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

Gah. Didnt see this on the stream when i was watching it. :frowning: VIDS NAO

MVC3: Zade messing about with Skrull

Got to play the game for a bit, messing about with one of my team members in training mode, the Super Skrull

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Interesting use of the dhalsim limbs. You could almost treat that as a kind of confirm into throw/option select. If they see the throw and jump, the limb hits them, if they dont see it, and stay grounded, they get thrown. I like it. Cant wait to get into training mode properly with skrull.

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rolling hook is so useless… like unbelievably useless… like what the hell…

-i did not knwo this… and sweet as reset combo… Xavin is looking so primetime

i’ve been experimenting with her assists with the elastic grab… X-23’s ankle slice assist puts them in perfect allignment for a sneaky grab, but some better players with pushblock 23 maybe? and get out of range

utilize her airdash… IAD> that plunging move is quite effective, simply cover it up with an assist

i’ve been trying to combo into an assist and her command throw but can’t get it to work… my basic idea was something like this: M>H>A(Chun LLs) - which puts them into i guess is a juggle stun? and then i try the anti air throw, it won’t connect since they’re in hitstun i guess but i’m sure if you time it correctly you can get them as soon as they’re air recovery starts

barzaad: It’s cool, Skrulls are beyond the concept of gender, anyhow.

Is it possible to use the worthless headstomp to provoke resets? Will the opponent stand immediately after getting hit by it?

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Someone have tried if his Tenderizer :m: and :h: could be used in keepaway game or for countering?

For example against Akuma Demon Flip o Raging Demon, Wolverine and X-23 rushdown, Haggar and Thor grab setup ecc.

Who know something about that?

Skrull looks really easy to pick up. I can’t wait to try some shenanigans with his grab.

I was wondering why Meteor smash sometimes seemed to reverse it’s inputs. Good insight you noticed there. I thought I should chip in and say that I think death penalty has a similar input mechanic. I’ll link a few videos of my terrible terrible gameplay where I threw out random death penalty (yes I know lol I suck stop it!) and landed where I was standing at full screen from my target, so investigate that when you get the game since wasting three bars is a big deal.

So yeah I got to try out some stuff at the glasgow fight club on the week-end. Skrull is great fun. Everyone has said all that I could say, but I can add a couple of things. First off is that (maybe not in the release build) at one point during the day I comboed death penalty off an OTG tenderizer, so there’s one more option. Also elastic slam is really good, but I think perhaps the most useful one will the the fierce version to grab them out of the air at long distance, but that was just an inkling I got from constantly getting rushed down from the air.

I should note I am very out of practice and mashy but I was using both Thor and Skrull and they seemed a little awkward. Thor mainly due to his low speed, but Skrull’s normals felt a bit lacking in terms of range/priority compared to the likes of Dante and morrigan with their swords and big long pointy things. He definitely seems a bit slower compared to all the rushdown pixies but solid, lots of damage, easy to land supers off of stuff.

I really like meteor smash despite being inaccurate with it since I didn’t understand the workings of it that Ill Bill quoted, but when it hits it’s great. Nice against the likes of Dormammu and MODOK who will be at full screen and you can drop onto them and follow with inferno or death penalty.

Looking forward to Skrull a lot!

So, does anyone know why after finishing an air combo with S, sometimes L.Tenderizer doesn’t cause the bounce, and thus no super connects after it? It happens sometimes but I haven’t put my finger on why.

The opponent still gets hit by the Tenderizer, they just recover and block after the last hit instead of the bounce. Is it a corner thing?

Also, is it possible to combo after his air downC or a meteor smash (other than supers)? I’ve tried a few things but haven’t got anything to connect, maybe its a timing thing?

I think its hitstun decay. (The longer your combo goes, the less hitstun your moves cause. Its a mechanic used primarily to prevent infinites.) Works off of grab, since youre not doing a full length air combo, and so youre not getting scaling or hitstun decay. Thats my theory anyway.

Generally If i air combo them and want to burn a super after it, I will call Amaterasu’s cold star assist when i start the tenderizer and just cancel it early. Or, I just air combo them, land, call sent, dash in, and see whether they recover or not. If they do, i throw out a grab, if they dont, sent hits and its inferno time.

@duffath: Yea I mentioned the death penalty thing in a later post. A+B goes to the left, A+C to the middle, and B+C to the right. Additionally, you said hes not as fast as the rushdown pixie characters. Best not to compare him to them IMO. Hes more of a mid range speedy grappler. His range and speed make up for him having less damage than other grapple based chars.

Skrull will be more difficult than people who think he is easy to pick up realize. Skrull will be a lot more interesting also to people who dismissed him as a simple Xcopy the same bnb we’ve seen over and over in footage character.

So in other words I think he’s offering quite a bit both offensively, defensively, and in terms of mixups/reset/kara potential.

He’s such a nasty hybrid of rushdown and brawler with some keep away elements I think he might be my main. People who might be wishy washy on him will fall in love in training mode. The guy has a lot of possibilities and its really fun exploring a brand new char that wasnt in any previous games.

That all said, is there any advice you guys can give for someone who has never played a rapid tap char like chun, honda etc.?

I see a lot of people dash up after S to do tenderizer with a torch followup, but is there a way to buffer the A better within the dash so that I don’t get a standing A attack come out before the tenderizer and drop the combo? Thanks. Never tried to learn pianoing or whatever might be involved in doing rapid fire specials better but since that doesn’t work in this game, I’m wondering if anyone has developed any techniques in this regard?

@laud

You cant piano, the tenderizer inputs have to be the same button, but you only need 3 button presses to get it anyway.

Use A+B to dash forward then just keep pressing A immediately afterward, and you’ll get your tenderizer.

Dash with the buttons and hit A twice. The A wont come out, and if it does, the startup frames will be cancelled anyway. You only need to hit the button 3 times to get tenderizer to come out. If you dash with the stick and stand there mashing the buttons it probably wont work.

Even so, after an air exchange if you want to do tenderizer, you might as well just do one raw. It hits without the dash. Come to think of it after an air S, dash tenderizer might not even work, given that they basically recover only a tiny bit after the tenderizer hits them if you go for the standard ground series into air series due to hitstun decay/tenderizer startup. I havent managed to get it yet, but I havent been able to sit in training mode properly for more than 5-10 minutes, since the copy im playing isnt mine. Works fine off of a raw ground launcher though.

Skrull is looking hella solid to me, I really want to use him

The Sentinel players said Skrull wasnt anti-keepaway. I beg to differ. And I dont even want to play Skrull. What are yall gonna do about that?

[/starting a fight]

I’m curious if Skrull’s Stone Smite assist is any good. Nobody’s talking about it, but it looks like it might rock (no pun intended) if the hit box is anything like the flame trail it leaves. Anyone got info for me?

He’s probably the easiest character to connect OTG into Super.

Anyone have any idea about :d::d::h:? Does it have any special properties or is it really just a poor damage OTG hit that can’t combo?