I usually go for just M H S in the air. Typically, if I have meter after my first character gets wrecked , I’ll go for some sort of way into Meteor Smash (throw, opponent’s being stupid, etc.), XFactor, S/\M, H, then either Inferno if they’re less than full or S into Death Penalty for a 100% against most of the cast.
Remember that XFactor will speed you up so it can cause combos to drop.
If you force an opponent to block an attack coming in, it leaves them in a throwable state. I’m guessing j. B and DF+C are two good ways to do so. Haven’t had time to test those setups up though, so don’t go on my word 100%.
After some time in the lab with Skrull in X-factor , found out after launcher you must delay your sj to fully land the j.:h::s:. If you sj right away to follow your airborne opponent after the xfactor launcher the 2nd j. will not connect.
Trying to get into Super Skrull. He’s assist dependent and that’s fine with me but I’m wondering if I only have a choice between Tron and Drones? What about Jam Session? Could that work for Skrull?
Ya you can use jam session, in conjunction with j. d+H and as a get off or to apply pressure, sort of like how I use Dorm’s purification assist. I’m sure if jam hits you can meteor smash, inferno, probably more since jam keeps them there. If they block both then you have enough time to elastic slam them when they come out of blockstun.
Not sure if this is old news or not but i see alot of gameplay videos of skrull players going for full screen elastic grabs and see them whiff. I have been using a simple but very reliable method to make sure i get the max distance on my elastic grabs. By using the hyper gauge bars at the bottom of the screen one can simply use these as a distance gauge so to speak. For my example lets assume that your opponent is on the P2 side and your Skrull on the P1 side, and lets also assume that your opponent is completely in the corner. How far back can skrull be and still grab, you ask? Well for almost the entire cast , as long as Skrulls back foot is on the number signifying the hyper gauge level (P1 side)they can be grabbed. Some smaller characters like V.Joe for example Skrull’s back foot must be in front of the number. If you want to play it safe and 100% with everyone, as long as your slightly in front of the number you can go for a elastic slam and it will grab. Now the reverse holds true as well. If your Skrull is out of range and your opponent walks in front of their side number then they can now be grabbed. Also if you walk slightly past your side hyper gauge going towards your opponent you can then use :l: elastic slam. Here is my first youtube video, i will add annotations later today for it to help explain it better after i get some sleep. But i hope you at least get the idea for it, just look at the back foot in relation to the hyper gauge number.
[media=youtube]gqIDA3cfpUs[/media]
just learned some very interesting things about Skrull
-his f+C and d/f+C dhalsim limbs have no hittable boxes on their ends. COMPLETELY invincible from about the elbow all the way to his fist
-jumping hold S has a big crossup hitbox. this move is excellent after a midrange airdash coupled with a low assist
-elastic slam is too good against pushblocks.
-s.C…soooo good. quirkiest anti-air/anti-crossup i’ve seen yet (and +2 on block). haha it seems to me Skrull has a lot of moves with deceptive hitboxes. c.B and S are also good antiairs from the right ranges (c.B from right above, S from a distance). i believe S’s hitbox is actually somewhere in Skrulls waist or chest, which means his doublehanded fist has no hittable box (i think).
-skrull torch invincibility can go through some surprising moves
-stone smite OTG after an aircombo is a lot easier after :l::l::h::s: instead of delayed :h::s:
i’m thinking skrulls best team may be skrull/storm/wesker. i’ll need to do more experimenting, but i think one of skrulls strong points besides resets and wtf-damage is his assist killing ability, since inferno can’t be pushblocked and cocoons skrull in a ball of flames once its started.
If you’re not sure about the range, you can always just dash->kara cancel standing H into throw. That always goes full screen, and works really well right after blockstun from a projectile assist.
Why storm? Does she bring anything special to skrull’s game other than DHC hail storm?
And yeah, totally agree on the assist punishing. I’m starting to get the hang of meteor smashing on reaction every time I see a sentinel assist. Meteor Smash + Inferno brings him down to ~5% health from full. Skrull is one of the only characters I know of that can completely (and consistently) shut down drone assists.
Also, on the topic of misc. interesting things about Skrull: if you think someone is going to come in after a character has died (or after a snapback) and just land neutral (i.e. because they came in pressing buttons), you pretty much get a free command throw. If you time it right, you can throw them the moment they touch the ground. It’s pretty fun doing it to people too, since it almost looks like you’re grabbing them out of the landing animation, and it’s much simpler and easier than going for air throw/block setups.
I catch people with this so much more often than I do with the usual jump+throw that I’ve started getting into the habit of making this my default response to character switch-ins (at least until my opponent gives me a reason to do something else).
They can of course get out by doing air dash/double jump/random air super once they figure out what you’re doing; though now you can mix it up with something else (like block/air throw or assist/air throw setups) and turn every character switch-in into a guessing game which will cost the new character 600k on a wrong guess (or more, if you hit the reset).
New video of tricks and combos I just filmed today.
[media=youtube]3tgIwQPinjc[/media]
Has a lot of the stuff I’ve been talking about in this thread including following up death penalty, corner non command grab follow ups, rolling hook to meteor smash follow ups, tons of resets and much more finally on video. Think you guys will learn a trick or too. If you have any questions just ask, because I haven’t got to putting details or inputs in the video or description yet.
Oh yeah, I forgot to add. If you use Hulk’s AA assist, any time you land one and the opponent doesn’t tech forward, you can catch them with H Elastic Slam on the way down. You have to kind of get used to the timing, since you won’t actually be able to see Skrull when you do it, but it’s not that bad. It’s a pretty great way to capitalize on a random hit from a “Get off me!” assist and turn it into a dead character. I haven’t yet figured out what to do if they tech forward/air dash forward though
-stone smite has interesting properties on it…it nullifies projectiles (i believe low priority projs), is essentially a normal move that cant be special/super cancelled (at full charge) but allows assist calls, is jump cancellable allowing tiger knee specials/supers on contact, cant be pushblocked far midscreen and not at all in the corner, and is chainable into charged sweep (d+hold C). the combo that i do after Elastic Slam is j.d+:h:,dash :l::s:sj.:l::l::h::s:, stone smite~tiger knee meteor smash xx Inferno. I’m working on extending it after stone smite with Rolling Hook, or a j.d+C, or d/f+C into a reset/crossup.
-orbital grudge cant be pushblocked in the corner, except the last hit. Skrull and Doom (rocks) can do some deadly chip damage traps in the corner
-i have to reiterate, skrulls s.C, c.B, and S are godlike. mixed in with elastic slam and air throw, he’s super dangerous
Yeah thats pretty much it. destroy the assist.
skrulls dive fist has two parts–the fist itself, and the ground spark that it creates when he hits the ground. the ground spark has a hitbox which is about 1-2 characters distance from where skrull lands. its what creates the untechable rebounce when spaced properly as OTG.
It bounces when your opponent is in the air, so you need to hit with it on the last frames of the hard knockdown animation to do it multiple times, because your opponent is considered airborne while on the ground (them bouncing up and down). You also need to space it so that the second hit of j.2C, well, hits.
it actually does the same damage as his regular elastic slam combo (524K), the difference is that stone smite can set up resets/crossups for even more damage. you can also get inventive with some assists (like Spencer diagonal Wire Grapple) for some cool looking combos.
does anyone else feel like Kl’rt runs out of hitstun much faster than most other characters.
IDK if the hit stun properties are directly related to just the number of hits or the amount of damage dealt or a combonation of the two, but however it is calculated I think it should be adjusted for Kl’rt.
EDIT:
What am I missing here.
I thaught Meteor Smash was not possible in the air.
its :dp::atk: correct?
I saw that you guys were TK’ing into it during combos and now Im confused
DOUBLE EDIT:
Ok I did some reading and I understand why your TKing the Meteor Smash.
@REALPLAYER:
Also I love matching Storm up with Skrull, but usually when I pick Kl’rt its inplace of Wesker.
I like Thor with Kl’rt