Invasion Force: The Skrull Team-Building thread!

Now why tenderizer? It is one of the better incoming setups, but my incoming with Frank is almost always j.M and dog, they land in dog, I roll, and go for overhead or low, a 50/50 scenario leading to a lot of damage on hit. And if they get hit by the j.M I can j.S and not use up the ground bounce, for scary damage as well. And ammy’s mostly anchor, though I used to use her on lead. Also, Frank can relaunch midscreen or corner with his jumping tools of survival H and skrulls orbital grudge, save the ground bounce, then use it later with two tools of survival m for a corner-to-corner 800k-1mill combo. And just grudge on it’s own, it’s good stuff.

So, what’s this tenderizer tech? I’m intrigued.

Also, recently switched Skrull to Nova, so lol, this isn’t as relevant to me, but I’m not sold on Nova just yet.

i use tenderizers for better incoming mixups, its good against tridashers if called in right, and easy to hit confirm to level 2-3 w/ frank. And now this is my secret tech; if im looking for a happy birthday or just need a big offensive push/mixup, i do the teamsuper thing w/ ammy and skrull and since tenerizer assist makes skrull use his skrull torch torpedo thing, i can cross up/ get in for free/easily combo afterwards for Eslam reset or anything. also u can do the team super with 3-5 frank for full effectiveness or even 1-2. umm but yea u should sell out to nova cus hes godlike…

I’m still not sure. I like Skrull’s elastic slams more than anything, but in front I can’t easily correct a bad Skrull call with X-factor, because you gotta make a risk now and then with Skrull. Nova is a bit of a straightforward approach, and kinda predictable, but once Ammy assist keeps them still, that neutral jump instant overhead is godlike at opening up. Nova for now, but switching with Skrull every once in a while, I guess. I like the THC thing, though.

How is Orbital Grudge as a GTFO assist? I’m looking for something to keep people off of Doctor Strange and am trying to explore all possible options.

It’s the only one that can act as a GTFO assist. It has one point of projectile armor and the hitbox on it is pretty decent.

Is it good as one though? I’m a taking a HUGE lose choosing Orbital Grudge over something like Tatsu?

It’s not something I would rely on tbh. Tatsu is way better as a get off me assist. Choose orbital over tatsu is like choosing iron man for the beam assist when you can have doom or magneto for the beam assist.

WHOA. That’s not an accurate analogy at all. Unibeam is a great beam assist (I personally think it’s better than Plasma Beam or Disruptor), but the problem with it is that it comes with Iron Man attached, who is unquestionably a worse character than Doom and Mags.

Skrull and Akuma are both good characters (though again I think Akuma might be just slightly better), but Tatsu has much better properties than OG as an assist. Grudge probably isn’t even in the top 5 GTFO assists. It works fine as one if you need it, but like you said, I wouldn’t rely on it.

I didn’t word it right, but that’s what I kinda meant. Iron Man’s assists are really good, but you have to play Iron Man.

What do guys think are some good point characters for a x/Skrull/Strider team? I’ve been thinking about Skrull/Strider synergy for a minute, lets you convert rolling hook, crossup meteor smash, and orbital grudge m(w/o fatal buster) into a combo from anywhere, anytime vajra is blocked on the ground and Skrull is nearby its a e slam 50/50, and extends combos.

^ ive been messing around with a skrull/wesker/strider and deadpool/skrull/strider team and it’s pretty fun. I’d say dante/doom/wesker/viper/deadpool basically anyone who can self OTG into a combo and plays well on point. I’d love to run a viper/skrull/strider team, I need to practice dat viper.

Hey guys, what do you think of a Skrull(Tend), Vergil(rapid slash), Wesker(OTG) team? i dunno really how to aproach, since all the stone dunks i try to pressure with gets stuffed, and i dont like skrulls grap because of the recovery.

Any tips to this team? any unblockables.

Rapid slash makes some of Skrull’s moves safe. Like throwing out a meteor smash while calling the assist should leave them in enough block stun to let you recover. There’s a couple unblockables with the Wesker gunshot. Like doing an Air Down+H before calling Wesker, or call assist then Stone Dunk.

Skrull has a few ways to close the gap like using the rolling hook or his stretch command normals(These attacks have no hurtbox on the arms).

P.S. Here’s a little tip on how you can make someone have to guess upon incoming characters: When someone is coming in, you can call rapid slash, then throw out an Elastic Grab either M or H. Doing the H version makes it so if they pressed a button or tried to fly up, you’ll grab them instantly while the rapid slash comes by for your safety. This also works on characters with no means of air mobility. You can do the medium grab then call the assist so if they stood there blocking, you have a free command grab. If not, Vergil assist will push them back to let you recover.

YES, THANK YOU, i was wondering what do to on incoming characters as Meteor smash and stone dunk get stuffed, and he cant really apply pressure with his air normals like wesker.

Your videos made me pick up skrull, he is so fun. When do you suppose one should do the unblockable with wesker? cant really see a use for it.

Now hopefully my Skrull wont be that free.

I’ve traditionally always used Skrull as my anchor, but messing with a new team- Skrull(orbital)/Dorm(liberation)/Doom(missles/plasma), the beauty of it is, the liberation works best IMO when not charged w/ any spells at all. It gives Skrull some NASTY resets as it forces a unique air recovery. There is some cool stuff when it’s charged too, but my Dorm is so bad that I’m not yet ready to fully utilize the charged versions of the assist as he usually gets blown up while i’m stacking spells(or trying to, lol, i usually teleport on accident instead). It’s best when you know you can OTG them in a corner w/ air d+h, call Dorm assist(empty) at the same time, backdash after the OTG, then H-elastic slam, it should cover all forms of air recovery if done correctly. Only people w/ air options can get out(still confirming this as it’s new tech i’m messing w/), but i’m pretty sure Haggars, Hulks, those type of characters lacking air-mobility should be plain screwed.

wow, it’s like my post just…vanished…wait, now i see it…n/m false alarm!

lol

So I’m pretty much sold on my Skrull (SS)/Nova (CR) /Strange (Bolts) team that I mentioned earlier in the thread… I particularly like the synergy between skrull and Dr. Strange. Bolts + meteor smash cross ups set up some cool 50/50s which lead into full combos as the bolts will juggle the opponent if they get hit by the meteor smash. This also allows skrull to get full combos off of grabs from anywhere on the screen, as well as TAC into nova or set up a reset. Characters that duck bolts also get command grabbed for free and if they get hit by the bolts, they can be easily hit confirmed into a combo depending on where they are on the screen (if they are close, you can simply launch or use standing H for an easier hit confirm or if they are further away, a rolling hook can also lead into full combos).

Additionally, nova’s assist allows skrull to use his ground bounce whenever he wants and still pull off pretty optimal combos as you can pretty much swap out stone dunk with nova’s assist for the forced ground bounce (especially helpful when you start a combo with air down h or off of a command grab. end the combo with stone smite, nova assist, rolling hook, meteor smash, inferno).

The synergy between nova and skrull is also pretty good as skrull helps extend nova’s combos, as well as provide easy DHCs and solid mix-ups. Nova and strange also work similarly well together. The only real concern is using strange in general(I wish so badly that he was a better character).

I might make a video of the Skrull/Strange synergy if there is any interest.

^ im interested. I too feel that bolts with skrull is really good but my dr. strange is REALLY bad :rofl:

How tight is the timing for throw, call bolts, meteor smash?

On a ground throw, the timing is pretty tight and took me some practice to get down, but in the air, the timing is pretty easy since you have more time and you can call bolts on the way down as wellmeteor smash while you both are still in the air. It is also worth mentioning that anytime you meteor smash, calling bolts before you go up almost always leads to the possibility of a relaunch.