Marvel vs Capcom 3/Super-Skrull: Difference between revisions

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== Strategy ==
== Strategy ==
*NOTE: "**" - In corner only


=== Tips and Tricks ===
=== Tips and Tricks ===
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* 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.
* 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.
* Carefully punish projectile users with Meteor Smash, and cancel it into a super for damage.
=== Finding Good Synergy ===
*Finding a team that works well with Skrull can be daunting if you don't have an idea in mind.  Starting with the basics:
Skrull is a meter-user.  His damage, more often than not, comes from his hyper combos. 
==== The Battery ====
*With that in mind, you'll need a battery (a character who does decent damage without hypers, and builds hyper meter quickly).  Good batteries include:
##Haggar
##Chun-Li
##Taskmaster
##Morrigan (meter-building assist)
##Zero
##Chris Redfield
##Amaterasu
##Wesker **NOTE: Keep in mind that this is a small list of '''possible''' batteries.  Depending on playstyle, some can even be used on point.
==== The Assist ====
Depending on how you use Skrull, you will need an assist to compliment his tactics.  If your style is rushdown-oriented, you'll need an assist that leaves virtually no room for the opponent to force their way through your block-string gaps.
#Dr. Doom (Hidden Missle)
#Sentinel (Sentinel Force Bomb)
#Dante (Jam Session)


== Basic Strategy ==
== Basic Strategy ==

Revision as of 11:41, 28 February 2011

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Super-Skrull

Superskrullface.jpg

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
Alpha.png Stone Smite
direct front
120,000
wallbounce otg
Inferno
Beta.png Orbital Grudge
direct front
140,300
softknockdown
Inferno
Gamma.png Tenderizer
direct upward
121,600
softknockdown
Skrull Torch

Normal Moves

Name
Command
Damage
Special Properties (glossary)
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

Name
Command
Damage
Special Properties (glossary)
Orbital Grudge
qcf + atk
94,800 l
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
l version groundbounce otg
Elastic Slam
qcb + atk
180,000
throw
h version throw against air
Meteor Smash
dp + atk
125,000
otg high
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

Name
Command
Damage
Special Properties (glossary)
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
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.

Finding Good Synergy

  • Finding a team that works well with Skrull can be daunting if you don't have an idea in mind. Starting with the basics:

Skrull is a meter-user. His damage, more often than not, comes from his hyper combos.

The Battery

  • With that in mind, you'll need a battery (a character who does decent damage without hypers, and builds hyper meter quickly). Good batteries include:
    1. Haggar
    2. Chun-Li
    3. Taskmaster
    4. Morrigan (meter-building assist)
    5. Zero
    6. Chris Redfield
    7. Amaterasu
    8. Wesker **NOTE: Keep in mind that this is a small list of possible batteries. Depending on playstyle, some can even be used on point.

The Assist

Depending on how you use Skrull, you will need an assist to compliment his tactics. If your style is rushdown-oriented, you'll need an assist that leaves virtually no room for the opponent to force their way through your block-string gaps.

  1. Dr. Doom (Hidden Missle)
  2. Sentinel (Sentinel Force Bomb)
  3. Dante (Jam Session)

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: atk atk }}(dash) {{#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 Mixups and Strategies

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)
  • *credit to aer0blue
      • Some air tick-throw/Elastic Slam setups after landing Inferno in the corner. Very handy if your opponent catches on to some of the other setups.
    Tick-Throw and Advancing Guard Setups
    • Simple ABC Tick-Throw Setup - c.{{#motion: l }}, c.{{#motion: m }}, c.{{#motion: h }}, (don't cancel immediately), {{#motion: qcb + l }}(Elastic Slam)
    • Rapid Chain Tick-Throw Setup - c.{{#motion: l x2 }} xx {{#motion: qcb + l }}(Elastic Slam)
      • Neat thing about this is that the startup of the Slam is longer than the opponent's block-stun, meaning even if you cancel the c.{{#motion: l }}, the Slam will connect unless the opponent hits you out of it or jumps. Make sure not to press {{#motion: l }} too fast, or a Tenderizer will come out, and that's not good.
    • Once your opponent catches on, punish them accordingly. If they:
    1. Jump, which you can throw out an anti-air Elastic Slam if you see it coming.
    2. Advance Guard - If your opponent likes to Advance Guard often, wave-dash in and do a simple c.{{#motion: l }} rapid chain. If they Advance Guard one of the jabs, cancel the next jab with {{#motion: qcb + m }}(Elastic Slam). Keep in mind that this will not always work on all characters (Chris comes to mind, and he is a pretty average-sized character). Throw in a kara-Elastic Slam (explained below) to catch your opponent off guard. This works pretty well in the corner, as the Advance Guard doesn't push back as far. Once you condition your opponent not to Advance Guard anymore, feel free to work Skrull's tick-throw setups.
    Kara-Elastic Slam
    • Executed by inputting {{#motion: h }}, then canceling the animation halfway with {{#motion: qcb + atk }}(Elastic Slam). If done correctly, you'll gain some sick range, almost full screen(!) with this move.
    *credit to 5Ermacs for the video
    • As you can see, by canceling the {{#motion: h }} a little after Skrull takes the step forward, you gain the range of that step taken, which is about 3/4ths of the screen.