Super Skrull Combos 2.0

I believe you answered something along the lines of which form of Orbital Grudge do you use, but I’m not sure if you answered on do you always Fatal Buster afterwards? I’ve found myself constantly using it on block or if I connect. Should I be doing something otherwise?

I use Heavy while in XF, and Medium while not. Medium is safe and so is Fatal Buster, but use Fatal Buster when your back is not facing the corner, or if they aren’t air blocking the OG. If you FB while backed into the corner, you won’t push yourself away and getting punished. If they air block your OG then you try to Buster them, they’ll land and recover right after the FB connected. Fatal Buster can be used as a Frame Trap as well if you delay it after the OG ended.

Having a real hard time getting the timing down on these combos. In the first one, after the Skrull Smash and dash, cr :h: and cr :s: is always whiffing. The second one, I get to air :m::m::h: and then :s: whiffs. What’s goin’ on here?

TBH I personally don’t even do this combo in a real match unless I’m near the corner where the timing is easier, and usually I skip doing the cr. H since that makes this combo more harder than it should. Just stick to dash relaunching if you’re mid screen.

The second combo is difficult due to the hit stun scaling being stretched to its limit on this combo, so when you’re doing your 2nd air series, you can’t delay your buttons to make the Stone Smite timing easier. You have to press each button in succession or else they’ll fall out. If you need help connecting the air series to Stone Smite, you can always watch my Stone Smite tutorial.

Cool, any tips for landing the S after the dash. I always seem to hit it at the same time they tech.

Yeah a lot of people have trouble with that relaunch.The best way to hit it is when you dash, press S right after you dash so you will be throwing out the attack while still sliding from the dash. If you’re in the corner, this timing is a no brainer since there’s no dashing.

If you’re doing this mid screen and still having trouble, try taking off one air M from the first air series to make the timing easier.

Has anyone seen anything like this before?

[media=youtube]kEFkyr8r5XI[/media]

From what I know of the engine for the game it seems that Frank’s cart is hitting in between the two hits of Skrull’s Pile Dunker. This allows him to get multiple OTGs with it and either get resets such as I have here, or further combos. Possibly from beams?

Wow that looks godlike I need to give it a try. Made my main team official as Wolverine/Frank/Skrull as of a few days ago. Good find

On incoming mixups on characters that can fly or dash out, is there anything viable besides the super jump air dash throw?

About hitting the j.S (before canceling into Meteor Smash M) after S in a long combo, how fast do you have to hit the j.S? Sometimes I try to do it and the opponent already recovers before I land the j.S.

random question: does anyone ever use tenderizer (non-assist version), other than to easily connect death penalty?

you shouldn’t really wait or delay. you’re not trying to do a stone smite. and at the tail end of the long combos, the HSD really kicks in. if you wait to reach the peak of your jump you’re too late. you should hit j.S as soon as skrull is in range of hitting him in the air (that j.S has a pretty good hitbox). it’s a pretty fast 1-2 but it’s not instant.

It also helps if you ground launched them when they are close to the ground. The higher they were when you launched them, the longer it takes for Skrull to hit them with air S since he has to catch up to them mid-air.

Was messing around with Dark Kl’rt in the corner and I accidentally found something that looks cool in combos. I’m sure it’s known.

This was all done in XF LvL3. I st.L st.M S, sj. Tenderizer L, Fall Down and relaunch or do w/e you want. While I was mashing L on the way up to get tenderizer to come out a light or two hit to kind of keep them in hitstun then tenderizer smacks em back down wit ha good ground bounce.

EDIT: Full combo. Came out to 1.2 Mil

st.L, st.M, S, sj. Tenderizer L, Fall To Ground, S, sj.M, sj.H, sj.S, Stone Smite, S, Meteor Smash, Infernooooooo

Sure it may look cool, but takes a long time to perform it. I guess if you aren’t making a 3v1 comeback, then by all means do the fanciest combo ever.

how do you combo a rolling hook after a stonesmite (otg) into a stonedunk without crossing yourself up?

What is the easiest way to get the timing for the LMH down after a corner meteor smash. I’ve only been able to hit it once in a match and just want to get more consistent with it. Or is it character specific?

You input the dashes before you land, then when you land press H.

Character specific. This will be explained in the guide.

thanks, that helped alot, I got it my first try after reading that too xD

if you would, I was was wondering if you could tell me how you combo two infernos in a row - it seems to have something to do with (charged) :d: H which is fairly easy to do after the rolling hook in that combo, but I dont do that move because meteor smash does move damage

[media=youtube]O4Uf1yD4N70[/media]

I’ve been wondering for a while, what moves besides Stone Dunk, Ki’rt’s air normals, and S.h are safe on block, assuming no assists?
XF optional.