I’m looking forward to your video, one thing you can record are some applications for Skrull’s assists, they are surprisingly effective for extending combos, especially in the corner, I’ve found that Stone Smite can really help Mags out in the corner, and Orbital Grudge works really well with Tron in the corner. Although, his assists work well with others. I’d be more interested in seeing how you use Skrull’s assists, as well as maybe some possible applications for Skrull’s charging down heavy, because I can’t find shit to do with it.
Does c.:h: charged hit low? If so you could possibly set up an unblockable with viper or akuma overhead assist. But honestly I think the move is just crap. Same as worm stomp.
I’ve been using Skrull and Spidey lately, stone smite assist otg in the corner allows Spidey to dash under, web throw I to the corner and continue the combo into ms, DHC into inferno.
Still having some trouble approaching with Skrull. Mostly airdash d+h and meteor smash covered by assists. Also a lot of dashing l to start ground to air series.
Any tips on using stone smite/ air smite/ rolling hook and otherwise setting up his offense? I’ve been using him as more of a rushdown char, but thinking he might work better defensively.
His chargedair smite makes for a great cross-up, has a huge hit box and you can get a free combo off it. One thing I like doing is calling in she-hulk’s torpedo as I air dash forward with an ambiguous charged S.
Brahma, what’s poppin’ fellow Jack Player? So I can’t help w/ the c.h(Charged), haven’t played around with that enough yet.
Kudos on finding a good use for stone smite assist, that seems to be the hardest to apply and make useful.
To approach with scrull outside of what you’ve mentioned already, i’m doing just empty air dashes, and airdashes into air h, as it seems to have a decent hit box. Also regular jump, assist, airdash isn’t bad either.
Air Smite isn’t bad, especially against assist happy opponents. Someone posted ealier to buffer the notation for rolling hook into backdash, which i find to work pretty well! I’m pretty defensive with him too, not sure if it’s due to his lack of offense options, or the more likely cause…that i’m just a newb to the engine and still aren’t moving correctly or using assists correctly etc…
How well would rolling hook work to get back in after your opponent just advance guarded you? Also, can you kara elastic slam from rolling hook? (Skrull iSW lol) Sorry don’t have a system atm.
Good questions…i’ll try to research tonight…
*Yeah you can kara Elastic Slam with rolling hook. *
Cool, thanks.
I did a big cleanup on the Super Skrull subforum, stickied useful threads as well.
This place should be a lot easier to navigate now, let me know if I missed something.
Didn’t see this in the guide, didn’t hear anybody say this earlier, my mistake if it is already known, but you can follow up death penalty in the corner with an L, c.L or a c.M, still doing some experimenting, and after a lot of damage scaling I don’t think you can follow up after the first hit, however, if your in the corner you can do:
forward grab >> meteor smash >> Death Penalty >> c.L c.M c.H S >> MMHS (592,000)
You can tack meteor smash and inferno on the end (792,300)
May seem a little impractical using 4 bars, but it’s nice that you can do that (basically a CKC on Zero and Chun) all out of a simple corner grab, with no assists.
Rolling Hook >> Death Penalty >> c.L c.M c.H S >> MMHS works too (846,000)
You can also air tag out of it
I’ll get a video of this up later in the week, or if Aer0blue wants to, he can put this in his next video if he deems it worthy enough (and it hasn’t been discovered).
Nice find. Have you tried Elastic Slam, Death Penalty, follow up and Elastic Slam, dash j. d+H, dash S, j. MMHS, Death Penalty, follow up?
Nah, test it out.
Been playing around more with it, you can defiantly do elastic slam to death penalty, follow up, launch, mms, meteor smash, inferno which gets you 883,300, which is really impressive coming from an elastic grab near the corner, a situation that’s not rare at all. Haven’t been able to do the reset Viciou$ mentioned, not saying it’s impossible yet though.
Also note about this, I’m finding the timing to follow up the death penalty to be pretty small, but not impossible or anything.
ON NON-dashing characters, I don’t think they can escape this.
Elastic Slam reset loop?
elastic slam, jump dash d+h, immediately dash and s.l and then Heavy elastic slam, if you set it up right…non-dashers can’t escape this reset
Don’t think this is true, or the window for the heavy elastic slam must be incredibly tight, can someone else confirm it, trying it out on Wesker and Haggar in training mode, air recovery on random, and it doesn’t always work. Seems like if they just forward recovery they can evade it but if they recovery in the air backwards it becomes a loop. Only been testing this for like 10 minutes btw.
Edit: Also seems to work if they don’t air recovery at all. But still looks that if they forward recover, the elastic slam won’t reach them.
I was testing this more and you are right… I actually never tested it doing random recovery or front or back… but i guess this can be a reset if your opponent doesn’t recover the right way
True, although I think it’s safer to do Elastic Grab >> Ground Dash >> Jump >> Down H >> Ground Dash >> S (launch) >> MMHS >> Meteor Smash >> Inferno
You get more than twice the damage, and you still get a potential reset.
thats actually really nice… I never can really land the meteor smash after the magic series, i don’t know why… must not be doing it fast enough… so i found some guy using skrull on this site who does OTGs with wesker that can show you to link a combo using 2 infernos and i’ve adopted it into my arsenal since i run mag/skrull/wesker. I launch, magic series, and call wesker and immmediately inferno, during the inferno, wesker will gun pop OTG and the inferno won’t push them as high in the air, in which they usually can’t flip out and you can re-launch, S , d+h relaunch into a.h xx inferno. theres other variations but i do them as i play.
Hmm… that Wesker thing seems interesting, I was messing around with it, just in the corner now for maybe 10 mins. I did magic series, launch, air magic series, s, wesker, inferno, launch, s, down h, launch, air H, inferno, got me 786,500, which seems good.
But I could just do magic series, launch, air magic series, s, down h, launch, air magic series, s, meteor smash, inferno and get about 724,200 which is about the same damage, but I only used one meter and no assists. Works outside of the corner too (but you need to do some dashes in there). Then again, I’m sure the wesker thing works outside of the corner too, but it doesn’t really seem worth it to me, when you could do around the same amount of damage, for one less bar.
The meteor smash reset? (starter) Elastic Slam, dash j. dash 2H, dash S or (starter) LMH2HS, j.MMHS, Stone Smite, dash S, (ender) j. MMHS, Meteor Smash >> Air recover neutral or back: Elastic Slam H; Air recover forward: air grab_3H (on block follow w/ Elastic M, on hit follow w/ Elastic H)_dash under_dash back Elastic Slam M. Or were you talking about stomp+otg assist?