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=== Advanced Strategy === | === Advanced Strategy === | ||
==== Elastic Slam Resets ==== | |||
Skrull has some nasty mixup potential with his long-ranged command grab: Elastic Slam. Whether you wave-dash and through it blindly, as an anti-air, or after a block-string, it is definitely a move to be feared, as it can lead it to some damaging combos. | |||
===== Tenderizer Reset ===== | |||
This move allows for some decent resets if your opponent doesn't know it's coming. | |||
*Basic Hit Confirm Reset - c.{{#motion: l }}, {{#motion: m }}, {{#motion: h }}(Ground Bounce), {{#motion: h x3 }}(Ground Anti-Air Tenderizer) (let opponent air-reset) {{#motion: qcb + h }}(Anti-Air Elastic Slam) | |||
*Basic Ground-to-Air Combo Reset #1 - c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: atk atk }}(dash) {{#motion: l x3 }}(Ground Tenderizer), {{#motion: h }}, (don't cancel immediately), {{#motion: qcb + m }}(Elastic Slam) OR {{#motion: qcb + l }}(Elastic Slam) CORNER ONLY | |||
*Basic Ground-to-Air Combo Reset #2 (corner only) - c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer) (move like, a pixel forward), c.{{#motion: m }}, (don't cancel immediately, let opponent air-reset), {{#motion: qcb + h }}(Anti-Air Elastic Slam) | |||
*Double Ground-Bounce Reset (corner only) - j.{{#motion: d + h }}(Skrull Smash)({{#motion: groundbounce #1 }}), {{#motion: m }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer)({{#motion: groundbounce #2 }}), {{#motion: qcb + l }}(Elastic Slam) |
Revision as of 15:10, 25 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
Normal Moves
Special Moves
140,300 m
171,100 h
121,600 m
121,600 h
h version throw against air
Teleport attack, button determines destination
Hyper Moves
l + m position left
l + h position mid
m + h position right
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.
Basic Strategy
Getting In
Skrull has a variety of ways to close the distance on his opponent, and an answer to almost any situation, making him one of the more versatile characters in the game.
Wave-Dashing
Wave-dashing is a straightforward method to get in. Skrull's dashes are quick, and he can cover ground fairly quickly. It is important to keep in mind that attempting to wave-dash too quickly will result in a Tenderizer, and leave you wide open for a counter-attack, so be careful with this. Be sure not to become too predictable, especially if your opponent knows what's coming.
Air-Dashing
Skrull's air-dash is unique in the sense that he travels in an upward arc. Once Skrull's air-dash is over, he has no horizontal mobility.
Canceling the Air-Dash
The air-dash can be canceled with:
- Skrull Smash ({{#motion: d + h }}) - This move causes Skrull to shoot straight down quickly and cause a ground bounce if it connects, which you can then dash in and follow up with a combo.
- Charged j.{{#motion: s }} - Also stops his horizontal movement, and has incredible range, often crossing up. The move is safe on block, unlike the Skrull Smash, and can also be followed up with a combo. The downside is that it has a huge startup time, and opponents can often stuff it with projectiles/supers/etc.==
Bread and Butter Combos
- c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer) xx {{#motion: qcf + atk atk }}(Skrull Torch) OR {{#motion: qcb + atk atk }}(Inferno)**
- j.{{#motion: d + h }}(Skrull Smash), {{#motion: atk atk }}(dash), {{#motion: m }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, c.{{#motion: d + hold h }} xx {{#motion: qcf + atk atk }}(Skrull Torch) OR {{#motion: qcb + atk atk }}(Inferno)** -- ~459,300/597,000dmg
- {{#motion: qcb + atk }}(Elastic Slam), {{#motion: atk atk }}(dash), {{#motion: l x3 }}(Ground Tenderizer), {{#motion: qcf + atk atk }}(Skrull Torch) OR {{#motion: qcb + atk atk }}(Inferno)**
- c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: atk atk }}(dash), j.{{#motion: d + h }}(Skrull Smash)({{#motion: groundbounce }}), {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer)({{#motion: groundbounce }}) -- 484,800dmg
- j. {{#motion: hold s }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: atk atk }}(dash), {{#motion: l x3 }}(Ground Tenderizer) xx {{#motion: dp + atk atk }}(Death Penalty)
OTG Assist Combos
NOTE: *Using Wesker's Samurai Edge assist*
- c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, OTGAssist, followed by:
- Charged s.{{#motion: h }}(Stone Smite), {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer) xx {{#motion: qcf + atk atk }}(Skrull Torch) OR {{#motion: qcb + atk atk }}(Inferno) OR {{#motion: dp atk atk }}(Death Penalty)
- c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer) xx {{#motion: qcf + atk atk }}(Skrull Torch) OR {{#motion: qcb + atk atk }}(Inferno) OR {{#motion: dp atk atk }}(Death Penalty)
- j. {{#motion: d + h }}(Skrull Smash), {{#motion: atk atk }}(dash), {{#motion: m }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, OTGAssist, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer) xx {{#motion: dp + atk atk }}(Death Penalty) *NOTE: Must be canceled before the 10th hit, as it ground bounces and causes the opponent to roll away*
Advanced Strategy
Elastic Slam Resets
Skrull has some nasty mixup potential with his long-ranged command grab: Elastic Slam. Whether you wave-dash and through it blindly, as an anti-air, or after a block-string, it is definitely a move to be feared, as it can lead it to some damaging combos.
Tenderizer Reset
This move allows for some decent resets if your opponent doesn't know it's coming.
- Basic Hit Confirm Reset - c.{{#motion: l }}, {{#motion: m }}, {{#motion: h }}(Ground Bounce), {{#motion: h x3 }}(Ground Anti-Air Tenderizer) (let opponent air-reset) {{#motion: qcb + h }}(Anti-Air Elastic Slam)
- Basic Ground-to-Air Combo Reset #1 - c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: atk atk }}(dash) {{#motion: l x3 }}(Ground Tenderizer), {{#motion: h }}, (don't cancel immediately), {{#motion: qcb + m }}(Elastic Slam) OR {{#motion: qcb + l }}(Elastic Slam) CORNER ONLY
- Basic Ground-to-Air Combo Reset #2 (corner only) - c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer) (move like, a pixel forward), c.{{#motion: m }}, (don't cancel immediately, let opponent air-reset), {{#motion: qcb + h }}(Anti-Air Elastic Slam)
- Double Ground-Bounce Reset (corner only) - j.{{#motion: d + h }}(Skrull Smash)({{#motion: groundbounce #1 }}), {{#motion: m }}, {{#motion: s }}, j.{{#motion: m }}, j.{{#motion: m }}, j.{{#motion: h }}, j.{{#motion: s }}, {{#motion: l x3 }}(Ground Tenderizer)({{#motion: groundbounce #2 }}), {{#motion: qcb + l }}(Elastic Slam)