Thanks guys! I messed with him quite a bit last night. His combos were a lot tricker than I expected, but it was less about finger gymnastics, and more about, like Rolling_ said, timing the air series for successful Stone Smites. As someone whos used to box jumping, are either down+H or the charge S air move safe w/o assist cover? or is there another way for a relatively quick air attack similar to box jump? I guess it’s that upward air dash that’s awkward to get used to LOL
I’m not married to Vajra, btw. I dont even use Strider, was just a thought I had once. Mostly it’s Hawkeye I want on every team if I can help it. Likewise, Skrull seems to dig him some drones, but that’s not new info.
Yeah you hit the nail on the head skrull combos are definitely more about timing then anything theres two ways to land SS. 1st is to delay your air series just a bit. 2nd is to start your air series a bit late and do them at normal speeds. I use to do the second way until I got comfortable at delaying my air series b/c I would always miss the S. Charge S is indeed safe and can often times cross up b/c of its huge hitbox. Down+H is not safe try to back it up with an assist often. Skrull air dash does take some time getting use to but it compliments his move set very well if you have sent drones you can cross em up with AD S or charged. You can also cross up Down+H if you jump and AD immediately just have to space it right.
I havent seen a skrull/hawkeye team you could be the first I suggest having a battery character since both skrull and hawkeye use alot of meter.
I should also add that when you do your air magic series midscreen from an angled jump, the timing is different to press your buttons since you’re not jumping straight up.
airdash+chargeS is safe and can cross up. jumping down+H is unsafe but i think if ur distances are right, then you can make it safe? dH has a pretty large hitbox and plus, skrull jumps back after he lands as part of his animation (that’s why you have to dash to follow it up if it hits). so if you hit the ground in front of your opponent and he blocks it, the distance might be too great for him to punish. mmm, at least, thats what i think. i should test this. lol, thanks for the question.
also important to note, jump dH doesn’t really have a hitbox behind skrull. i’ve been killed a few times coz i airdashed over him and pressed dH while my opponent grounddashed the other way underneath me. skrull hits nothing but ground and on top of that he jumps back right at the opponent for an easy punish.
I’m curious what Super Skrull assist you are using and why? As stupid as it sounds (because I know it does the least damage and is really the most punishable) I’m using tenderizer. It’s sort of like a ghetto cold star on incoming characters, keeps them locked in the corner. If you don’t spam it too much, it’s a pretty good AA and really eats certain stuff for breakfast such as Felecia’s Air Delta Kick
And this late in the game (while I’m already mentioning assists), what assists do you feel best support Super Skrull? My team is Skrull/Hulk/Felecia and I find both characters have underrated assists that support Skrull well. Hulk’s virtually invincible AA assist is just a great GTFO assist and Skrull can follow it up with meteor smash. The assist is basically a poor man’s Tron Fire (vanilla) but that’s still pretty damn good. Cat girl’s rolling buckler is amazing and creates unblockables with Skrull which is always fun, especially on incoming characters.
i have some match-up questions (which in the end might be useful for everyone). to help put things into context, right now, my team is Skrull/Wesker/Akuma…
Wolverine + assist (Frank West)
Spoiler
…or noel brown’s stupidly good team. wolverine is still really good in this game. swiss cheese has only served to discourage scrubs from using him but his dive kick is still very cheap and effective. It beats out skrull’s s.H, and the armor from his OG sometimes doesn’t activate quickly enough. plus, wolvie can apply all sorts of pressure with normals that are faster and which out-range skrull’s.
add frank west’s shopping cart assist into the mix and it gets very hard to survive. I often find myself trying to hit the assist instead with a meteor smash/jumping d.H into combo then into an inferno.
any advice? Because it gets hard to rely on a happy birthday. xfc-ing wolverine off a blocked dive kick also comes at a price, because it means i’m going to have to fight dark wesker without an xfc of my own.
Zero
[details=Spoiler]again, normals that are faster and outrange mine. and his jumping pizza cutter is too good. i’ve dealt with zero’s primarily by running away and using my rolling hook or elastic limbs with no hurtbox. And also, i rely on my tatsu assist to open him up.
I figure, since Zero players are always fishing for hits with j.H or lightning atks or command dashes, that means they’re hardly ever blocking, which means random things often hit them. So thinking random actually sometimes works for me. But other than that, i find that it’s always an uphill struggle. [/details]
any advice would be great. Or if you have any suggestions to change my team, even if it’s just to primarily deal with the 2 i’ve mentioned above (sort of like a B-team or a “Special Team”), i wouldn’t be adverse to it.
I can always learn a character, but these are currently the characters I can play with my corresponding uhmm… “character know-how” or “effectiveness”:
[details=Spoiler]1. Wesker - *****
2. Dormammu - ****
3. Nova - ****
4. Akuma - ***
5. Deadpool - ***
6. Sentinel - ***
7. Frank West - **
8. Doom - **
9. Hulk - *
10. Chris - *
[/details]
I have a question, so are you hit confirming that your light/medium is being BLOCKEd and then going with standing H, or are your strings containing standing H even on hit?
i only ask this because I was under the impression that standing H uses ground bounce up, even if you press launcher quickly after, making your combos effectively shorter. I could be wrong, and this would help a SHITLOAD out if I could use standing H more in combos…
My personal blockstring doesn’t even involve St. H. With or without hit.
It does use ground bounce so don’t use it unless you’re ending a blockstring. There are ways to use St. H in combos without using up your ground bounce that don’t involve xfactoring.
Well he can kinda do it by himself. The timing is way too strict though. If you do Stone Smite then st. :h::s:, there’s a small chance that you can pick them up before they land, but it’s hard. With assists like Dorm’s Dark Hole and Doom’s missiles, he can stand H and then launch before they drop.
Well mine is not recommended because if it hits, it scales your combo already.
It’s St. :l: cr. :h::s:. The standing scales combos because of the double hits.
I’m not exactly sure what you mean here. how can you get hidden missiles to connect in between standing H and S? unless u mean, I just use the ground bounce of H, then S+hidden missiles, air combo, and then OTG with missiles?
in your string (which is what I’m leaning towards anyway), I’m assuming that you hit confirm the M’s and if it hits you go into full combo but if the m’s are blocked, you go into standing H instead of crouching H?
Okay so do a ground series, then call doom missiles before you launch then complete an air combo then when you land, the missiles should be coming down and otg them above you then you can do St. H and St. S in quick succession.
The Standing M is a good confirm whether it hit or not. You could do St. H if they blocked the st. M to put you in positive, but what I do is cancel the cr. H to M Orbital Grudge since its still positive.
Hi, I’m new to MVC3 and I started playing it about a couple of weeks ago with a friend at a local arcade which has an arcade cabinet hooked up to a PS3 running UMVC3. Its really fun and the first characters I picked (and stuck with) is Skrull (why not since ‘he’ loves me :D), Wolverine and Zero despite not knowing a single thing about them. After about a couple of sessions over the past weeks, I’ve learned basic combos for my team. I’ve got a question about throw resets using Skrull. Is it reliable to practice his H Elastic Grab for a tag in grab? I’ve only mange to get this done 1 out of 4 to 5 tries and when I don’t, it usually ends up with me getting punished.
Also, are his reset grabs escapable at all by players who know what to expect and know it coming? I’ve tried some resets as in as incoming tag H Elastic Grab on my friend and he can’t seem to find a way out of it. Generally in other fighting games I’ve played this sort of tactics should have a counter measurement to avoid with prior knowledge of it, how about umvc3? Else this feels kind of broken, but then again every character is somewhat broken in one way or another in mvc, making it fun.
Also I know this belongs in the team building section but I’ve got a question about using Skrull’s Stone Smite Assist as an OTG pickup, is it viable? Considering he charges so long after calling him out, most of the combos I tried doesn’t allow me to do any OTG pick up to extend my combos, or am I timing it wrong?
Regarding the Stone Smite OTG assist it’s very viable, long time ago I used it to OTG for Magneto, but honestly, you should be playing Skrull on point, his assists are lousy and there are way better XF level 2-3 character.
Skrull doesn’t seem like a point character to me, he seems like a pretty heavy gauge eater, putting him as point seem to greatly reduce his damage output from the way I look at it. Also I personally like his orbital grudge assist for its armor as well as stone smite as a cross up tool.
Right now I’m thinking of using Skrull either as the 2nd or the last character.
EDIT: I went on down to play Skrull in training mode and tried his simple relaunch combo and his stone smite OTG combo, need some help. I manage to get the stone smite OTG to work about 50% of the time by delaying the hits, though about 30% of the time that I didn’t was due to dropped combo while in midair. Any particular tips to the delay? I also realised that I can seem to delay it many ways, depending on how my first 2 Air M hit after the launch.
Thats not the main issue now though, I’m not very sure how to do his follow ups after the stone smite OTG. From what I’ve been seeing in videos, after stone smite OTG, you jump cancel into his air charging special, then do a rolling hook. I’m having problems with getting his rolling hook out consistently, and many of the times he ends up dashing across to the other side, completely whiffing the hook. I’ve tried several methods of input, like df, df, f+H, but this tends to make either his meteor smash or orbital grudge come out instead. How do you Skrulls manage to get the rolling hook out proper? And the timing for it? There are several times Skrull just stands there, I assume I did rolling hook too early after the jump special.
The next question I have is that after his stone smite OTG while not in corner, is rolling hook the only option? Is it a good option? Or is TK Orbital Grudge another option I should consider?
Last but not least, regarding my original question, I’d still like to know if there are any methods of getting out of skrull’s grabs, especially after certain resets, or while a character change is in progress.
I actually just checked. If you hit with stone smite mid screen you can actually jump forward into an air dash and still have time to charge your stone dunk. Looking at other options as I think his air dash may have some potential with this. I also just managed to WD over and land both standing :l: and standing :s:
As for the Rolling Hook from Stone Dunk, I was having trouble with this myself and I just found out how to do it. During the hit lag input the first two forwards and then the third and :h: as soon as Skrull lands.