I’ll be there too. Hope to get a few games against you.
Nicely presented video… But having the dummy not tech back or forwards really isnt realistic and doesnt show what would really happen in a match. I’d say show what you do when the oppoent techs forward or at least expalin you have to dash back to catch them. You make that reset at the end sound like its 50/50 when all someone would have to do is roll forward and jump.
Hey, thanks!
That’s partly true. The level 3 combos leave the opponent in the corner, so they can’t move further back when they do a backward roll. You do need to change the timing of the Elastic Slam though, since they go through the roll animation. Rolling forward does allow them to jump (or even throw you). it’s not a 50/50, but it’s pretty close! …Unless of course, the opponent DHC’s/supers.
Still though, just trying to get some new tech out there. Sharing all I can find, and I should have a new shenanigans video coming up soon…some stuff might be old, but oh well.
Scenario: Opponents character goes down. Next one comes in BUT you call in Dante’s Jam Session assist causing them to block and then after its over you air grab them.
Does that work? I would test it but no game.
Sounds like it’d work, but I’m basing it off of 1upmiles’ Spencer/Skrull command grab setup, where if they blocked Spencer’s angle shot they got snatched up.
unless they are really high up they will stay in block stun until they hit the floor so no anti air grab im afraid but still leaves you a nice mixup
Its -9 on block so i don’t know if they will be grounded by then. Unless you go for the ground grab?
if you are holding up at any time you will not get hit by a ground grab so it would just be a mix up and perfectly avoidable im afraid
Really? Dang. Whats the startup on jumping? I thought it had recovery too?
Jump startup is 4 frames iirc
I feel once Skrull gets going it is will be hard as FUDGE to get out. Thats IF you do. But I’m down for now.
Found a new combo I sort of like. The one thing I don’t like about it is the opponent gets out of the corner at the end, and it’s corner-only. It leaves them open for an H Elastic Slam at the end, unless they recover forward (which makes me consider something like Tron/Haggar even more…>.<)
c.:l:, c.:h:, s.:s:, super jump, air dash, sj.:h:, sj.:s:, land
Stone Smite, dash back, s.:s:, super jump, air dash, sj.:h:, sj.:s:, land
jump, j.D+:h:, s.:s:, (tigerknee) Meteor Smash xx Inferno
773,000 damage
It’s based on a loop I found, where if you launch > super jump > immediate air dash > sj.:h: > sj.:s:, you get to relaunch, as long as you have a means to relaunch (ground bounce, wall bounce). So far I’ve only been able to do three launches…I don’t know if more are possible without the help of an assist (or an Ise loop variant).
Also, I can’t really find a good use for Flame Sweep (besides the infinite). :\
You should check out my vids on YouTube, BoyUzi/Skrull
those were some pretty cool combos. like how utilize most of his command moves.
sorry about the quality but hope this one helps. read description plz
i dunno what took me so long, but i finally got [skrull torch (aim up) dhc stalker flare, tag back in skrull, meteor smash (whiff) xx skrull torch] to work. actually does more damage than lvl3 (from my testing) and can be tacked on after more combos than lvl3. also, apparently, lvl3 reappears at a higher height than meteor smash, or it simply has a larger hitbox. hopefully infinite will remain for ultimate.
Skrull can DHC glitch with Thor on either his Mighty Punish or Mighty Tornado, but I think that’s a given for everyone since that’s one of the easiest DHC glitches to pull off. It just looks funny when you DHC from Mighty Tornado since they just fall down real slow.
i can dhc glitch with jill into skrull in the corner … its pretty good too if i dont use the ground bounce during my jill loop
After watching Aeroblue’s Skrull videos, I decided to try to chain together a few of the more basic resets. The result is a 100% combo on everybody, including Thor, but can be kind of unreliable.
In the corner:
st.:l: > st. > st.:s: > sj. > j.
> j.
> j.:s: > j.:d::h: > st.:s: > sj. > j.
> j.
> j.:h: > land > jump > back air throw > Meteor Smash > Inferno > :h:Elastic Slam > dash > st.:l:Tenderizer > Death Penalty
Adjust Meteor Smash and Death Penalty inputs for direction, I guess. It does use 4 meters, but no X-Factor or assists. The main problem is you’ll whiff the air throw if they recover forwards, and I think also the elastic slam if they recover backwards. I believe it does upwards of 1.4 million.
i don’t remember if this has ever been mentioned, but skrull can extend his combos and damage in the corner from charged sweep. if you do any combo into a hard knockdown, you can do…
charged sweep, tiger knee Inferno, land, Skrull Torch_THC_another tiger knee Inferno
tiger knee inferno after charged sweep is nothing new, but there’s a twist. skrull can either do grounded tk inferno or aerial tk inferno. you’ll know if you’ve performed one or the other by listening to skrulls chant or watching the animation carefully. if he did grounded inferno, he’ll be high above the ground and yell “he loves you, INFEEERNO!”, but if he does aerial tk inferno, he’ll be very low to the ground but yell “he loves you, evil laugh”. aerial tk inferno, being lower to the ground, will allow skrull to land quicker, recover, and do a skrull torch, THC (with the right team) or another tk inferno (has to be tk, regular inferno is too slow, this one is pretty difficult, not much time, skrull torch does more damage anyway). unfortunately, i don’t have video, so you can test things out on your own.
post elastic slam combo damage can be boosted by solo skrull combos without lvl3, xfactor, or infinite or with assistance via assists, dhc or thc. elastic slam combo can result in at least 720K+ damage if you’re willing to spend the two meters. i assume he can get 800-900K with the right assists. (winks at Honor Basquiat)
if this remains in ultimate, this’ll be great along with air xfactor. :tup: