"Beg For Your Life You Inferior Race" Super Skrull thread 2.0

  • Yeah you can go for the grab reset after the Air Inferno. You get the same options as if you did relaunch into air Inferno.*

I’m just revisiting this question right fast. You can actually get 556k if you do one rep of Ise loop first and for the relaunch do a air series.

I’m somewhat new to Skrull and when this guy gets going he is very fun but I have a few questions for those that have been playing him much longer.

  1. His normals seem very stubby yet most combos start with C.M. What is the safest way to try and get a hit on lets say a wolverine rushing you down. I know his Jumping Down H is pretty decent and not too easy to punish but what else can get the first hit. (is there any high priority poke or hit confirm normal I’m missing?)

  2. When do you try and use his Command throw? The miss lag on that thing is huge and easily punished.

  3. How well can you conserve meter with him? In my experience Skrull can do hit confirms supers for decent damage easily and his torch super is nice for the typical high priority rush down character that knows you have bad limbs, but are there any other options?

I start most of my combos with standing L, crouching L or Down Heavy. I have Tron on my team, and Tron Fire gets me a lot of opening but I get plenty without her.

I try to use my command grab when there’s a lot of footsies going on, or against characters that have more trouble punishing them, Haggar, She-Hulk, while characters are flying, etc. I also throw out assists and condition my opponent to block or keep their distance and instead of approaching, command grab.

He’s not a crazy battery, but he doesn’t spend meter like hell, sometimes I TAC into Mags and build more meter and do something like gravity squeeze.

I can’t get meteor to combo after calling drones am I just too slow?

I was in the lab last night and my current skrull team is

Skrull on point W/ Tender
Magneto W/ WM Disrupter
Ironman W/ Repulsar

I found some really sick stuff you geniuses can probably put to great use…

-First thing is that his Dhalsim punches can be cancelled to elastic grab (probably obvious)
So we have this huge hitbox small hurtbox attack that can punch forward and instantly be cancelled to someone trying to jump it with a free grab.
I would do his punch, call magneto assist then dash C

-Second is that skrull can do one dash than C from full screen and pretty much nail anyone and start a huge combo (since it does 110) you can lead to really damaging stuff I even have a 775k combo off of that by using magneto’s EM disruptor to avoid the floor bounce.

  • So hit them or make them block dhalsim punch, then call magneto, hit dash then C it is timed so that skrull hits the enemy down into the beam they bounce off the beam and not the ground then I launch J.BBCS, land Stone smite, launch J.BBCS, Land call iron man re-pulsar, jump air dash Down C, hits into iron man (since magneto avoided first otg it allows this) they get caught in repulsar then i do meteor strike inferno = 775K damage and a possible dash back H grab reset.

I think skrull is really good against zoning but against rushdown he will have to make use of his dhalsim attacks to keep wolverines, zeros and etc’s in their place and allow for his grabbing once they start holding back.

dhalsim punches can also be cancelled into meteor smash and orbital grudge, i find meteor smash to be pretty useful depending on the situation. Also orbital grudge is interesting after, but a little trickier to do because of the initial forward IMO

found last night you can air elastic slam any incoming character off a hard tag for free. Also a blocked Meteor Smash followed by X-factor then elastic slam is pretty nice! I know it’s pretty elemetary stuff, but i’m finally starting to understand the engine a little better! What is the basic notation for the loop w/ the air d+h again, sorry, at work, no time to really search through the threads again. Much obliged!

How are Skrull’s match-ups? Who really shuts him down and vice versa?

I find he does well against Dorm because he can command grab over the fire carpet. He has some interesting advantages over Sentinel because he has Sentinel exclusive resets. I find he has a lot of problems with quick characters. Skrull isn’t a terrible character, he’s just not particularly good, he’s not very mobile, his damage output isn’t very good, he’s range isn’t very great and he’s not very fast but his match ups are alright.

Thx. From my experience he is really good against Hulk, Sentinel, and Phoenix(snapped in). I don’t have too many problems against zoning but rush down kills me. When Skrull gets going its hard for people stop him but its hard for me to get to that point consistently, especially against fast characters. I haven’t played many players above my level though and I’m just average at best.

He’s good against Sent, Pheonix, Trish, Dorm, Arthur, Chris, Deadpool, and Tasky.

At least he’s been my counter picks for them. His meteor smash beats out their keep away unless they have some good assists to beat him out like doom missiles.

A good way to get in if you’re too far away is to kara grab his rolling hook with his elastic grab. Works real good on ppl who keep away.

Can we get a brainstorm here, I have a feeling we’re over looking something regarding the potential of elastic grab, I know there has to be a practical way to get past 600k using one meter and limited to no assist usage. What aren’t we doing? It’s been months, and I’m getting around 540 from an elastic grab, pisses me off compared to what sentinel can get from a command grab.

Edit: Is there anyway to get a rolling hook or a stone smite in from an elastic grab?

Without an assist, no.

Question: what do people think of Skrull’s s.:h:? I find it incredibly useful as a both a footsie and punishing tool, considering it has better range than :s: and can lead into a 700k combo all by itself.

It’s alright if you are

really trying to use your groundbounce that early, not a bad move at all though.

Just a thought, I have a theory that Skrull’s damage isn’t really as low as it seems, he has far more potential and I’m thinking the secret might be utilizing orbital grudge more, so hit up the lab and get to working with the move, it does good damage, can lead to a wallbounce, and works in combos, there has to be something we are missing.

*I was trying to get this move to work from elastic grab and see the damage but it’s difficult to connect with from dashing low C along with difficulty getting big damage after it. Which made me start to analyze Skrull other than from a damage standpoint IE: from slams which is decent and reg combos starting with A which he can easily get 700k+. I’m starting to think that with Skrull getting the knockdown is more important than netting the damage once you get a touch and going for air resets. With how mobile some characters are it’s easy for them to air dash or double jump out of Slam setups after inferno which lead to me examining how they are able to get out of these setups. The answer I came to is because the advantage Skrull gets off of combos ending with Inferno just isn’t good enough because Skrull doesn’t get enough time to set up stuff afterwards while other characters get either the knockdown or get nearly TOD combos.

Thus I started to re-examine his moveset yet once again and I looked at a move we have all been overlooking since day one: Worm Stomp. This is the only move that gives Skrull enough of an advantage after he’s gotten in on someone and dealt damage. Sure you’re sacrificing upfront damage but you gain superior positioning and room for setups specially if you got Tron, Hagger or Akuma assist to apply pressure afterwards and make any grab setup safe. Which is why I’m trying to find the highest no meter combo from Elastic Slam and see if he can get 400-450k meterless. If he makes the next read correctly there goes your opponents character and on the incoming character you run your 50/50 and pop any level XF and kill them off of one touch.

Interesting, how are you getting 400k+ meterless?

But very interesting about worm stomp, why does it position so well, can you explain some more, maybe provide an example, corner or midscreen? I have Tron on my team so I’m very curious, and I want some new skrull technology.

From a regular light hit? Regular relaunch combo but instead of ending with inferno end with air S and then dash up and worm stomp. Just doing that gets you in the ballpark of 450k meterless. As far as Elastic slam is concerned though I’m capping out at about 370k while using task arrows.

As for Worm stomp it positions so well because it acts like a knockdown and allows you to setup meaties which setup tick throws. Lets say you get a slam from midscreen and after your combo ending with worm stomp you leave your opponent near the corner. Now your opponent can either roll out of the corner, roll back into the corner or stay stationary. Well you can plink dash in this situation (regaurdless of screen positioning) and still be on your opponents ass. Just plink dash into stand A or stand B (two hits and beats pressing buttons/super armor) while calling your assist and then canceling the attack into elastic slam.

When you do this the assist should cover your elastic slam if you whiff the tick setup and you should still be in relatively close distance to your opponent. Even if your opponent stays stationary you’ll be able to tell after you plink dash once and you should still be able to setup your meaty. This of course is just one possibility seeing as I just implemented this into my game and I’ve been getting positive results even though it’s still in it’s infancy of being utilized. Also alternatively if you don’t plink dash you can late dash if you noticed your opponent always rolls on their wakeup and still have the same effect since the dash tracks the opponent though the timing for this method is stricter. In the end if all goes well your second touch will lead to death on any character even since you’ll probably have built two meters to DHC if need be to kill a character like She-Hulk/Tron.