E Slam > J D+H > dashing S > j. B, [j. B], j. C > Inferno
the second B is optional, depends on height. The Inferno hits in midair making it slightly easier to reset and mixup. Plus, with all the hitstun decay the elastic slam adds, this combo’s more guaranteed for me.
so I’m thinking the best follow-up to Elastic Slam might actually be one that gets Skrull out of there with either a hard tag to a character with a fast OTG (hi Wesker), or by getting a launch into TAC to a character with air combo shenanigans like Morrigan.
Weird question, but wondering if you guys had found any uses for Skrull’s worm stomp, dowwn medium (charge) and rolling hook? They are moves I find myself NEVER using that seem basically pointless.Possible rolling hook has some applications, but I hate the inputs, is it safe on block?
Worm Stop is essentially useless. I’ve never used it in a match. Theoretically, all it does is add a blip of damage OTG.
The down medium charged flaming kick is actually useful in certain situations. I don’t personally use it much at all, but charging it as an airborne opponent is falling back to the ground can be effective at times (only against certain characters obviously).
The best use of Rolling Hook is to call an assist, dash backwards and buffer the forward inputs as you are dashing back. You can then connect hypers off of this. I don’t recall if it is safe on block off the top of my head.
Interesting, you know from playing in the lab, I realized that not only can you connect the hypers from rolling hook but you can go straight into meteor smash from rolling hook and then hyper.
Rolling Hook >> Meteor Smash >> Inferno = 509,600 damage
You can harass from pretty large screen distances, and you can cancel forward + heavy into command grab after hit, meaning you can do it late. So if someone tries to jump a forward + c, for instance, go into heavy command grab >> meteor smash >> lvl 3 hyper or another hyper.
I haven’t yet tested the window for canceling downforward + heavy, but I imagine it’s similar to the window given for you to cancel forward + heavy.
Sometimes meteor smash can work as a good out. Get that one advancing guard pop back and either meteor smash out there, call a fast assist, or elastic slam immediately after the adv guard can catch people.
Also when you’re not stuck in the corner u can back dash elastic slam.
When dealing with heavy rush down characters it all depends on the person you are fighting. Many times, beginner to intermediately skilled players will often use the same sequence in block strings. I.E. a wolverine who continually pressures you with drill claw into dive kicks or goes through his entire ground series even when blocked. The moment you see his launcher get blocked you can punish with pretty much anything or a blocked drill claw into dive kick you can punish with an Inferno.
The success of rush down comes down to constant pressure and mix ups, you gotta learn what you can punish and when.
Hey guys, I took over on a new Skrull Combo thread. I’ve pulled many (if not all) of the combos listed here, linked aer0blue’s reset vids, Trag’s vids, etc. Please check it out, add anything I missed, or revised some combos that aren’t worthy, etc etc etc. Thanks
I was wondering if the Ise Loop was possible to do after an elastic grab, also, what’s the key to the timing with the Ise Loop, what’s the secret? Does it work in the corner?
Also, speaking of following elastic grabs, what’s the most damage you can do following an elastic grab with the exception of using death penalty or resets?
It’s possible, you just continue it as if you had done a normal iteration of the loop. I usually start it with an elastic slam when I’m practicing it.
If you start in the corner, you’ll be OK; if you start mid-screen, you’ll do alright; when you get to the mid-screen to corner transition, that’s where things get tricky. You have to make sure to not be as close as possible when landing the :d::h: on a cornered opponent. I think Ise’s video shows how to do it but it’s pretty risky. I’ll usually just opt to end the combo there instead.
From what I’ve figured practicing the loop, the main keys are:
a) Midscreen, after landing you want to dash and immediately cancel the dash into :s:. You don’t have time to see whether the dash input went through, just pretend it did and mash :s:. You have a really small window to input the dash and there’s no real way to get used to it other than just practicing it a lot. If you go too early the game won’t register the dash; if you go too late you’ll dash but the :s: will whiff.
b) In the corner it still works, but you have to make sure you’re jumping backwards slightly after every launch (be careful not to jump too far!). You also don’t air dash after the j.:s: in this case. After the launch, make sure you always hit the j.:s: as early as you can. The earlier you do it, the better chance you’ll have of landing the :d::h:.
c) Once you think you’ve got it, practice it on different characters. Larger characters (mostly Sentinel) require you to jump farther backwards, while shorter characters (like X-23) will require you to not jump as far. Like Ise’s videos mentioned, the key is too be just far enough away to get the second hit of the :d::h:.
The window for several of the inputs in this loop is just really small. There’s really no easy way around it other than practice till you have a good sense of timing and distance while doing a loop.
For the last question, slam >> :d::h:launch >> air series >> meteor smash >> inferno is pretty reliable and does about 500k. If you have your opponent in the corner you can do slam >> 2-3 loop iterations >> assist >> inferno for a bit more (600-700k would be my guess, I’d have to go in the lab and check), though it’s obviously a lot harder to execute. If you’re in the corner, you can do slam >> corner version of the loop, but the damage scaling from the throw will really hurt you (you only get ~385k after 3 reps, though that’s without a super, assist or reset at the end).
Interesting, it seems like it’s almost not worth even learning. I’m getting 534k plus potential reset doing Elastic Grab >> Ground Dash >> Jump >> Down H >> Ground Dash >> S (launch) >> MMHS >> Meteor Smash >> Inferno (534,100)
Is it worth it learning this loop, is it practical? Man, I want some new Skrull tricks, what are some things your doing, something has to hold me over until Aeroblue’s new video.
I think I’ll be posting the new video tonight… I’ve been looking for things, but some of them just seem like gimmicks…not very practical. Does anyone have anything interesting I could record? I’ll give credit!
Yeah, I would stick to this just for the reset potential, unless the opponent is about to die.
EDIT: Make that sometime this week. There’s a few things I wanna test tomorrow.