you lost in the second round because you simply did not continued the combo after elastic slam, and you almost didnt win the third round because again you did not continued the combo after elastic slam and did go straight to lvl 3 -_-
you need to believe more in yourself and dont get nervous
besides that your skrull is ok =p
yeah, i was playing it safe and going for a timeout in the 2nd, didnt wanna risk it, figured the clock would reach zero before my strike hit the ground, the second round, i was trying to capitalize on my xf3 to kill, it ran out too soon. I should have otg’d it, did his air combo then lvl 3. tourney + stream nerves ^^
I also hadnt been playing, i was rusty as hell. But i’ll still come from the sky and take your lunch money
ohh i wish here in brazil had some streamed tourney -- most of times the games are on Xbox 360 not updated and i simply go and ending defeated by some ridiculous sploit ( like in vanila pre sentinel life nerf patch or in ultimate with PW invencible assist, hulk infinite and nova infinite -- )
I felt as though those matches would have been completely different if your opponent knew more about Skrull. There was an incredible amount of receptivity and missed conversions on hit confirms. I think at one point you used Meteor Smash 5x in a row. Also, D+:h: isn’t safe, so the opponent should have been able to punish several times.
Scott knows the skrull fight very well, he plays against alot of skrulls. thats the exact reason i spammed strike when he went to the air with hsien-ko, all he was gonna do was stay up there until my xfactor ran out, was trying to land a cross up strike to stop it, which i did in both fight one and fight 3. I knew he wouldnt come down and the whiffed strikes would be safe. theres alot to be said about knowing your opponent. Ive fought him with skrull many times, and he always does that when im in xfactor, figured id try something different this time and it paid off.
and while D+H is extremely punishable on whiff, blocked its a completely different story, alot of people have a hard time punishing that, though it IS punishable.
After watching some abysmal anchor skrull play at a local tournament decided to make a vid of only Level 3 X-Factor combos
[media=youtube]COTgTfrMJHM[/media]
nice vid zombat, was the person you’re talking about the dude playing against marlinpie at some recent tourney? Cause that dude’s skrull was o_O haha.
Ahaha yes! I was going to dedicate the vid to MaxOut but I like his enthusiasm so I didn’t feel the need to call him out on it I had been meaning to do this for a week or two after stumbling across the meteor smash loop, but those matches really got me motivated to record and put it together. Thank you
ahh yes, that was his name. Props to him going up against marlinpie though. Just so I have it in the back of my head what’s the limit on the number of meteor smash loops you can do in XF again? Is it 3 reps for XF2 and 4 for XF3?
For clarity: 1 meteor smash loop = Launch> air S> Meteor Smash (while playing I usually count how many times meteor smash lands)
The max i’ve gotten is 4, and thats just counting the first opening meteor smash. In pretty much all other cases the most you’ll get is about 3.
If I have opened the opponent with something that has a lot of hits, like orbital grudge or tenderizer, or a few hits on the ground and in the air, I’ll make sure to add some hits after the first meteor smash in the air, as that guarantees more damage. Usually a M and H before the S is enough and easy to input.
I’ll do this particularly when the opponent is one of the characters above 1.1 mil health. (Taskmaster/Chris/Shehulk/Nemesis/Tron/Hulk/Haggar/Thor)
Its nearly impossible to perform 3 loops of meteor smash after an Elastic Slam, the most I seem to reliably get is 2. It is better to do a stone smite relaunch to meteor smash for guaranteed damage instead of the Meteor Smash loop in this situation. After a throw it is also better to do an air series variant, though the meteor smash loop will work for 3 reps, it just won’t output as much damage. If you’ve bashed up the opponent a bit, though, the damage is high enough that it won’t matter.
As far as XF2, I haven’t really experimented with it as much as I should, as I primarily bank my XF for anchor skrull when I play. Next week I may make a follow up to address the changes in level 1 and 2.
Just want to add my 2 cents after watching Maxout play Skrull.
-After using Stone Dunk too many times it becomes obvious to punish as what MarlinPie did since he air grabbed him then he tried again then got air grabbed again.
-Used Brutal Pile Bunker too many times and even used it in the corner when it’s most punishable.
-There was a time where it was Skrull vs Doom 1v1 where Skrull dominates 7-3, but he wasn’t punishing the footdives with Orbital Grudge since it only does one hit and OG has armor.
Does the same work for Frank’s Knee drop?
Yes, Any divekick related move that does one hit can be beaten by the orbital grudge like Doom’s, Trish’s, etc.
I’m bad.
[media=youtube]nKQc_anZSDc[/media]
[media=youtube]kYDPaAs2oFI[/media]
Did you do the research yet, if it works in level 2 this is really useful technology, not the less very interesting.
Honor - It would appear that me maxiumum number of reps of meteor smash that can be done in XF2 is two. Atop that, the meteor smash loop is mostly only possible in the corner. Some larger hitboxed characters can be picked up midscreen but smaller characters like wolverine, x23, iron fist and smaller I found difficult to relaunch from midscreen. Additionally, if not in the corner and if your meteor smash lands on the upper body of the opponent on the ground, your chances of relaunching are slimmer than if you land on the lower part of the body. You do not recover from the meteor smash fast enough to dash to relaunch, or dash st.L > S. You must immediately launch after recovering from meteorsmash.
Some Numbers:
Some results:
LMH S > Meteor Smash Loop x2 > Inferno = 1,059,000 Dmg
LMH S > Basic Air Series > Meteor SMash Loop x2 = 1,123,000 Dmg
LMH S > Basic Air Series > Stone Smite Relaunch > Air Series > Meteor Smash > Inferno = 1,197,000 DMG
conclusion: Better to use the basic combo w/stone smite relaunch for maximum damage.
Rolling Hook > XFC > Launch, Meteor Smash Loop x2 > Inferno = 1,173,000 dmg
Rolling Hook > XFC > Launch, Basic Air Series > Meteor Smash > Launch, Basic Air Series > Meteor Smash > Inferno = **1,235,000 dmg. ** highest damage I’ve gotten.
Elastic Slam > XFC > Pile Bunker > Launch > Meteor Smash Loop x2 > Inferno = 952,300 dmg
XF, Elastic Slam > Pile Bunker > Launch > Meteor Smash Loop x2 > Inferno = 1,037,800 dmg
Throw > Meteor Smash > XFC > Meteor SMash Loop x2 > Inferno = 815,100 dmg
Throw > XFC > Meteor Smash Loop x2 > Inferno = 901,100 dmg
Stone Dunk > XFC > Meteor Smash Loop x2 > Inferno = 1,013,000 dmg
Pile Bunker > XFC > Meteor Smash Loop x2 > Inferno = 1,054,000 dmg
Stone Smite XFC combos you can only relaunch once after a meteor smash.
Orbital Grudge > XFC > Elastic Slam > Pile Bunker > Meteor Smash Loop x2 > Inferno = 140,000 + 1,028,000 (1,168,000 total)
In the event that you do do meteor smash loops, its best, damage wise, to add a basic air series to each repetition of the loop, as you’ll be fast enough that they don’t pop out of the combo. You are not fast enough to do more than two meteor smash loops.
Also, I found that practicing meteor smash loops in xf2 is preferable to xf3. This is because there is a bit of required lag on the input for the meteor smash after the air S. I found myself inputting the meteor smash as fast as i could in xf3. However, the same speed of input will NOT work with xf2, and if you only practice the loop in xf3, you will run into execution errors if you attempt it in XF2.
Ultimately the meteor smash loop loses ease of input and damage output in xf2.
Hi I’ve been playing skrull for like 2 weeks or so, on and off, and been messing around with various teams and positions for him. I’ve decided to keep him as anchor just because i like tenderizer assist for my team of Doom/MODOK/Skrull and because I guess he is pretty crazy in xf3… but Of course I have alot of trouble keeping ANYTHING he does safe when he’s an anchor and I am very inconsistent with combos in xfactor. Like skrull gets too high and my air string of mmhs usually whiffs at like H.
[media=youtube]lyGBWUG33Jc[/media]
A lot of games I would just take the risk of throwing out a random elastic slam or trying to get an ambiguous crossup with standing H. anyway. comments appreciated.
[media=youtube]-KjaLRr7fhc[/media]
Hi, guys. I’ve just entered the forum and hope I can learn some techs with you!
Here a couple of matches using my Skrull team. I play usually against Brian Kasugano, a notable Chun-Li player here from Brazil too.
Brian Kasugano 10 vs 7 Paulow3b
[media=youtube]gEmAbc_IZCQ[/media]
Paulow3b 5 vs 10 Comboman70
[media=youtube]FhQYt2mhEBM[/media]