MVC3: Zade, Super Skrull reset (1192,400 damage) ‘Ziggidy’ headstomps
Was trying to do an infinite with the headstomps which I have entitled the ‘Ziggidy’ couldn’t seem to loop it more then twice even on X-Factor. Decided to throw in Wesker assist for an interesting reset or potentially an unblockable to stomp on Sentinel some more!
It looks cool.
if you’ve combo’d into the corner and did a ground bounce to a relaunch and then land again and have no meter… and don’t feel like using tenderizer… So it’s basically style points.
Still don’t have the game, but looking at the guide posted today, could it be that you used standing H at some point earlier in the combo, causing it to use your “ground bounce” on that instead of for the Tenderizer? I think you can only have one per combo.
Sorry if that didn’t make sense, it’s shown at 0:25 in the video on the Super Skrull Wiki.
A new variation of the combo I posted earlier.
Corner:
ABcr.B, B Orbital Grudge into Fatal Buster, cr.Acr.B E /\ ABCE air dash into down C, dash in cr.Acr.BE /\ ABCE Meteor Smash XX Inferno
Midscreen:
ABcr.B, B Orbital Grudge into Fatal Buster, wave dash in cr.A cr.B E /\ ABCE air dash into down C, dash in cr.Acr.B E /\ ABCE Meteor Smash XX Inferno
A lot of the dashing depends how how close to your to the sides of the screen. You guys will understand if you try it out in different positions.
Is anyone having any luck getting the Stone Smite assist to OTG or is it just too slow?
how is this combo possible? i get that launchers and hard knockdowns (aircombo ending with E) are immune to hitstun decay, but how is d+C continually OTGing when (i thought) the OTG limit was 2?
As of now, the limit is on floor bounces (like Hulk’s s.H) rather than on OTGs and wallbounces. Wallbounce limit may be 2, since I know I’ve seen 2 in a combo but dunno about more.
I’m so glad I saw that video. I was getting scared that I’d only be doing ABCE j.ABCE Tenderizer all day.
Has anyone tried using any sort of air grab resets? Starting to combo them in the air, letting them reset, and then Elastic Slamming them when they try and do something.
Also, I broke down the notation of the two combos in Ise’s video. It’s so easy, even a caveman can…do…wait a second.
Bah! I was going to use a different team, but after playing Super Skrull… there’s no way I can’t use him. I’m loving his play style, hypers, and absurdly satisfying combos.
launchers are immune to hitstun decay
hard knockdowns are immune to hitstun decay
supers/lvl3’s/DHC’s/THC’s/assists are immune to hitstun decay
normals/specials are NOT immune to hitstun decay
OTG’s (if they are normals or specials) have no limit but build up a certain level of hitstun decay
*wall bounces have no limit but build up a certain level of hitstun decay (probably 1/2, which explains why we’ve seen only two per combo, in addition to preventing stupid, easy combos)
*ground bounces have no limit but build up a certain level of hitstun decay (same as above)
*note: these don’t include aerial exchange wall/ground bounces which don’t add to hitstun decay
i believe the reason why the combo above works is because there are only certain moves during the combo that build up hitstun decay. Normal attacks (in this case, OTG sj.d+C) and certain specials function on a hitstun decay “points” (frames) system, not a preset OTG/wallbounce/groundbounce limit. every time skrull hits amaterasu with a launcher or sj.E, it doesn’t count toward the hitstun decay point system, which is what allows him to do so many sj.d+C’s. i’m pretty sure if the combo kept going, amaterasu would’ve eventually air teched out of the OTG sj.d+C’s.
edit: i have to do some thorough testing with the combo system.