Scatteraxis (talk | contribs) m (Scatteraxis moved page Ultimate Marvel vs Capcom 3/Super-Skrull to UMVC3/Super-Skrull) |
(Images to movelist & small cleanup) |
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_AssistA.png | ||
|caption= | |caption= | ||
|name=Stone Smite | |name=Stone Smite | ||
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|properties={{otg}} {{wallbounce}} | |properties={{otg}} {{wallbounce}} | ||
|description= | |description= | ||
THC Hyper: Inferno. Can be used as a generic | THC Hyper: Inferno. Can be used as a generic OTG assist for combo extensions to support characters who have poor OTG options of their own. However, it is quite slow compared to many other OTG assists, so combos that utilize those assists do not necessarily work with Stone Smite. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_AssistB.png | ||
|caption= | |caption= | ||
|name=Orbital Grudge | |name=Orbital Grudge | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_AssistY.png | ||
|caption= | |caption= | ||
|name=Tenderizer | |name=Tenderizer | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_5L.png | ||
|caption= | |caption= | ||
|name=Stand Light | |name=Stand Light | ||
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|properties={{rpdfire}} | |properties={{rpdfire}} | ||
|description= | |description= | ||
Standing low kick. Note that Skrull's crouching L and M attacks hit Mid, so this is his only fast low. Although this attack can chain into itself, attempting to do so can lead to an accidental Tenderizer input, so avoid performing more 5Ls than necessary. | Standing low kick. Note that Skrull's crouching {{Clr|1|L}} and {{Clr|2|M}} attacks hit Mid, so this is his only fast low. Although this attack can chain into itself, attempting to do so can lead to an accidental Tenderizer input, so avoid performing more {{Clr|1|5Ls}} than necessary. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_5M.png | ||
|caption= | |caption= | ||
|name=Stand Medium | |name=Stand Medium | ||
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|properties=- | |properties=- | ||
|description= | |description= | ||
Two-hitting normal mainly used as grounded chain filler. Skrull wants to avoid using 5H on hit (it wastes ground bounce) but would prefer to use it on block for better frame advantage, so this attack gives Skrull time to confirm. | Two-hitting normal mainly used as grounded chain filler. Skrull wants to avoid using {{Clr|3|5H}} on hit (it wastes ground bounce) but would prefer to use it on block for better frame advantage, so this attack gives Skrull time to confirm. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_5H.png | ||
|caption= | |caption= | ||
|name=Stand Heavy | |name=Stand Heavy | ||
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|properties={{groundbounce}} | |properties={{groundbounce}} | ||
|description= | |description= | ||
Skrull has other ground bounce tools that are typically more optimal to use, so this attack tends to waste the | Skrull has other ground bounce tools that are typically more optimal to use, so this attack tends to waste the Ground Bounce resource, and should ideally be avoided in confirms in favor of {{Clr|3|2H}}. This attack hits a good distance behind Skrull during the start of the attack, which means it can actually hit as a cross-up. Standing underneath a character as they arrive on incoming and pressing {{Clr|3|5H}} is a good way to set up a simple left/right mixup against many characters. | ||
Holding down the button causes Skrull to charge the attack, ultimately resulting in Stone Smite being performed instead. | Holding down the button causes Skrull to charge the attack, ultimately resulting in Stone Smite being performed instead. | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_2L.png | ||
|caption= | |caption= | ||
|name=Crouching Light | |name=Crouching Light | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_2M.png | ||
|caption= | |caption= | ||
|name=Crouching Medium | |name=Crouching Medium | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_2H.png | ||
|caption= | |caption= | ||
|name=Crouching Heavy | |name=Crouching Heavy | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_5S.png | ||
|caption= | |caption= | ||
|name=Launcher/Special | |name=Launcher/Special | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_jL.png | ||
|caption= | |caption= | ||
|name=Jumping Light | |name=Jumping Light | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_jM.png | ||
|caption= | |caption= | ||
|name=Jumping Medium | |name=Jumping Medium | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_jH.png | ||
|caption= | |caption= | ||
|name=Jumping Heavy | |name=Jumping Heavy | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_jS.png | ||
|caption= | |caption= | ||
|name=Jumping Special | |name=Jumping Special | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_-H-_Charge.png | ||
|caption= | |caption=Charging Stone Smite | ||
|image2=UMVC3_Skrull_-H-_Release.png | |||
|name=Stone Smite | |name=Stone Smite | ||
|input=5[H] | |input=5[H] | ||
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|properties=Deals chip, {{otg}} {{wallbounce}} {{jcancel}} | |properties=Deals chip, {{otg}} {{wallbounce}} {{jcancel}} | ||
|description= | |description= | ||
One of several | One of several OTG tools for Skrull. It is possible to connect this after an Air Combo Finishing {{Clr|4|j.5S}}, but the long startup makes timing this challenging. Skrull must delay his {{Clr|4|j.5S}} as long as possible so that he is not too high up in the air when the opponent lands, and begin charging {{Clr|3|5[H]}} as quickly as possible. Primarily useful as a combo tool because it allows for Skrull to pick up without using groundbounce, and is generally too slow to have much practical use in neutral. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_6H.png | ||
|caption= | |caption= | ||
|name=Elastic Punch | |name=Elastic Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_666H.png | ||
|caption= | |caption= | ||
|name=Rolling Hook | |name=Rolling Hook | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_2-H-_Charge.png | ||
|caption= | |caption=Charging Flame Kick | ||
|image2=UMVC3_Skrull_2-H-_Release.png | |||
|name=Flame Kick | |name=Flame Kick | ||
|input=2[H] | |input=2[H] | ||
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|properties=Deals chip, {{otg}}, spinout to {{softknockdown}} {{jcancel}} | |properties=Deals chip, {{otg}}, spinout to {{softknockdown}} {{jcancel}} | ||
|description= | |description= | ||
Situational | Situational OTG tool. Mainly as a combo ender by jump-canceling into j.214XX hyper. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_j2H.png | ||
|image2=UMVC3_Skrull_j2H_2nd.png | |||
|caption= | |caption= | ||
|name=Brutal Pile Bunker | |name=Brutal Pile Bunker | ||
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|properties=Deals chip, {{otg}} {{groundbounce}} (2nd hit) | |properties=Deals chip, {{otg}} {{groundbounce}} (2nd hit) | ||
|description= | |description= | ||
Immediately halts Skrull's aerial momentum and causes him to plummet straight down while attacking. Solid airthrow OS when input as j.1H or j.3H, as it will cause Skrull to dive out of harm's way if the throw is mistimed, and is quite difficult to punish. The descent has a hit that can connect on either side of Skrull, making it possibly useful as a crossup attack, and knocks the opponent down. When Skrull reaches the ground, he performs a shockwave as a second hit, which causes a | Immediately halts Skrull's aerial momentum and causes him to plummet straight down while attacking. Solid airthrow OS when input as {{Clr|3|j.1H}} or {{Clr|3|j.3H}}, as it will cause Skrull to dive out of harm's way if the throw is mistimed, and is quite difficult to punish. The descent has a hit that can connect on either side of Skrull, making it possibly useful as a crossup attack, and knocks the opponent down. When Skrull reaches the ground, he performs a shockwave as a second hit, which causes a Ground Bounce, allowing for a relatively easy relaunch. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_3H.png | ||
|caption= | |caption= | ||
|name=Elastic Uppercut | |name=Elastic Uppercut | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_j-S-_Charge.png | ||
|caption= | |caption=Charging Stone Dunk | ||
|image2=UMVC3_Skrull_j-S-_Release.png | |||
|name=Stone Dunk | |name=Stone Dunk | ||
|input=j.5[S] | |input=j.5[S] | ||
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|properties=Deals chip, {{groundbounce}} | |properties=Deals chip, {{groundbounce}} | ||
|description= | |description= | ||
Charging j.5S increases its range forward horizontally and slightly further down, and gives it a | Charging {{Clr|4|j.5S}} increases its range forward horizontally and slightly further down, and gives it a Ground Bounce on hit. Difficult to use in combos due to its charge time, except for after a jump-canceled {{Clr|3|5[H]}}. If Skrull starts charging this at the start of a regular jump, he will land-cancel the recovery as soon as he is finished swinging, making this a relatively low-risk neutral tool. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_236X.png | ||
|caption= | |caption= | ||
|name=Orbital Grudge | |name=Orbital Grudge | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_236X214H.png | ||
|caption= | |caption= | ||
|name=Fatal Buster | |name=Fatal Buster | ||
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|properties={{wallbounce}} {{hardknockdown}} | |properties={{wallbounce}} {{hardknockdown}} | ||
|description= | |description= | ||
Follow-up attack to Orbital Grudge. Difficult to use since it requires using Orbital Grudge first. Can be useful for converting stray hits from assists such as Jam Session, as it reaches decently high into the air and leads to an easy | Follow-up attack to Orbital Grudge. Difficult to use since it requires using Orbital Grudge first. Can be useful for converting stray hits from assists such as Jam Session, as it reaches decently high into the air and leads to an easy Wall Bounce pickup from most screen positions. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_623X_Rise.png | ||
|caption= | |image2=UMVC3_Skrull_623X_Fall.png | ||
|caption=Skrull quickly disappears upwards off-screen, | |||
|caption2=Then attacks by plummeting down from the sky. | |||
|name=Meteor Smash | |name=Meteor Smash | ||
|input= | |input=623X | ||
|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
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|description= | |description= | ||
Very important and versatile move. Skrull shoots directly upwards until he is off-screen, then plummets back down towards the ground while attacking (similar to j.2H). Button strength determines where on the screen Skrull descends, and otherwise has no effect: | Very important and versatile move. Skrull shoots directly upwards until he is off-screen, then plummets back down towards the ground while attacking (similar to j.2H). Button strength determines where on the screen Skrull descends, and otherwise has no effect: | ||
*{{ | *{{Clr|1|L}} - Skrull attacks on the left side of the screen | ||
*{{ | *{{Clr|2|M}} - Skrull attacks the middle of the screen | ||
*{{ | *{{Clr|3|H}} - Skrull attacks the right side of the screen | ||
Meteor Smash is most notable as a combo ender. Skrull can follow up just about any | Meteor Smash is most notable as a combo ender. Skrull can follow up just about any Hard Knockdown with Meteor Smash OTG canceled into Inferno for large damage. It can also be used as a punish tool against some projectile or keepaway options, as Skrull can evade them and then counterattack from above, or as a cross-up tool to attack opponents at almost any time from any screen position. All of these uses become significantly more effective in X-Factor, as the speed boost makes Meteor Smash harder to react to, harder to punish on block, and allows Skrull to pick up afterwards with {{Clr|1|5L}}. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_214L.png | ||
|caption= | |caption=L Version | ||
|image2=UMVC3_Skrull_214M.png | |||
|caption2=M Version | |||
|image3=UMVC3_Skrull_214H.png | |||
|caption3=H Version | |||
|name=Elastic Slam | |name=Elastic Slam | ||
|input=214X | |input=214X | ||
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|description= | |description= | ||
Skrull uses his extended range to attempt a command grab from an exceptional distance away. Button pressed determines the exact range and otherwise has no effect: | Skrull uses his extended range to attempt a command grab from an exceptional distance away. Button pressed determines the exact range and otherwise has no effect: | ||
* {{ | * {{Clr|1|L}} - Skrull grabs immediately in front of him, most comparable to more typical command grabs. | ||
* {{ | * {{Clr|2|M}} - Skrull grabs a large distance horizontally in front of him. This version has a significant minimum distance to work, it will not affect opponents who are close to Skrull. | ||
* {{ | * {{Clr|3|H}} - Skrull grabs diagonally up-forward a long range ahead of him. This version is spaced such that opponents who attempt to jump out of the way of the {{Clr|2|M}} version will place themselves in range of this one. It also can grab characters on incoming provided you have a way to disrupt their throw immunity. | ||
On a successful grab, Skrull deals a large amount of damage to the opponent and then finishes with the opponent being placed in a | On a successful grab, Skrull deals a large amount of damage to the opponent and then finishes with the opponent being placed in a Hard Knockdown state behind Skrull. From there, he can pick up with {{Clr|3|j.2H}} or {{Clr|1|L}} Tenderizer to start a combo. However, this grab has very lengthy recovery on whiff, which makes it almost as dangerous for Skrull as it is for the opponent. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_22H.png | ||
|caption= | |caption= | ||
|name=Worm Squash | |name=Worm Squash | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_MashL.png | ||
|caption= | |caption=L Version | ||
|image2=UMVC3_Skrull_MashM.png | |||
|caption2=M Version | |||
|image3=UMVC3_Skrull_MashH.png | |||
|caption3=H Version | |||
|name=Tenderizer | |name=Tenderizer | ||
|input=Mash X | |input=Mash X | ||
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|properties={{airok}} | |properties={{airok}} | ||
|description= | |description= | ||
Skrull unleashes a flurry of repeated punches, ending with one slightly larger punch. The {{ | Skrull unleashes a flurry of repeated punches, ending with one slightly larger punch. The {{Clr|1|L}} version is angled diagonally downwards, the {{Clr|2|M}} version is aimed straight ahead, and the {{Clr|3|H}} version is aimed diagonally upwards. The {{Clr|1|L}} version is the most useful, primarily as a combo tool. It allows for relaunches after a hard knockdown similar to using {{Clr|3|j.2H}}. This attack attacks 10 times in total, which causes meaningful damage scaling but can also be useful for leveling up Frank West. | ||
If the final hit of {{ | If the final hit of {{Clr|1|L}} Tenderizer does not connect, the opponent will remain in the Hard Knockdown state for a time instead of recovering immediately or being bounced into the air. This is most immediately noticeable when canceling Tenderizer into Death Penalty (623XX). It can also be utilized in a difficult setup where an air Tenderizer done immediately off the ground whiffs the final hit, allowing Skrull to land and OTG again for more damage or a potential infinite. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_236XX.png | ||
|caption= | |caption= | ||
|name=Skrull Torch | |name=Skrull Torch | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_214XX.png | ||
|caption= | |caption= | ||
|name=Inferno | |name=Inferno | ||
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Standard combo ender and Skrull's largest source of damage. Mashing raises total raw damage of this hyper to roughly 340,000, making it extremely efficient for 1 bar. | Standard combo ender and Skrull's largest source of damage. Mashing raises total raw damage of this hyper to roughly 340,000, making it extremely efficient for 1 bar. | ||
If Inferno is canceled before the final hit (mainly via DHC), then the opponent will be placed into a forced | If Inferno is canceled before the final hit (mainly via DHC), then the opponent will be placed into a forced Hard Knockdown. This can be utilized purposefully by DHCing into a hyper that whiffs on purpose, or into an install hyper, and then picking up the opponent with an OTG attack from the next character. This hyper's high hit count combined with its ability to force a hard knockdown makes it ideal for leveling up Frank West, although it is also a generically strong hyper on its own merit as well. | ||
Due to this hyper's large amount of active frames and high damage, it can also be used as a chip damage tool to force checkmate situations against low-health opponents. Simply performing this hyper on your opponent's incoming will force them to take significant amounts of chip damage if they do not have access to X-Factor, and can kill them outright if their HP is low. Be careful about doing this if it will not kill, as Inferno is decently punishable on block. | Due to this hyper's large amount of active frames and high damage, it can also be used as a chip damage tool to force checkmate situations against low-health opponents. Simply performing this hyper on your opponent's incoming will force them to take significant amounts of chip damage if they do not have access to X-Factor, and can kill them outright if their HP is low. Be careful about doing this if it will not kill, as Inferno is decently punishable on block. | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_623XX.png | ||
| | |image2=UMVC3_Skrull_623XX_Cinematic.png | ||
|caption2="Are you having fun yet?" | |||
|name=Death Penatly | |name=Death Penatly | ||
|input=623XX (3 bars) | |input=623XX (3 bars) | ||
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Skrull flies up into the air and then descends down upon the opponent with a falling attack, similar to Meteor Smash. However, Death Penalty tracks anywhere on the screen and does not need to be aimed with specific button combinations. This move has startup invulnerability, which wears off before it becomes active, so it can be used as a reversal or way to punish certain projectiles but carries some risk when used this way (besides the normal risk of being blocked). Death Penalty is mainly used as an alternative combo ender where the large amount of unscaled damage will be important to secure a kill. | Skrull flies up into the air and then descends down upon the opponent with a falling attack, similar to Meteor Smash. However, Death Penalty tracks anywhere on the screen and does not need to be aimed with specific button combinations. This move has startup invulnerability, which wears off before it becomes active, so it can be used as a reversal or way to punish certain projectiles but carries some risk when used this way (besides the normal risk of being blocked). Death Penalty is mainly used as an alternative combo ender where the large amount of unscaled damage will be important to secure a kill. | ||
This hyper ends with a brief window where the opponent falls down to a | This hyper ends with a brief window where the opponent falls down to a Soft Knockdown state. Close enough to the corner, Skrull can reach the opponent and attack with either {{Clr|1|5L}} (for an unexpected reset opportunity) or {{Clr|2|2M}} (to potentially continue the combo). | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_GroundThrow.png | ||
|caption= | |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
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|properties={{hardknockdown}} | |properties={{hardknockdown}} | ||
|description= | |description= | ||
Can be followed up with L Tenderizer, which requires well-executed dashes to get in range and leads to a combo, or with Meteor Smash which is easy to time but has limited follow-up potential outside of X-Factor. | Can be followed up with {{Clr|1|L}} Tenderizer, which requires well-executed dashes to get in range and leads to a combo, or with Meteor Smash which is easy to time but has limited follow-up potential outside of X-Factor. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_AirThrow.png | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_5H.png | ||
|caption= | |caption= | ||
|name=Snap Back | |name=Snap Back | ||
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|properties=Snapback | |properties=Snapback | ||
|description= | |description= | ||
Animation and hitbox based on 5H | Animation and hitbox based on {{Clr|3|5H}}. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Skrull_HardTag.png | ||
|caption= | |caption= | ||
|name=Hard Tag | |name=Hard Tag |
Revision as of 15:26, 7 November 2022
Introduction
The Skrull are a race of alien shapeshifters, who have historically been hostile to denizens of Earth. An enemy of the Fantastic Four, Super-Skrull is a genetically enhanced warrior whose shapeshifting powers have been enhanced to allow him to copy any of the Fantastic Four's abilities.
In UMvC3, Super-Skrull (usually just Skrull, for short) is an unconventional character with many unique moves and a focus on crafty mixups and explosive damage. Skrull can approach from above using his upward-angled airdash and downward-aimed moves like j.2H and 623X. He can also perform hit/throw mixups or even guard breaks from a long range by combining his long-range normals and command normals with his 214X command grab.
Strengths | Weaknesses |
---|---|
|
|
Super Skrull | |
---|---|
Character Data | |
Health | 1,000,000 |
Ground Magic Series | Zig-Zag |
Air Chain Combo Limit | None |
Forward Dash Duration | 32 frames |
Backdash Duration | 32 frames |
Jump Duration | 40 frames |
Superjump Duration | 81 frames |
Walljump? | No |
Doublejump? | No |
Airdash? | 1-Way |
X-Factor Damage Boost (1/2/3) | 30% / 47.5% / 65% |
X-Factor Speed Boost (1/2/3) | 10% / 22.5% / 35% |
Minimum Damage Scaling (Normals, Specials) | 10% |
Minimum Damage Scaling (Hypers) | 35% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
120,000 | 58 | 6 | 113, 83 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() ![]() |
THC Hyper: Inferno. Can be used as a generic OTG assist for combo extensions to support characters who have poor OTG options of their own. However, it is quite slow compared to many other OTG assists, so combos that utilize those assists do not necessarily work with Stone Smite. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 x6 | 39 | 19 | 114, 84 |
On Hit | On Block | Guard | Properties |
- | - | Low | Armored frames 37-51, ![]() |
THC Hyper: Inferno. |
Damage | Startup | Active | Recovery |
---|---|---|---|
18,000 x9 + 30,000 | 42 | 59(9)3 | 117, 87 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Skrull Torch. Skrull's lockdown assist and one of the strongest assets he brings to a team. Hits at an upward angle which makes it difficult to use against grounded opponents, but is perfect for use in oncoming mixups. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 6 | 3 | 11 |
On Hit | On Block | Guard | Properties |
0 | -1 | Low | ![]() |
Standing low kick. Note that Skrull's crouching L and M attacks hit Mid, so this is his only fast low. Although this attack can chain into itself, attempting to do so can lead to an accidental Tenderizer input, so avoid performing more 5Ls than necessary. |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 x2 | 9 | 4 | 21 |
On Hit | On Block | Guard | Properties |
-4 | -5 | Mid | - |
Two-hitting normal mainly used as grounded chain filler. Skrull wants to avoid using 5H on hit (it wastes ground bounce) but would prefer to use it on block for better frame advantage, so this attack gives Skrull time to confirm. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 13 | 4 | 17 |
On Hit | On Block | Guard | Properties |
- | +2 | Mid | ![]() |
Skrull has other ground bounce tools that are typically more optimal to use, so this attack tends to waste the Ground Bounce resource, and should ideally be avoided in confirms in favor of 2H. This attack hits a good distance behind Skrull during the start of the attack, which means it can actually hit as a cross-up. Standing underneath a character as they arrive on incoming and pressing 5H is a good way to set up a simple left/right mixup against many characters. Holding down the button causes Skrull to charge the attack, ultimately resulting in Stone Smite being performed instead. |
Damage | Startup | Active | Recovery |
---|---|---|---|
45,000 | 6 | 3 | 12 |
On Hit | On Block | Guard | Properties |
-1 | -2 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 8 | 3 | 18 |
On Hit | On Block | Guard | Properties |
+8 | -3 | Mid | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 11 | 4 | 24 |
On Hit | On Block | Guard | Properties |
+5 | -5 | Low | ![]() ![]() |
Standard sweep attack. Holding down the button causes Skrull to charge the attack, ultimately resulting in Flame Kick being performed instead. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 11 | 4 | 24 |
On Hit | On Block | Guard | Properties |
Launch | -5 | Mid | ![]() ![]() |
- |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 6 | 3 | 14 |
On Hit | On Block | Guard | Properties |
+10 | +9 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 9 | 3 | 19 |
On Hit | On Block | Guard | Properties |
+17 | +16 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
85,000 | 11 | 7 | 18 |
On Hit | On Block | Guard | Properties |
+19 | +18 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 15 | 4 | 15 |
On Hit | On Block | Guard | Properties |
+16 | +15 | OH | ![]() |
Holding down the button causes Skrull to charge the attack, ultimately resulting in Stone Dunk being performed instead. Can hit crossup. |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
120,000 | 52 | 6 | 22 |
On Hit | On Block | Guard | Properties |
- | -5 | Mid | Deals chip, ![]() ![]() ![]() |
One of several OTG tools for Skrull. It is possible to connect this after an Air Combo Finishing j.5S, but the long startup makes timing this challenging. Skrull must delay his j.5S as long as possible so that he is not too high up in the air when the opponent lands, and begin charging 5[H] as quickly as possible. Primarily useful as a combo tool because it allows for Skrull to pick up without using groundbounce, and is generally too slow to have much practical use in neutral. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 15 | 4 | 22 |
On Hit | On Block | Guard | Properties |
-2 | -3 | Mid | - |
Very long range punch, but otherwise fairly unremarkable. Although it can be special-canceled, it is not typically practical to convert this into anything on hit, so it is not a very threatening attack. Can be used for fake-outs by canceling the startup into Elastic Slam to grab opponents who are trying to block the attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
130,000 | 24 | 3 | 24 |
On Hit | On Block | Guard | Properties |
- | -4 | Mid | Deals chip, ![]() |
Huge advancing swing, partially limited in usefulness by its awkward input. Useful near the end of combos because it is a single, highly-damaging hit that forces a hard knockdown even in high levels of hitstun deterioration. Like with Elastic Punch, its startup can be canceled into Elastic Slam (or other specials) which is useful to punish opponents who try to block it or jump out of the way. |
Damage | Startup | Active | Recovery |
---|---|---|---|
110,000 | 48 | 4 | 34 |
On Hit | On Block | Guard | Properties |
- | -15 | Low | Deals chip, ![]() ![]() ![]() |
Situational OTG tool. Mainly as a combo ender by jump-canceling into j.214XX hyper. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 + 50,000 | 15 | Until Landing +6 | 16 |
On Hit | On Block | Guard | Properties |
- | -9 | OH | Deals chip, ![]() ![]() |
Immediately halts Skrull's aerial momentum and causes him to plummet straight down while attacking. Solid airthrow OS when input as j.1H or j.3H, as it will cause Skrull to dive out of harm's way if the throw is mistimed, and is quite difficult to punish. The descent has a hit that can connect on either side of Skrull, making it possibly useful as a crossup attack, and knocks the opponent down. When Skrull reaches the ground, he performs a shockwave as a second hit, which causes a Ground Bounce, allowing for a relatively easy relaunch. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 15 | 4 | 22 |
On Hit | On Block | Guard | Properties |
-2 | -3 | High | - |
Variation of Elastic Punch that is angled diagonally upwards. Can be used as a meaty hit on the opponent's incoming to force them to block. |
Damage | Startup | Active | Recovery |
---|---|---|---|
120,000 | 37 | 6 | 22 |
On Hit | On Block | Guard | Properties |
- | +21 | OH | Deals chip, ![]() |
Charging j.5S increases its range forward horizontally and slightly further down, and gives it a Ground Bounce on hit. Difficult to use in combos due to its charge time, except for after a jump-canceled 5[H]. If Skrull starts charging this at the start of a regular jump, he will land-cancel the recovery as soon as he is finished swinging, making this a relatively low-risk neutral tool. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
35,000 x3 | 10 | 11 | 30 | |
On Hit | On Block | Guard | Properties | |
+1 | -10 | Mid | Armored frames 8-17, ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
30,000 x6 | 15 | 19 | 22 | |
On Hit | On Block | Guard | Properties | |
+8 | -4 | Mid | Armored frames 13-27, ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
28,000 x9 | 20 | 20 | 21 | |
On Hit | On Block | Guard | Properties | |
+10 | -8 | Mid | Armored frames 18-34, ![]() | |
Skrull advances forward while attacking around him. In practice, this move is awkward to use effectively, as its armored property activates quite late and only lasts for a small window. Mainly useful for accessing its follow-up attack, Fatal Buster. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 15 | 4 | 37 |
On Hit | On Block | Guard | Properties |
- | -18 | Mid | ![]() ![]() |
Follow-up attack to Orbital Grudge. Difficult to use since it requires using Orbital Grudge first. Can be useful for converting stray hits from assists such as Jam Session, as it reaches decently high into the air and leads to an easy Wall Bounce pickup from most screen positions. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 + 50,000 | 22 | 26+3 | 32 |
On Hit | On Block | Guard | Properties |
0 | -21 | Mid | Invuln frames 6-19, ![]() ![]() |
Very important and versatile move. Skrull shoots directly upwards until he is off-screen, then plummets back down towards the ground while attacking (similar to j.2H). Button strength determines where on the screen Skrull descends, and otherwise has no effect:
Meteor Smash is most notable as a combo ender. Skrull can follow up just about any Hard Knockdown with Meteor Smash OTG canceled into Inferno for large damage. It can also be used as a punish tool against some projectile or keepaway options, as Skrull can evade them and then counterattack from above, or as a cross-up tool to attack opponents at almost any time from any screen position. All of these uses become significantly more effective in X-Factor, as the speed boost makes Meteor Smash harder to react to, harder to punish on block, and allows Skrull to pick up afterwards with 5L. |
Damage | Startup | Active | Recovery |
---|---|---|---|
180,000 | 21 | 1 | 44 |
On Hit | On Block | Guard | Properties |
- | - | (Air)Throw | ![]() |
Skrull uses his extended range to attempt a command grab from an exceptional distance away. Button pressed determines the exact range and otherwise has no effect:
On a successful grab, Skrull deals a large amount of damage to the opponent and then finishes with the opponent being placed in a Hard Knockdown state behind Skrull. From there, he can pick up with j.2H or L Tenderizer to start a combo. However, this grab has very lengthy recovery on whiff, which makes it almost as dangerous for Skrull as it is for the opponent. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 x3 | 1 | 2 | 29 |
On Hit | On Block | Guard | Properties |
- | - | OTG* | Only hits ![]() |
Rude. |
L Mash ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
18,000 x9 + 30,000 | 18 | 59(9)3 | 32 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Mid | ![]() ![]() ![]() | |
M Mash ![]() |
Damage | Startup | Active | Recovery |
18,000 x9 + 30,000 | 18 | 59(9)3 | 32 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Mid | ![]() ![]() ![]() | |
H Mash ![]() |
Damage | Startup | Active | Recovery |
18,000 x9 + 30,000 | 18 | 59(9)3 | 32 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Mid | ![]() | |
Skrull unleashes a flurry of repeated punches, ending with one slightly larger punch. The L version is angled diagonally downwards, the M version is aimed straight ahead, and the H version is aimed diagonally upwards. The L version is the most useful, primarily as a combo tool. It allows for relaunches after a hard knockdown similar to using j.2H. This attack attacks 10 times in total, which causes meaningful damage scaling but can also be useful for leveling up Frank West. If the final hit of L Tenderizer does not connect, the opponent will remain in the Hard Knockdown state for a time instead of recovering immediately or being bounced into the air. This is most immediately noticeable when canceling Tenderizer into Death Penalty (623XX). It can also be utilized in a difficult setup where an air Tenderizer done immediately off the ground whiffs the final hit, allowing Skrull to land and OTG again for more damage or a potential infinite. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
18,000 x30 | 10+1 | 62 | Until Grounded |
On Hit | On Block | Guard | Properties |
- | -11 | Mid | ![]() |
Skrull turns himself into a flaming hitbox and advances forward. During the hyper, he can be steered slightly up or down using the stick. This hyper is usually more difficult to combo into than Inferno, and deals less damage than a mashed Inferno, so it is rarely used. |
Damage | Startup | Active | Recovery |
---|---|---|---|
9,000 x50 - x99 | 10+2 | 57 | 14 |
On Hit | On Block | Guard | Properties |
+5 | -22 | Mid | ![]() ![]() |
Standard combo ender and Skrull's largest source of damage. Mashing raises total raw damage of this hyper to roughly 340,000, making it extremely efficient for 1 bar. If Inferno is canceled before the final hit (mainly via DHC), then the opponent will be placed into a forced Hard Knockdown. This can be utilized purposefully by DHCing into a hyper that whiffs on purpose, or into an install hyper, and then picking up the opponent with an OTG attack from the next character. This hyper's high hit count combined with its ability to force a hard knockdown makes it ideal for leveling up Frank West, although it is also a generically strong hyper on its own merit as well. Due to this hyper's large amount of active frames and high damage, it can also be used as a chip damage tool to force checkmate situations against low-health opponents. Simply performing this hyper on your opponent's incoming will force them to take significant amounts of chip damage if they do not have access to X-Factor, and can kill them outright if their HP is low. Be careful about doing this if it will not kill, as Inferno is decently punishable on block. |
Damage | Startup | Active | Recovery |
---|---|---|---|
450,000 | 20+6 | 8 | 45 |
On Hit | On Block | Guard | Properties |
- | -24 | OH | Invuln until frame 24, ![]() ![]() |
Skrull flies up into the air and then descends down upon the opponent with a falling attack, similar to Meteor Smash. However, Death Penalty tracks anywhere on the screen and does not need to be aimed with specific button combinations. This move has startup invulnerability, which wears off before it becomes active, so it can be used as a reversal or way to punish certain projectiles but carries some risk when used this way (besides the normal risk of being blocked). Death Penalty is mainly used as an alternative combo ender where the large amount of unscaled damage will be important to secure a kill. This hyper ends with a brief window where the opponent falls down to a Soft Knockdown state. Close enough to the corner, Skrull can reach the opponent and attack with either 5L (for an unexpected reset opportunity) or 2M (to potentially continue the combo). |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Can be followed up with L Tenderizer, which requires well-executed dashes to get in range and leads to a combo, or with Meteor Smash which is easy to time but has limited follow-up potential outside of X-Factor. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Can be followed up with Tenderizer or Meteor Smash. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 4 | 17 |
On Hit | On Block | Guard | Properties |
- | +2 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
27,000 | - | 20 | 34 |
On Hit | On Block | Guard | Properties |
- | -16 | OH | ![]() |
- |
Team Position
Skrull is most commonly picked as an Anchor character. The speed boost from X-Factor upgrades Skrull's mixups from "fairly dangerous" to "nearly inescapable". Additionally, the damage boost makes anchor Skrull very terrifying; he can quickly confirm any hit into an Inferno 214XX hyper, which does huge damage or even huge chip. Although Skrull's assists are not extremely strong neutral tools, Tenderizer provides a lot of lockdown, which can enable some extremely nasty mixups for more mobile point characters.
Skrull has also seen some success as a Point character, primarily when paired with Frank West (see Synergies below).
Notable Synergies
Frank West: Although more unconventional as a point character, Skrull can work as a way to level up Frank. Supported by Shopping Cart and one other assist, Skrull can secure one hit using his decent-sized normals, throws, or command grabs. From there, Skrull's mashable Inferno 214XX can rack up 99 hits by itself, allowing Frank to easily secure even level 5 with a standard DHC -> Picture setup. Skrull's Tenderizer assist also works great to support a leveled Frank, and can create Guard Break situations when combined with Frank's Funny Face Crusher (623XX) grab hyper.
Players to Watch: Vairos (Skrull/Frank/Haggar)
C. Viper/X-23/Firebrand: All of these characters have Unblockable attacks. Skrull's Tenderizer assist can keep an opponent in blockstun for a very long time, especially as an oncoming mixup where Tenderizer's upward angle is less of an issue. This leaves the opponent unable to defend themselves while one of these three characters approaches with their unblockable. Skrull is a solid pick to set up 300%-style teams with any of these characters.
Players to Watch: ApologyMan (Firebrand/Doom/Skrull), Just Hamster (CViper/Akuma/Skrull
Other Players to Watch: Rubeks (Skrull/Spencer/MODOK), IGT (Ghost Rider/Doom/Skrull), Dragoomba (Skrull/Dorm/Haggar), HiImNasty (Cap/Iron Man/Skrull), Skrullian (Hulk/Skrull/Sentinel)
Combos
Solo Combos
2L > 2M > 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, airdash j.2H, land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 5[H], 5S sjc. j.5S, j.623X xx 214XX (757,000 damage for 1 bar, builds 1.3 bars of meter.).
Basic Skrull BnB route using both of his standard relaunch tools: j.2H and 5[H]. Meter positive and fairly universal.
2L > 2M > 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, rejump, airdash j.2H, land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 5[H], backdash j.2147XX (tiger knee hyper), 214XX (907,000 damage for 2 meter, builds 1 bar of hyper meter)
Skrull can double hyper in the corner if he does the first Inferno as an air hyper immediately off the ground.
X-Factor Combos
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Sample Team Combos
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Alternate Colors
Videos and External Resources