So apparently you can do Skrull’s meteor smash in the air in UMvC3
THAT SOUNDS SO WEIRD.
So apparently you can do Skrull’s meteor smash in the air in UMvC3
THAT SOUNDS SO WEIRD.
thats gonna be great for both combos and tactics. i already have some new combos in mind
i hope skrull receives a couple of changes.
yes, slightly faster stone smite would be awesome. that alone would make me hype
I’m with Honor Basquiat on the bottom 10 thing. In my saltiest moments, I end up muttering to myself “screw it, I’m dropping Skrull for Wolverine.” This is not a sentiment for a character that you believe to be high tier. Using Skrull effectively is an up hill battle. Even with the advantage of superior matchup knowledge, like with Skrull vs. Mags for instance, the fight is still in the opponent’s favor. That’s right, you’ve played 1000 Magnetos and they’ve played 7 Skrulls, and you still have to work your tail off to win.
That said, Skrull’s does have some options that can make sway some higher tier matchups in his favor. Personally, I never fear She-Hulks, Hulks, Sents, Trons, or Haggars. Their slow movement, large hit boxes and predictable play style make them easy work for Skrull and his command grab. Also, zoners (even task), are kept on their toes by the threat of Skrull’s meteor smash, lvl 3 and stretchy arm pokes. Viscant’s even said that Skrull is one of his least favorite matchups for phoenix – errr he said something to that effect.
However, Skrull DEFINITELY falters when it comes to dealing with rushdown. And since this is the strongest tactic in the game, he’ll never see the light of mid-tier.
QFT for the most part, I disagree with the Skrull is good against Task. If Skrull meteor smashes he’ll just counter super you. And he zones him out too easily, especially if he’s backed by a beam assist.
By no means is Skrull terrible, but he’s not very good when you compare him to the rest of the cast. In fact he’s probably bottom 10. It’s nice that we have an infinite now, hopefully it’s real match practical, haven’t tested it yet. It could be a game changer, but otherwise, his damage is mediocre as are his assists, and he has a ton of other problems including very few safe moves and mediocre mobility.
Skrull with Haggar assist really helps with rush down characters.
Yeah, my team is Task/Skrull/Tron
But with the Tron Fire and Lariat nerfs in UM, I’m moving pasted Tron (not to mention the nerf air H). Now I’m playing Task/Skrull/Doom.
Point remains, Skrull has a lot of problems he has trouble dealing with.
I haven’t had to deal with Task w/ beam assist too much, so you’ve got me there. However, I’ve leaned to deal with the counter by canceling meteor smash into Inferno right over Task’s head. It’s worked wonders for me so far.
I happen to like Skrull against Task. Backed up by a beam assist, Skrull can get in range for the command throw and at the right range it’s just a fifty/fifty guess which one to use. You can usually get task before their beam assists comes out. And like mentioned above, cancelling meteor smash before it hits to inferno stops the threat of counters. The real problem in the match is when they get smart and start shooting upwards, but you can sniff that out with the command throw. If you happen to get close enough and they call an assist you can just inferno both of them, meteor smash the assist then inferno again. That super does really good against a lot of people because of the speed and I usually have Task in my team myself just in case for the dhc to make it safer.
Wow this is spooky. My main Skrull team for the last I don’t know 3 months or so has been Skrull/Task/Doom. Doom Missiles can set up grabs really well for Skrull while Task helps Skrull get in. Once my Skrull dies my gameplan changes from rushing you down with Skrull to laming it out with Task being backed up by Doom Missiles. Doom isn’t the best anchor but if it’s a 1v1 situation he has a solid array of tools to deal with most of the cast and if you haven’t used up your XF then XFC into lvl3 does about 900k for punishing someones blockstring.
Depending on how well you can play with Doom you can even change the lineup of this team because the Synergy is really high as each character can DHC into one another quite easily. This helps against certain keepaway teams that Skrull have troubles with (like a Mag keep away) since you can switch places with Skrull and Doom since the Doc in my experience can escape to the air to avoid screen clutter and safe chip. Plus you’ll have Skrull with XF3 if need be and I think we all have toyed with anchor Skrull and know what he’s capable of.
In short this team is a good Skrull team. While it isn’t cheap the assists that the Doctor and Task gives to Skrull boosts him nicely while also having a contingent plan or 3 if things go wrong.
That’s good feedback man. I was considering running Doom Rocks to make Task’s black string unpunishable, but Doom Missiles have a lot of benefits. Any cool DHC options?
*I haven’t really tested out how Rocks go with the team but with how slow it is and how it functions I wouldn’t have thought about how it would function to aid Skrull in a way Task arrows doesn’t. I’ve been playing Task since the game first came out and it’s pretty simple to just end his strings on block with st/cr heavy or shield skills into arrows.
As for DHC options you can DHC out of Skrull to either Task up arrow super or to Dooms Sphere Flame with regular combos. If you get a air throw and followup with smash xx Inferno then you can DHC into Task diagonal arrow super or I believe Sphere Flame.
From Task to Skrull /Doom you have to do his down super in t*he portion of the combo when you launch them. From air throw you can only dhc either Skrull or Dooms lvl3.
As for Doom if you’re doing Buktooth loop (which you should be doing) and ending it with air Photon super you can dhc to either Skrull inferno or Task up arrows no problem. If you’re ending the loop in the corner with Sphere flame you can dhc late with Task up arrows but you have to DHC rather early with Inferno.
Does anyone have any tips for Zero? He’s the main reason I started playing Skrull on anchor, I got sick of pushblock>pushblock>look for opening>pushblock>dead.
I’ve been playing a secondary team of Skrull / Sentinel / Akuma, it’s pretty fun. Sentinel is definitely one of the best for skrull IMO… makes meteor smash safe, if they resigen to just ducking under the drones you can just elastic slam them… his j.L instant overheads everyone it seems so you can do wolverine instant overhead combos with drones. Akuma > Anti Air Slam is pretty good, covers the ground and air with shit. I also like jumping at close range and air dashing > calling assist, you get to the height where they can’t see akuma crossing them up and if they do catch on, you can start dropping down sooner and not crossing up with 2H in the air. Plus just call drones and then meteor smash is pretty easy cheesy.
Also I don’t know why this works so well but 6H > M command grab catches people pretty often, seems to set up the command grab mixup really nicely.
I feel like he’s gonna be a real threat in super.
Although I am mainly playing with huge characters such as Hulk, Haggar, and Sentinel, or as Wesker aka “The Emperor of OTG”, IMO Skrull is the funniest character in MvC3’s roster. However, as a very unsafe character, I wanted to get some precious advices from the best Skrull players:
Trying my best to answer some of those
(1) No. Everyone is better with an OTG assist but Skrull has his own OTGs and there are better options for assist, such as
(2) those two. Lariat and Sent Drones are IMHO the best assists for Skrull, enhancing both his defensive and offensive capabilities. I’d prefer to put Haggar on #2, since Sent is the better anchor.
(3) Every move has its use like s.H or S as anti-air or f./df. H to get the opponent to block and set up command grabs. People still haven’t fully explored his move set. Stone Smite is a decent OTG and a nice pressure tool against incoming characters after a kill. I haven’t found a use for Rolling Hook though outside of combos and certain full screen punishes (Hidden Missiles cough).
(4) OG for pressure and as combo extender, Tenderizer as semi-decent anti-air/lockdown.
(5) Don’t understand that question. Your main approach is from the air and/or under assist cover, so that shouldn’t be a problem.
(6) Lariat > OTG Meteor Drop (j. d+H) > combo. Once they are afraid of Lariat, command grab.
I’m far from being a good Skrull player, but I hope that helps at least a bit.
Thanks a lot, Badonkadonk!!My fifth question was about what normal and special moves usually Skrull players don’t use as they’re too unsafe. I was thinking about his Stone Smite whose charging time is a little bit too long to connect to a grounded character, his charged down H move, which can be connected with a TK’ed Inferno or Jump LMS–>Stand LM–>Crouch MHS, but, again, this move seems to require too much time. Are Skrull players avoid to use Stand H as it uses one grond bounce?
Who are your character assits in your Skrull team?
All of Skrull’s normals are good. Especially his St. H. Can make some ambiguous cross-up when people jump in. Stone Smites are for extended combos; not particularly for starting them. Same goes with D. Heavy.
Rolling Hook is one my favorite moves. Mainly for its mobility and cancel-able options. To start or continue combos with it are both excellent.
Standing Heavy does use a ground bounce, which already cuts off a large portion on extended combos, but its crazy hitbox and punish options makes up for it. I only use it to punish jump-ins or teleports. I can still do some good combos without having to ground bounce again, but just using it off the start cuts off about 200k damage since you can’t extend your combo too long.
Thanks a lot, Hi Im Nastyy!! What about Skrull forward H and up/forward H command moves? Are they reliable enough to counter?
His Stretch normals aren’t tools I use personally, but if you got the right assists, you can use them for poking or zoning/lockdown.
In some occasions, it can be used to punish other moves, but it’d be better to use the Rolling Hook instead for sheer damage and you can combo after it.
Example: D+F Heavy punch will prevent someone from jumping in a corner so having a beam assist come out while doing the stretch normals will keep them locked down and lets you continue the pressure.