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

I’ve been playing Skrull for a while now and honestly, I don’t think he has any bad matchups; certainly not to the point of shutting him down. The hardest types of characters to deal with for me tend to be fast rushdown characters that like jumping and moving around a lot, and quickly - in particular when they can do that and hit confirm from a distance, so they’re not forced to get close before starting a combo: the primary example of this would be Zero.

Other types of characters just tend to not be much of a threat - if I lose it’s usually because I wasn’t playing properly or because they other player was just flat out better, not because Skrull was lacking anything. Both ground-based rushdown (i.e. Wolverine, X-23) and most keep-away (i.e. Task, Dorm, Deadpool) gets blown up by meteor smash, anyone that tries to jump or air dash in (i.e. Amaterasu, Spencer, Haggar) gets thrown, anyone that stands still while pressing buttons (i.e. Sentinel, Hulk) gets thrown, Phoenix can get grabbed or smashed out of jump back + fireball and stand+trap. If you’re playing Skrull anchor, you also always have X-factor > Death Penalty as an option anywhere on the screen.

It can be a little harder to deal with fast triangle-jump characters like Mags, since you don’t really ever have time to throw them, but you can still block while making good use of a GTFO type assist (i.e. Hulk AA Charge, She-Hulk Somersault, Storm Lightning Attack) and throw them out of their tech whenever you get a hit.

Outside of Zero, I think the only other character I’ve seriously had trouble fighting against with Skrull is Doom, since he’s the one character in the entire game that you can’t smash (because of missiles).

I have been trying to come up with a guaranteed reset with Skrull but I can’t quite get there. I’m trying to find some way for an assist to hold a character in the air immediately after they recover so Skrull can elastic slam H them while they are falling. I realize this wont work on characters with high mobility in the air but if it at least catches all of the ones w/o air movement then I think its worth using. I am trying to use hidden missiles for this but I can’t get them low enough when they recover so that they don’t have time to use a special to slow down their fall. This is what I came up with but it doesn’t work because the opponent has too much time in the air to do something.


Maybe someone else can get this to work or it could be a lost cause. Just thought I would share this idea. (this failed reset catches every recovery)

End a combo with a knockdown, call Spidey’s Web Ball assist, use j.D+H with Skrull, reset into Elastic Slam H.

Trying this on Wolverine right now. Similar concept to Spidey’s UWT reset. I just tested in the lab very very quickly to see if the idea had any merit and it seems to work. Need to play around with it more to figure out if it’s really viable or not. Also, figuring out how to get the most damage out of it would be a separate issue. The problem mostly comes from the fact that it has to be the first ground bounce you get, or they get to block the Web Ball and jump out of the throw.

I don’t know how I missed this. I never thought of using web ball on an opponent in the air. I just ran a few tests with it and it seems to be inescapable for characters with out 8 way air dashes. Forward air dashes are easy to catch but any other directions are tough. I only managed to catch down airdashes a few times and never caught an up air dash. It seemed like sometimes he broke out of the web sooner. All of this was in the corner though, still a good find regardless!

please get this on video, I love the idea of an inescapable reset, would be a game changer for skrull, he needs a tool like this.

It’s not inescapable, it works something like spidey’s standard UWT shenanigans: *some *characters are legitimally trapped (i.e. Haggar, She-Hulk and I think 3 or 4 others), but most can air dash, double jump, air special (ones with fast movement, like drill claw) or air super their way out. Of course, this depends on the person actually knowing how their character can get out, so you’ll still probably catch a lot of people with it; it’s just not 100% guaranteed on everyone.

What I’d want to know is if Elastic Slam catches people faster than UWT does. It looks like it does and if that’s true, maybe we can eliminate some of the UWT counters from affecting this setup, like air supers from Ryu/Akuma/Amaterasu, for example.

I’ve been messing with this set-up more and air specials like drill claw/lightning attack/talon dive all start up too slow to get away. Wolverine cant dive kick out either. Double jumps are an issue. I have caught Dante’s double jump once out of maybe 15 tries. I’m still working on checking every character though. I really think the timing is either extremely tight or it was a fluke that I caught Dante once because I haven’t been able to do it again. If I get it to work on enough people I will record it.

After more testing I was able to catch Dante’s double jump a few more times. The timing is pretty tight(at least for me). I’m going to assume it will catch any characters double jump unless characters have different jump speeds. If it catches a double jump, shouldn’t it catch anything? I can’t get this one to work on magneto because his air dash is too fast. (on a side note characters trapped in the web ball get an extra jump if they normally have more than one.)

I think I just came up with a new way to do this where it truly is guaranteed. 8-way airdashes wont work because the character is to low to the ground to meet the minimum height requirement. Specials should still be too slow and It catches double jumps. I’m going to record this soon.

*This sounds like Spidey’s UWT setup. I’ve been playing spiderman on the side for a few weeks and this reset isn’t as great as you think. Double jumping, air dashing, air dash glitching (like She Hulk/Cap) can get out of his UWT setup. I’m sure you can do some further testing though and see how inescapable it really is.

As for my recent results I have some good news and some more good news. Firstly I found out how you can get 608k off of elastic slam which requires super easy execution and builds 1 meter in the combo. The combo is after the slam do the relaunch into air S, short airdash into Down C, relaunch and then air B,B,C *xx Inferno. Or in other words one Issie loop that ends in air series into inferno which is simple, effect and hurts. The other good news is that if you don’t do the inferno in that combo and instead opt to send them to the ground you can dash up worm stomp to net you 395k and build 1 meter as well. Nearly 400k and isn’t too bad for a meterless Slam combo.

The main difference from Spidey’s setup is that the web ball is coming from an assist, so you don’t have to wait for it to hit before doing something else, and the grab is Skrull’s command throw, which has 10 less frames of startup than UWT (and no super flash for people to pause, think, and use their supers on reaction - even if they could super out, they would have to know it’s coming ahead of time). That’s why I’m wondering if this setup is actually harder to escape than Spidey’s.

Doc’s initial results sound really good, and I’m particularly interested, since I’ve been working on Skrull and Spider Man individually, but hadn’t figured out a way to put them on a team that worked out well. I’ll be looking out for that video once you’ve got this figured out

This is interesting, is this on video anywhere yet? I’l try this tonight in the lab. Also for the inferno version of the combo, can you follow it up with a reset still?


This is the second one I was talking about. If you guys can think of a way out let me know because I don’t see one.

Still working on the original idea from Correa. It’s hard to catch magneto’s airdashes. I have caught all of them except up/forward dash.(didn’t try down/back or up/back because I only tried it in the corner)

still practicing the 608k elastic grab combo, I must be doing it wrong, I’m getting 553,400 damage, 65 hits, is this the combo? Elastic slam >> Ground Dash >>Jump Down H >> Ground Dash >> S (Launch) >> Air S (To knock them down) >> Air Dash >> Down H >> S (Launch) >> (Air) MMH >> Inferno!

If so I think it’s possible you are making a mistake, because that exact combo does 608,000 damage when the damage is on high, but default is medium right?

God it’s so beautiful. This has major potential. So just to be sure, doesn’t work in corner, and certain characters can get out of it, right? But the part of the combo before the reset does about 350kish, which means with a normal elastic BnB after that (around 550k) you can get a 900K BnB with one meter. That’s fantastic. You can’t just loop the reset over and over though because it takes you to the corner I’d imagine?

No characters can get out of it unless I’m missing something. I don’t think it will take you to the corner if spaced right because elastic slam switches your position to the other side so you will just keep going back and forth. You should be able to get 400k on the first part if you do something like cr.m>st.H>cr.m>c.H>S>etc.

That’s amazing, I never thought of catching them on the way down from an air S, I was just doing it after OTGing with j.:d::h:. Gonna spend some time in the lab with this today, see if I can squeeze more damage out of it before the reset.

I don’t see why the amount of damage before the reset matters if you can just loop it and it costs no meter.

Also, I’m going to practice this, what’s the key to timing the web ball assist, when do I want to press the button?

I just press it at the same time as S.

That’s true; if it’s possible to loop twice, then that should be more than enough. I guess the most important thing would be finding out more ways to hit confirm into it.

I’m also still interested in checking whether there’s really no way out. I want to go through the UWT escape list and double check that nothing there works.

After looking at this list I see I completely forgot about invincible air supers. I’m gonna test it. For Sentinel you have to call spidey earlier or he will come out of the web ball on the ground. Its weird sometimes it works normally.