Yes it is an actual reset. As long as there is no error on your part the web ball is guaranteed. The elastic slam H is not always guaranteed though. There are two lists above that tell you which characters can get out of it and how they do it.
Don’t know if this is really worth it in hindsight. The vast majority of the cast can get out of it. It will throw people off at first, but once people learn it seems pointless. Certainly not worth picking up spiderman for (assuming you aren’t already playing him) unless I’m missing something?
I have been thinking the same thing. Because mashing glitches most people out often its not reliable enough. Although it would probably get me some easy wins online until people find out how to stop it.
I just thought I’d hop in here for a bit since i’m trying to replace Akuma on my team with Skrull because I’ve always liked him and I think he is a much better anchor. This being all find and dandy I was just letting people know that solo resets with skrull are basically 100% on wolvie. I play vidness alot online and its basically a 100% kill on my wolverine if I let him get the first hit, really don’t need to be worring about spiderman assist.
what resets are you talking about? As far as I know all of them can be escaped, even by wolverine.
If you go for the reset after a teleport or inferno and wolverine is not in the corner back dash the correct distance and its totally inescapable. It does not matter which direction i tech and he does nothave fast enough manueverability to escape it. In fact the only way I’ve seen to escape is to isntantly air super then dhc into my secondary. I’ve talked to vidness about it and he doesn’t think I can escape either so…
I was fighting a Sentinel / Doom / Phoenix yesterday practicing Thor who I just started with and was getting stomped. Switched to my man Skrull and demolished that shit. I really think Skrull is Sentinel’s worse matchup.
no direction of drill claw will work? dive kick?
This is very interesting, anyone wanna go in the lab and check this out? What the correct distance, Test on other characters,etc. I will tomorrow. I would love a solo skrull reset that was safe, even if it wasn’t inescapable.
new elastic slam set up i’m using with doom missles…if someone else has already discovered this, kudos
(corner only) standing F+H(normal grab), air D+H, S+partner(doom missles), u/f, air MMHS, missles will then OTG, stone smite(fully charged, have to wait a split second after landing to allow all missles to hit, after the wall bounce Skrull will be closest to the corner), standing D/F+H, air elastic slam
if successful, you just slammed them right back into the corner
Hello everyone!
In all of the Skrull matches and combo videos, I have never seen this done, so it may be new. If it’s old news, disregard!
While messing around in training mode today, I got to thinking: what if Skrull could combo off of his throws? Sure, he can Meteor Smash into Inferno, but that’s it. So I set to work at throwing, wavedashing, and then using Tenderizer. After a good 20 tries, I actually did it. However, I haven’t been able to launch from Tenderizer off of a ground throw. But I was also doing all of this while laying with my face in pillows because I’m tired.
From his air throw, I was able to wavedash up to my opponent (this is mid-screen, not corner), Tenderizer L, dash, and launch into a full combo!
Perhaps someone with better execution can perform the ground throw and lead into Tenderizer with it, but I’ve taken a break from trying for now.
Interesting Karst, a week ago, I was trying something similar, couldn’t get past the Tenderizer, but I’ll try again after hearing this. I would imagine the damage can’t be that great, Tenderizer kills damage like hell. I’ll try the combo in the corner first to see if it’s even worth investing time into, but it could be a nice tool to have, especially for extra meter building.
Back from the lab, if I do midscreen grab >> double wave dash >> Tenderizer >> Launch > MMHS >> Meteor Smash >> Inferno I get 401,500, which is about the same (a couple thousand less) than if I just do forward throw meteor smash >> Meteor Smash >> Inferno
Still possible to consider making your grab follow up BnB because of the meter build. Maybe there’s better options following the loop, ideas?
Edit: tried one rep of the loop afterwards and got even less damage. God Tenderizer kills so much damage.
IMO, meter is life for Skrull. He never has problems getting damage in, just enough meter to spam those Meteor Smashes into IIIINNFFEEEERNO!
Then again, my Skrull is very different from most. Most Skrull players jump and spam d.H.
His damage isn’t very high, it’s a myth that it is. He can’t get 600k from his command grab without using level 3. The most he can get from 1 bar is around 750k. Sure he can do CKCs with resets, but none of them are relibable or even safe for that matter. Taskmaster is a damage machine, he can do 1 million by himself with a positive meter gain. I love Skrull, and he’s probably my best character, but he’s not particularly fast, his normals aren’t good, his assists aren’t good, and his damage isn’t that great, plus no projectile. He’s possibly bottom 10, but certainly not 5.He has good health though. For Super Marvel 3 he should get flight so he can extend his combos along with some projectile.
Meter is important, I don’t have too many problems with meter, usually when I want to use a meter and I’m playing Skrull I have the bar, maybe that’s because Tron Fire builds so much meter for me, maybe it’s because usually I play Skrull second now.
Explain how your Skrull is different, how do you approach?
My Skrull does nothing but Meteor Smash and Elastic Slam. I don’t even use his normals. Molecular Shield sets up throws and makes Meteor Smash safe. 750K from one bar is really good damage - tell Morrigan, Felicia, and Hsien-ko players that it’s not much! I think 500K off of a command grab that goes half-screen is really good. Most characters can’t even follow up from their command grabs. Orbital Grudge’s super armor has saved me a lot against rushdown.
Anyways, some folks on GFAQs made videos of comboing off of Skrull’s throw for us:
You have a valid point, but IMHO in MvC3 instead of doing 150k more dmg per combo it’s way more important to have good ways to get into said combo… and that’s where Skrull lacks the most without good assists or X-Factor
Skrull can do Stone Smite after a midscreen air/ground throw then follow up with a combo of your choice. Throw>dash>Stone Smite…gotta be quick, but its possible and not too difficult. I’m not gonna check b/c i’m lazy, but i believe he can follow up with a jump-cancelled airdashed j.charged S. Rolling Hook is always an option after Stone Smite as well, which can keep his combos going. I also believe he can do some raw tag combos after his throws, but don’t quote me on that.
So I got my first real play time in with skrull today. My one training partner started to hate skrull alot, calling doom beam assist and anti air command grab at same time is so effective against alot of the roster. One thing I’ve been struggling with lately is the relaunch after doing a skrull smash, I have a realy hard time doing this after a command grab or in middle of a combo, is there a trick to make this easier or do i just need to memorize the timing. Also I think i’m in love with skrulls standing heavy, its use as an AA attack is so good it stops almost all those dumb ambigious cross over air attacks.
I’ll have to try the Stone Smite after a ground throw. My own team makes Skrull’s Meteor Smash 100% safe, so my opponents get irritated because it’s half of what I do.