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{{MoveListRow | Crouching Medium | d + m | 75,000 | }} | {{MoveListRow | Crouching Medium | d + m | 75,000 | }} | ||
{{MoveListRow | Standing Heavy | h | 90,000 | groundbounce }} | {{MoveListRow | Standing Heavy | h | 90,000 | groundbounce }} | ||
{{MoveListRow | Stone Smite | h | 120,000 | wallbounce otg jcancel}} | {{MoveListRow | Stone Smite | hold h | 120,000 | wallbounce otg jcancel}} | ||
{{MoveListRow | Crouching Heavy | d + hold h | 80,000 | low}} | {{MoveListRow | Crouching Heavy | d + hold h | 80,000 | low}} | ||
{{MoveListRow | Charged Crouching Heavy | d + hold h | 110,000 | otg jcancel}} | {{MoveListRow | Charged Crouching Heavy | d + hold h | 110,000 | otg jcancel}} |
Revision as of 10:09, 17 February 2011


Super-Skrull
In a nutshell
Super Skrull is a very deliberate character that generally needs to make precise choices to win. He has a very unique command grab that lets him nab you from very far away, and one that grabs you out of the air as well. Skrull coming at you from behind an assist can be pretty scary. He also hits pretty hard, and his playstyle feels very rewarding very quickly.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light
l
50,000
low
Crouching Light
d + l
45,000
Standing Medium
m
40,000 + 32,000
Crouching Medium
d + m
75,000
Standing Heavy
h
90,000
groundbounce
Stone Smite
hold h
120,000
wallbounce otg jcancel
Crouching Heavy
d + hold h
80,000
low
Charged Crouching Heavy
d + hold h
110,000
otg jcancel
Elastic Punch
f + h
90,000
Elastic Punch Up
df + h
90,000
Standing Special
s
100,000
launch
Jumping Light
air l
55,000
high
Jumping Medium
air m
75,000
high
Jumping Heavy
air h
85,000
high
Skrull Smash
air d + h
115,000
otg high
Jumping Special
air s
90,000
high
Charged Jumping Special
air, hold s
120,000
high groundbounce
Special Moves
Orbital Grudge
qcf + atk
94,800 l
140,300 m
171,100 h
140,300 m
171,100 h
Fatal Buster
Orbital Grudge, then qcb + h
70,000
wallbounce
Tenderizer
mash atk (3 button presses)
121,600 l
121,600 m
121,600 h
121,600 m
121,600 h
l version groundbounce otg
Elastic Slam
qcb + atk
180,000
throw
h version throw against air
h version throw against air
Meteor Smash
dp + atk
125,000
otg high
Teleport attack, button determines destination
Teleport attack, button determines destination
Rolling Hook
f , f , f + h
130,000
can cancel into special move
Worm Squash
d , d + h
~50,000
otg nocancel
Hyper Moves
Skull Torch
qcf + atk + atk
293,200
airok
Inferno
qcb + atk + atk
284,100
Death Penalty
dp + atk + atk
l + m position left
l + h position mid
m + h position right
l + m position left
l + h position mid
m + h position right
450,000
high otg
Strategy
Tips and Tricks
- When Skrull is on point using Assist Y, the Tenderizer, his THC move (Skrull Torch) become a zero frame attack at very close range. This means that if you aren't already blocking when the super flash occurs, you've already been hit.
- Follow behind slow moving assists, like Doom's rocks or Sentinel's drones. Grab your opponent's before they even get a chance to block these projectiles. If you think they are going to jump back, use the anti-air Elastic slam.
- Carefully punish projectile users with Meteor Smash, and cancel it into a super for damage.