Super Skrull Combos 2.0

I’m glad we can still do that Meteor Smash XFactor Loop in UMVC3. In MVC3 I was only able to loop it 3 times but it still killed off the whole cast. The input after the launcher is TK Meteor Smash right?

You don’t have to TK Meteor, you can now launch, air :s:, then air meteor.

I forgot about the air cancellable version in UMVC3. This loop was only possible in vanilla if you tk’d it.

I’m running Skrull/Felica(rolling buckler)/Raccon (log trap). With log trap, I’ll often find myself without a wall bounce to work with. Can anyone recommend a solid bnb that doesn’t make use of a wall bounce? Thanks!

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This is just a quick corner combo involving a big character (Sentinel), It’s just something a little different after connecting a j. S

Hrmm off the log trap wall bounce you might be able to do c.H, s.S, j.MMHS, dash jump d+H, c.H, s.S, j.MMHS, meteor smash xx inferno

You can omit the c.H’s as needed

I wanted to post SOMETHING in here again, so I made this.

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hey guys i been trying to figure some bnbs with my team with skrull and i have used a couple different ones but i had one in mind that i couldn’t get to work correctly and was hoping that somebody could shed some light,

ok i use skrull, wesker, vergil, this one i was trying to make work

(corner ) crouchng, l,m,h,s, m m h s, jump ad, down heavy, dash launch, m m h s, wesker, rolling hook, stone smith, stone dunk, rolling hook, flame carpet inferno, tiger knee another inferno, ? can’t get the tiger knee down, thought i saw a video with hi im nasty, tiger kneeing in the corner inferno, anybody can confirm or deny this?

also been trying to figure out a combo with vergil rapid slash assist i dont know how to include it, any ideas?

that combo won’t work, the stone dunk ground bounces and you’ve already used that up with the j.D+H. You should be able to omit it and still do the combo. As for the TK infernos I’ve never tried them but I know that you recover from an air inferno quicker than a grounded one so many if you’re REALLY fast you can TK another one.

Also, start your combo with s.L which hits low. c.L doesn’t.

thanks yea i dont do the stone dunk and i cant get 2 rolling hooks due to being in corner somehow but one is enough thanks i didnt know i had to start my first super in the air

anybody know how to incorporate a combo with vergil rapid slash, idk trying to to something to combo into to to rolling hook after rapid slash

Maybe this:

Launcher, air series (delayed), Stone Smite, jump cancel, Stone Dunk, Rolling Hook, charge down H, call Vergil, release H,

After Rapid Slash hits maybe you can link another Rolling Hook, finishing with Meteor Smash/Inferno.

I’ve been trying to incorporate the following combo into real play but I’m finding it to really only work for me in the corner and it seems a bit unpractical:

Fully charged crouching H, jump forward with a slight delay before L, M, H, land, S, j.M, j.M, j.H, delayed j.S, Stone Smite, jump cancel Stone Dunk, Rolling Hook, Stone Smite, Inferno

Waddya think?

Sorry to rain on your combo but youll never hit anyone with a raw fully charged crouching H. Skrull is not a jump loop kinda guy.

Not even with corner pressure provided by an assist? I run drones so I think I would be able to lock someone down long enough to charge.

Unless they sat there and took each drone to the face then you could prob connect with it, but doing jump loops after might use up a lot of hit stun or hard to relaunch with.

Thanks guys. Back to working on practical combos.

Honestly there isn’t much in the way of combos for skrull. hes not a comborific character like tron, or vergil. I think most good combo technology has been discovered. Skrull’s combos are simple and damaging, not very flexible. what I would like to see is incoming mixups techology. every knows the ambiguous s:H: but theres gotta be something else…

I like to step back call drones and super jump, dash, and come down with 2H. if the drones cross up, i hit confirm with s:H: and combo. if theyre blocking drones i just jab with s:L: or dash around trying to cross em up with a 2H or a s:H:

With my other assist (tatsu) i like to jump, and dash over them. If i hear that tatsu hits, i come down with 2H and use the ground bounce as a hit confirm and then proceed to combo their ass.

I dont really have command grab setups for incoming characters (or at all for that matter). Anyway thats all ive got to share, what do you guys have up your sleeves?

For incoming mix-ups, I try several things:

-The standing H. which everyone knows
-I’ve tried moving all the way into the corner and doing a meteor smash upon their entrance. It’ll cross them up and lead into a combo or inferno.
-I step back, 3H (diagonal stretch limb) and call drones for positioning at times. It’ll box them in by forcing them to block allowing me to move in or command grab with M when they land.
-I also try to call drones, jump, airdash and go for a grab so that I can combo off of the grab.

Since I have Anchor Skrull, my welcome mat has to be the last thing you step on. Some setups are character specific since some people have special options as opposed to others.

Example: Viper can do EX Thunder Knuckle once getting in the game so you would do a Orbital Grudge when they land. Orbital M is safe on block.

Magneto and Phoenix Players love to air dash up when coming in, so you super jump, air dash and air grab them. Easy Scoop for a quick 600k.