Super Skrull Combos 2.0

What are the essential combos every Skrull player needs to know? I apologize for the stupid question if a list has been compiled somewhere but I couldn’t find one. If there isn’t a list somewhere, a new - up to date - combo thread probably wouldn’t be a bad idea…

how to convert off of a hard knock down with a groundbounce
dash(s), jump, :d::h:, dash, :s: (or :l:,:m:,:s:), :m:, :m:, :h:, :s:, meteor smash( :dp: :m: or :dp::h: depending on spacing) into hyper combo (to land a lvl 3 combo buffer :dp: :2p: before you hit the ground if not in xfactor)

is a simplified one that I do now, but I use his stonesmite for a wallbounce

Does this count for Elastic Slam also?

Yup. You can also do a stone smite, rolling hook (or s.S --> j.S if in corner), meteor smash after the air series.

A good reset to try is throwing out elastic slam H after the meteor smash. If they tech back or neutral (I think?) it’ll catch them.

Thanks for the advice, I’m pretty new to Skrull. :stuck_out_tongue:

Stomp em 3 times for good measure.

[media=youtube]9unyPj96qXo[/media]

Hey. I’m thinking of picking up Skrull with Strange and Strider behind him, and I’m wondering what combos you guys can get with Vajra and Bolts of Ballsack. Preferably Mid-screen and corner combos. Thanks.

Seen you stream monsterin earlier. :slight_smile:

Bolts could possible make meteor smash safe, bolt lockdown you could attempt command grabs between bolts. Strider is just strider… vajra then meteor smash, or something dumb. lol But no real combo extensions that I could think of.

Where do you guys think Skrull is placed best on a team?

Right now I’m trying Vergil-Frank-Skrull and i love it.

-basic simple 9 or 10 hit combo into tenderzier assist into washing machine w vergil to frank pic to Devil Trigger to instant lvl 4
-Above works off of air throw or frank west start assist too
-if frank gets killed i have the TAC into skrull to inferno to tools of survival photo
-if skrull gets snapped in Vergil is now my anchor
-if frank gets snapped in i have vergil assist to help level up and skrull assist for lockdown/level up support. Now vergil gets assist support from skrull and either character is a great anchor.

IMO, skrulls best position is anchor because of the mindless simple damage he does.

I think hes best played first, because with the greatest command grab resets in the game it makes him a really good baterry… and because with assists you can make him safe as well as create mixups people dont usally see, as anchor people will (and have) learned out to deal with dumbass skrull player who only has a handful of mixups and random command grabs

Really it just depends on your team and if they can utilize your chosen Skrull assist. I’ve played him at all positions but I prefer him 2nd or anchor.

I’ve played Task(hori)/Spencer(slant)/Skrull(tenderizer) since April and the thing I like about the team is all of them are viable in any order and can fill any slot and I feel Task best deals with beginning of the game stuff better than the other two. Any random touch with that team equals death too. The problem is that I lack a neutral game assist from the start and if Task dies then I won’t have one period. I’ve been experimenting with different orders and recently been playing Spencer(slant)/Skrull(tenderizer or grudge)/Task(hori) but ultimately will either run Spencer(slant)/Task(hori)/Skrull(grudge) or just play my old team with grudge instead of tenderizer for the neutral game assist.

On point I feel like he doesn’t have many options defensively and his moves are very unsafe so you’d have to rely on your assists to help him get out of certain situations defensively and to just keep him safe. My team doesn’t help him out at all but I’ve played other Skrull based teams with Molecular Shield, Hidden Missiles, Bolts, Shopping Cart, and Tatsu and it helps him out a bunch. And I think he can be difficult to DHC from because the height Inferno leaves the opponent so people will typically go for resets which, thankfully, he shines in that area.

You guys may disagree with me but I think his normals are ass so I usually like to put someone on point that can more easily compete with the Wolvies, Zeros, etc. that you normally see on point. If I do get that touch then I can go into whatever combo and DHC into Inferno which is typically death. Also Skrull Torch is a good invincible reversal option if you have the meter to DHC from a near death point character to Skrull. Buuut neither of his options are particular safe escape DHC options because Inferno is super punishable on block and Skrull Torch can be punished easily by just teleporting or wavedashing to close the distance on him.

On anchor Skrull is straight shenanigans and resets but honestly, it isn’t that much different than how people played anchor Wesker and how people play anchor Vergil now. Hard to block crossups and just ambigous stuff with his st.H on incoming, j. dH & j. charge S. When I play Skrull on anchor, I feel like I’m in complete control of the match and that is one of the things I like most about him. Your opponent will either completely freeze up because they are scared and don’t know what you are going to do or they will keep moving because they don’t want to get grabbed. He is by far one of the scariest XFC anchors in the game.

But again, it just depends on your team. Skrull’s assists leave much to be desired but I found both my characters can utilize them in some way so I can put him on anchor and he can pull his weight.

Remember me? No? Of course not. But here is something anyway. I’m not dead, yet.

[media=youtube]o7OrtsN0Onc[/media]

And another combo;
[media=youtube]Qmse5NUe-Ss[/media]

Skrull combos are after the Ammy ones. Only two though, and the second is just after an unblockable.

[media=youtube]Xy5t9ksGyfM[/media]

What are Skrulls best combos off grab & fatal buster? I can get between 590k-625k off a grab and about 590k off fatal buster but only when they stay in the corner, otherwise it’s barely pushing 500k.

And for that double stone smite combo, 80% of the time after I catch them with the uncharged :d::h: , they will tech immediately afterwards so the :s: whiffs. The other 20% it works and I get the full combo. Is there any secret to that? Like do I need to delay the launch after the rolling hook or maybe I need to do the AD :h::s: at a real low height or what? That adds that additional 35k to my grab combo so being able to do that hit that consistently is important. Any tips?

Is it possible for Ki’rt to call an assist after a Fatal Buster?
I’ve been trying to do so(using 2 assists in this combo, used one up already), but the 2nd assist doesn’t come out at all, even though
I’m mashing :a2: .
Help?

No. At best, you can call for the assist right before the input of orbital grudge, or call an assist while following up air.Down+H for the OTG.

•c.:m:c.:h::s: (sj.:s: >> Airdash >> :d::h: >> land >> ****dash :s:)x3, sj.:ub::s: >> Airdash >> :d::h: >> land >> Inferno (788,400)

I am confused by the bolded and underlined part. I think the SRK reformat messed up the icons. Can someone please clarify?

Please disregard the above post. I think I figured it out.

HEy guys got a quick combo question.

Are there any tips or vids posted for linking Infernos?
of course I know that the first inferno needs to be TK’d off of a fully charged dbH, but I just cant seem to link the second one after.
often enough I can see my opp still in hit sun but by the time the next inferno hits they recover. sometime I cancel to early and get a DHC.
Is the 2nd inferno also supposed to be TK’d?

The combo I use is: (either after throw in corner or mhs^mmhs_)
Stone Smite jc ub S (Fully Charged), rolling hook, db H (fully charged) jc TK’d Inferno… then I try to link another

Anyway, Of course Id love to be linking infernos, just to keep it fresh if for nothing else.
Please enlighten me on any vids of post here in the forum… (I looked around myself but could find anything that helped)

I found a corner-only combo independently that does 616,200 damage without mashing. Not sure if it’s been posted in this thread before but here goes:

L Tenderizer, M Tenderizer, Inferno, x, air dash, Inferno

Feel free to lead into it or follow it up with whatever will fit; perhaps an anti-air Assist. The last Inferno can probably be substituted with something; I managed to substitute an H Tenderizer.

Be sure not to delay the MMM too much or the combo will end with a standing M.

Also, you can substitute the initial L Tenderizer for an air L Tenderizer if the enemy’s not short. If you do this, make sure to time it correctly. Get the last punch in before he hits the ground or the combo will end, but be sure to land as soon as the Tenderizer ends. If Skrull’s still in the air when the enemy reaches the apex of his bounce, it won’t combo and you’ll be vulnerable. Something I like to use to gauge if I’m doing it right is where the punches land. If I time it perfectly, Super Skrull appears to be punching the opponent’s neck/chest. This only applies to normal-height characters.

This could also probably work without X-Factor, but I’m still a noob and I can’t pull off this combo consistently enough to really mess around with it much. Anyway, just tell about your results and offer some suggestions to make it easier to pull off or do more damage.

UPDATE: Before posting this, I was screwing around to confirm some things and found that using Meteor Smash instead of a second Inferno, followed by an OTG Assist and a TAC, results in around 700,000 damage. So experimenting with this might be something that could help turn the tide in a match someday, or find a new BFF for Super-Skrull.