Are you talkin bout the command normal in the air?
it’s d.h in the air
So why TK the meteor smash?
TK Meteor Smash isn’t even possible, you can only TK air attacks
I’ve been wondering, is there any reason why I’d ever need to use OTG Tenderizer? Actually is there any point of using Tenderizer at all?
Not that I know of, other than as his assist move. Every time you want to OTG Tenderizer you could have just used j.:d::h:, stone smite or meteor smash instead. I don’t think there are any situations in which none of those apply but Tenderizer does.
Because some Command Normals like Charge:h: and :f::f::f::h: are Jump Cancelable but they are not Special Move cancelable.
BUT, you can cancel Special Moves out of the first couple frames of a Super Jump Cancel (kinda like C.Viper in SF4).
So by TKing the Special Move you can cancel some Command Normals into Specials; like the ones mentioned above.
The inputs for this would look like this:
:f::f::f::h: xx :f::d::uf::atk:
It works, I mean just 1 page back there are videos posted of this, just try it in the danger room and see for yourself
Come to think of it, you can do this with Storms LA assist too.
Rolling hook already is special cancellable, you don’t need to TK after it.
Well then it works for Charge:h: and :s:, right?
Any other odd moves the are jump cancelable but not special cancelable?
Another interesting tidbit for Skrull…his Rolling Hook has super armor on the fist. Actually, from about the elbow all the way to the fist has super armor on it. Blasts right through projectiles and physical attacks for an unrecoverable knockdown on hit. Its input and slow startup make it a challenge to utilize though, but not impossible.
TK meteor smash is Skrulls easiest, most reliable followup after OTG Stone Smite during a combo where HS deterioration or distance won’t allow anything better. OTG Stone Smite allows you to get more damage in combos/resets when your combo has started with a ground bounce (i.e. j.d+C, s.C or, j.charged S), or if you’ve already used a ground bounce midway through the combo. i’m having an easier time OTGing with Stone Smite now. just had to get the timing down.
You’re thinking of moves like tk air Hadoken. Maybe i should have said jump cancelled Meteor Smash instead.
They’re aren’t many uses for Tenderizer OTG that j.d+C doesn’t do easier, but the range and speed on Tenderizer L can make some distance sensitive OTG combos a little more feasible, plus you still get the ground bounce depending on the combo. Tenderizer M is pretty useless IMO, and Tenderizer H can set up resets. For the most part, I think tenderizer is meant for beginner combos. On another note, Tenderizer L is OK after a double snap being one of Skrulls faster OTGs, but there are obviously much easier/resourceful ways to bomb on an assist in this game.
yes it works. Rolling Hook isn’t jump cancellable though, just special/super move/S button cancellable. the only other move Skrull has thats jump cancellable but not special/super cancellable is charge d+C.
Ok so since there wasnt a Q&A thread Ill post this here:
When I want to connect a Death Penalty in a combo. Do I always use the :l::h: version unless my opp is completely in the corner.
Ive been trying to land this move alot lately, just to hear the voice acting, but ive wiffed it alot.
Because my opp will appear to be on the far end of the screen, but unless they are shoved completely in the corner the lvl3 seems to wiff.
Im assuming the hit box is similar to :d::h:, more in front of the fist than behind.
It almost seems like there are gaps in the hitable areas of the ground for Death Penalty, this couldnt be the case could it.
It doesn’t have to be in the corner completely. I play real games all the time and use death penalty frequently, I very very seldom whiff it (if at all) and NEVER use the L+H version, instead just the M+H and L+M versions. You should practice it in training mode to know where the spots are, but most good combos that lead into death penalty end up moving the opponent towards one of the corners anyways.
P.S. I think we should have a Question and Answer thread, I’ll create one now.
We’re a few months in now with MvC3, what do you think about Super Skrull? Is he a strong, average, or poor character in relation to the rest of the cast? Does he still have a lot of potential, or has his game hit a wall to early? How will the Skrull metagame advance? What are his major benefits? What are his major downfalls?
huh ok, thats weird that you never have to use the :l::h: version.
I didnt mean to mislead by saying I do the move for the voice acting. Im talking about real matches too. I was just being sarcastic because I think the whole, " DIE DIE DIE… JUST DIE" is super cool.
but yeah alot you time I have to use the :l::h: when Im mid screen.
my typical combo would be one of two things:
cr:m:cr:h::s: ^ j:m::h::s: air dash :d::h: dash :s: ^ j:m:
:h::s: land Death Penalty
or
j:d::h: dash :l::s: ^ j:m::h::s: land Death Penalty
they seem to be straight forward setups. Other than the fact that I will likely be hitting j:s: when Im close to the ground, which might keep my opp from flying so far back, I cant think of anything odd about my setup.
IN regard to your 2nd post:
I just started with Kl’rt and Ive been having some pretty good success with him.
I think he does above average damage and seems to have solid health, I assume 1000k.
I dont think he’s done improving at all.
I think the evolution of his reset game will bring about his biggest improvements.
If capcom decides to patch the DHC Glitch I feel like Kl’rt will move up the tier list as a result.
- I’m a pretty bad/sub par player but I think Skrull is a solid character in this game overall so far. His damage output is pretty nice once you get his loop down which eliminates any need for a OTG assist along with the fact that he generates most of the meter he burns. When he’s paired with the right assists I think Skrull really becomes that much more threatening and he can set up a lot of time specific 50/50s and 33s. For example I run him with Hsien Ko and I’m able to force a lot of straight 50/50 Elastic Slam from different ranges while calling her armored assist which also covers his weak defensive options. *
As far as potential goes I think he still has a bit of a ways to go in that department. For example further exploring his AA Tenderizer assist on incoming characters along with the utilities of that and his other assist in general. As for the other parts of your questions I’m a bit unsure of them since I’m not that good but I do think Skrull is a good character who’s being undervalued a bit because while seeming straightforward in theory he seems to have some minutia in his game.
I do combos very similar to these, and I always land in the corner. You should be too, unless MAYBE you are starting the combo in the beginning of the corner, and in that case you might as well go for an inferno reset. It’s possible you aren’t doing the Death Penalty on time, maybe your doing it too late. Because I honestly NEVER use the middle screen meteor smash, or death penalty.
huh. yeah now that you mention it i havent ever used the middle screen meteor smash during a combo either, but Ive had to use the mid screen death penalty to connect and Ive def wiffed the corner Death Penalty at the end of combos.
But im pretty new to Skrull so Ill just stick to it and see what pans out over time.
Eventually I will probably come to realize why I get this result sometimes.
I havent got my Resets going with Kl’rt yet. I try the Air Grab after Inferno in the corner but thats all I have so far.
I have alot of trouble landing any Elastic Slam resets, even in the Danger Room.
But I didnt think of doing that inplace of a Death Penalty. very smart
I saw that Kl’rt reset video and it had alot of good options but im not there yet with him.
But thanks for your insight.
Im starting to feel like Kl’rt is one of my fav characters, but the absolute worst to use online.
Just alittle bit of lag and im dropping 75% of my relaunches.
Rant
Amen, brother! Dash launch is more of an artform online.
Btw, things you should know for Skrull: If you land any of your supers on an assist, you can meteor smash that assist into another super for probably the kill on the assist.
-Vidness
Yeah I feel that. dash :l::s: is ez enuf but as a relaunch I have to go straight into the :s: or they will recover.
But I suppose after enuf time, I will have the timing down naturally and the lag will be irrelavant, but for now im trying to react off of visual queues.
On assist killing. Good to know.
I typically have the Hail Storm lined up but, this is still an awesome tip, for when she’s not lined up. thanks
Same here, meteor smash+inferno dhc hail storm kills assists, doesn’t do bad chip damage either if op blocks it. Trying to run Skrull/Storm/Sent, what do you run Nannie?