the same can be done with ground backthrow too. gotta practice that movement, skrulls dash speeds coupled with the horizontal range of his standing l is amazing to force people to stay put and get snatched up.
[media=youtube]mIYs6I9Wxl8[/media]
[media=youtube]iczCNcEYb9o[/media]
someone watch this and tell me how he gets more than one ground bounce in this combo…
it looks like the ground bounce that he gets from meteor smash is preserved by the drones, and he uses it up when he jumps with a charged S. thats my guess. i know meteor smash is always a ground bounce and maybe drones does something about that ground bounce when they hit…?? idk…
meteor smash resets the ground bounce like with my team skrull-a nova-b strange-y starting in the corner bpb, dash st.s, sj mmhs as2 MS, RH, SS, SD, RH d.h charge(don’t kno the name of the move) RH MS inferno
[media=youtube]s4W8dcpxfVU[/media]
Maybe it’s seeing the new Skrull tech, maybe it’s my annoyance at never seeing Skrull used, or maybe it’s funky music in Nasty’s video, but I want to share some stuff with everyone:
- Bolts of Balthakk give Skrull full combos off of Meteor Smash, just like Sentinel Force does.
- c.M to Elastic Slam L is an amazing tick throw setup. The details:
Elastic Slam startup: 21 frames
c.M frame data: 9/4/21, -5 on guard.
In other words, c.M has a total of 25 frames between when it first touches your opponent, and when Skrull is free to act again.
However, because it’s -5 on guard, that means your opponent is recovering on frame 20.
The command grab takes 21 frames to start up, so if you cancel c.M into Elastic Slam on the exact frame it is blocked on, it’s a 2 frame tick throw.
- Firebrand/Skrull (Tenderizer)/Sentinel (Sentinel Force) is the best Skrull team.
[media=youtube]r-I7-xQeF8s[/media]
[media=youtube]28qAtybtQjE[/media]
You get Sentinel Force for Skrull, which is all he needs, and if Firebrand touches any character, you just won the game. What more can you ask for? Meteor Smash + Sentinel Force to get in, and then do c.M to Elastic Slam L setups 'til the cows come home.
Hopefully someone pays attention to this, and I get to see someone tear up the scene with this team.
check out this video. The guy is actually using tenderizer in a combo. like woah.
[media=youtube]ujthNQuW4rk[/media]
What’s the best time to use orbital grudge and why?
on in cmoing because when it corsses up you feel like a god!
Haha yes I would feel godly landing a cross up orbital grudge the way I like to use it is as an anti-air /reset escape what I mean is if they front air recover and that would mess up my reset I use orbital grudge instead of a command grab if I see them forward recover
I sorta ment when you have killed a character has died and the next one is coming in you can dash and try to make the move ambiguous. I also liek to try (although I’m not sure how reliable it is) When you setup say a bnb combo and you can to the point that you do a meteor smash, you can throw out the orbital grudge and if they tech forward they will get hit free, if they neutral tech you can surprise them with ending the OG with H or do nothing. You can also throw out an assist to keep it safe. If they tech back you can sneak in a command grab etc. Allot of this I am still working on
Skrull false (double) TAC to avoid Dark Phoenix (by me).
[media=youtube]GyHuHk1jB5s[/media]
Phoenix players cannot do a counter some frames after try and miss a first one.
Some new tech to share since I haven’t been making anything new for a while.
[media=youtube]gdLT8JAEjxI[/media]
Updating here once again with a vid on how to do 4 infernos in one combo without using x-factor and assists:
NOTE: Made this up on my own, but the first inferno was me being lazy and not wanting to do the first combo.
[media=youtube]yuGCPczW2GY[/media]
Full combo notes:
(Corner Only) cr. :l::h::s:, jump, air dash, air :h::s:, land, Flame Sweep, TK Inferno right before they hit the ground(timing may take time), Launch, Air
:h::s:, Flame Sweep, TK Inferno (Same timing as before), St. :h:, TK Inferno, Inferno.
Damn, good shit.
I’m flattered that you responded to my CHALLENGE.
My version: (On cornered, standing Hulk) j. L H S, Aerial Inferno, j. L L M H, Aerial Inferno, st. H, TK Inferno, Inferno.
Good for styling on a fuzzy guard I suppose.
Also, I found that I could get a Skrull Torch in after Meteor Smash xx Inferno in the corner. Just cancel the Meteor Smash before it hits the ground (tested on Viewtiful Joe only).
The inferno after Meteor Smash right before hitting the ground should work on anyone since that tech has been shown to work already.
Grant me a moment to fix my face.
In one of the combos you do meteor smash but it doesn’t reset. Why?
The first hit of Meteor Smash is the hit that adds a ground bounce. It also uses a ground bounce if it alone hits. The reason you can do a ground bounce after an OTG MS is the fact that the second hit (where Skrull hits the ground) hits before the receiving character can hit the ground, adding a ground bounce without using one. In the combo you’re talking about, Shulk’s legs were up, causing the time between the first and second hit to be long enough for the ground bounce to be used before drones hit. At least that’s my baseless and untested guess.
Hi_Im_Nastyy, how many times did you test that combo before posting?
Super jump conversions.
PS: Wow, I didn’t watch Nastyy’s video. Maybe I wouldn’t do this if I had seen it.
[media=youtube]OdiCXm7mVC0[/media]
Notations:
Midscreen: j.L, j.M, j.H, j.S (delayed); follow with L, M, cr.M, S and air combo. (PS: You have to be a little above the opponent)
Corner: j.M, j.M, j.H, j.S (delayed); follow with M, cr.M, S and air combo. (PS: You have to start slightly below the opponent)