounce with it you could otg and ground bounce with skrull smash. You can only follow tenderizer with a super, but you can dash S into an air combo after skrull smash. In a situation where tenderizer wouldn’t ground bounce (after you already used a ground bounce in your combo) you can otg into any super with stone smite or meteor smash, the latter doing more damage. So in any situation where you could use tenderizer, you could use a different move and get more damage.
the advantage of tenderizer is that it’s easy to do. the timing on stone smite is tricky and the hit box on meteor smash can be finicky. me personally, I use tenderizer to combo into Death Penalty. you can also use it for some elastic slam resets.
Whats the best combo to go to from Elastic Slam? And does Ise loop combo off the slam? And also is it doable in the corner? Sorry for all the Qs I wanna use Skrull as my damage dealer and ima kinda new. Thanks guys.
More Anti-Sentinel:
If Sentinel is zoning and does Hyper Sentinel Force, do Meteor Smash and cancel into Inferno right after the initial hit. It’s possible to get the two hits in, but requires stricter timing, else you’ll be hit by the last wave of drones.
Are you airdashing after the air S hit? I know you can’t see it in the video, but it’s there in the description.
Thanks. I will have to try all those out. I have found it difficult using dash to close distance though - with keepaway teams there isn’t enough time between gaps of projectile spam to ever dash any decent distance. I’ve resorted to mostly air-dashing, but I’m getting predictable always trying to close distance with air-dash + :d::h: when that’s all I’m doing. Haven’t tried using Orbital Grudge’s super armor or Rolling Hook though.
What exactly does j.2H mean? Is it an easy way of saying jump>piledriver (or skrull smash)?
yes j. means jumping. 2 is from the num pad notation. it goes like this
789
456
123
so 2 means down:)
The ise loop is the best combo I believe, but it’s also pretty hard. The combo I do is dash j.2c, dash s, j.b, j.b, j.c, j.s, a or c meteor smash depending on what side they’re on, then inferno or lvl3. The meteor smash will cross them up outside of the corner so you need to reverse the motion for inferno or for lvl 3 reverse the motion and hit a and c for the one that hits the center of the screen. The easier combo is dash a.tenderizer into skrull torch or lvl3 but it does less damage. Ise loop does combo off the slam and it is doable in the corner, it’s just a bit harder.
@MTH yes tenderizer does make for easier combos but using skrull slam and meteor smash isn’t too difficult and does much better damage. All you have to do is go to training mode and do one of your skrull combos, but replace tenderizer with a skrull smash. If it groundbounces, then you can dash s into an air combo into a meteor smash into a super. If the dive doeesn’t groundbounce, then tenderizer wouldn’t have groundbounced either, and you just need to meteor smash into super.
I think I know what you mean about the hitbox being screwy and I think what’s happening is if you do your air combo very early then they will be a bit closer to you and you need to do the b version, however that’s only if you do it very early and it’s never really a problem for me. Then also if you use a skrull smash in the middle of your combo to relaunch and you try to meteor smash into lvl3 they’ll bounce out, so I guess in that situation you could tenderizer and cancel into lvl3 before the last hit for extra damage? I must test this.
thats what I meant when I said I use tenderizer to go into Death Penalty, my corner combo
c.M, c.H, S, j.M, j.H, j.S, air dash, skrull smash, S, j.M, j.M, j.H, j.S [Land] L Tenderizer xx Death Penalty -960K
you can do it mid screen as well if you use the SSmash relaunch after the first j.S. you can also x-factor on the last hit of the tenderizer and go into another tenderizer before DP.
but you don’t even need tenderizer in this case either, you can replace tenderizer with meteor smash. i use tenderizer because it’s pretty much impossible to mess up. the damage difference between tenderizer xx DP and meteor smash xx DP is so small that I find it’s not even worth it. plus, with tenderizer you have the option to x-factor and do even more damage.
You can buffer rolling hook off of the recovery of anything. Like an empty jab or d/f or f+:h:. IMO one of the better uses for it is buffering off of a backdash, especially if you backdash + assist to cover your approach.