Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Basic Skrull combo off any confirm into Launcher that does not require learning any difficult extensions. 5L 5M 2H will be the standard confirm for most Skrull combos. Skrull's 5H wastes Ground Bounce, limiting his potential for combo extensions later on in the combo, and so it should be avoided if possible.
Keep in mind that Meteor Smash (623X) is aimed at an absolute position based on button strength and so, whenever it is used in a combo, the specific button pressed will depend on the side-switches and stage location. In the far right corner, use H Smash, in the far left corner, use L Smash.
Skrull's standard combo route off grounded hit-confirms. Makes use of 5[H] Stone Smite to relaunch, which is important to learn and critical for several of Skrull's combo routes. If you land the Air Magic Series too quickly, then Skrull will not land in time to fully charge and connect Stone Smite, so this sequence needs to be at least slightly delayed to make the relaunch possible.
The 5[H] jc. j.[S] section gives you an opportunity to adjust for spacing. Jump-canceling up-back is good when close to the corner to prevenmt Skrull from accidentally crossing under the opponent mid-combo. If far from the corner, jump-cancel up-forward instead.
Slight variation on the above route which may be easier or harder depending on the person. Uses an airdash in order to set up Skrull's positioning in his jump arc so that you do not have to delay the Air Magic Series, and in general makes timing Stone Smite easier.
After the second relaunch, the 6XX j.H j.S is very tight, and if you wasted any time earlier in the combo then Hitstun Deterioration may make it outright impossible. Feel free to substitute this ender for the 5S sjc. j.S, j.623X > (j.)214XX (mash) ender from the previous route, which is nearly the same.
Can be done near identically in the corner.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Standard combo off any 214X Command Grab. Ground Bounce is needed to pick up from the initial Hard Knockdown, which means Stone Dunk and other Ground Bounce extensions are not available later.
Converting off Normal Throws
Skrull's Ground Throw tosses opponents very far away, limiting follow-up potential. If Skrull ground throws an opponent into the corner, he can combo using either his standard Command Grab combo (above) or using his Airthrow combo route (below), as he will remain close enough to connect j.2H or 5[H] respectively. Midscreen, Skrull can still pick up with quick plink dashes into L Tenderizer using this input: ML H~ML LLL
The L inputs from the dashes help buffer Tenderizer to make the pick-up easier. Tenderizer wastes Ground Bounce and provides heavy damage scaling, so if you can use another method to pick up, prioritize doing so.
As long as Skrull is close to 5[H] range after an airthrow, he can convert with this combo route. The second 5[H] can not Wall Bounce and thus juggles much lower. The relaunch route is slightly tricky, Skrull can not jump-cancel 5[H] into grounded normals, but he can cancel into a command normal like 2[H]. Use a 82[H] input to begin charging Flame Kick, but then release H early to get a normal 2H which can be chained into 5S.
If Skrull airthrows an opponent directly into the corner, he can Hard Tag to another character with a fast OTG, like Doom or Dante. Video Example.
Comboing in X-Factor
Like many anchor characters, X-Factor combos for Skrull are best optimized to kill characters in as little time as possible, to preserve X-Factor duration for the rest of the comeback. Even a basic Magic Series > Meteor Smash > Inferno combo is more than enough to kill most characters with the damage boosts from X-Factor level 2 or 3. In general, X-Factor combos should just be the minimum amount of hits until a Hard Knockdown OTG into 214XX will kill, or even just cancel directly into Inferno for very high damage. However, here are a list of notable extensions possible in X-Factor:
- In X-Factor 2, Skrull recovers fast enough from Meteor Smash to link a dash-up 5L into a grounded chain. In the corner, he can also link 5S. With Level 3 X-Factor, Skrull is fast enough to link directly from Meteor Smash into dash-up 5S, which results in an easy (but somewhat slow) X-Factor Infinite.
- In X-Factor 3, Skrull can chain 5H 5S fast enough that the 5H does not waste Ground Bounce against certain characters.
- In X-Factor 2 and 3, Skrull can link Fatal Buster (236X > 214H) into Rolling Hook (666H).
- In X-Factor 2 and 3, Skrull can link a 2M after a non-Wall Bounce Stone Smite (5[H]) in the corner.
Assist Extensions
Skrull uses several command normals in his standard combo routes. Unlike special moves, assists can be called during a command normal, meaning Skrull has more flexibility when using assists to extend combos. For all of Skrull's "charged" Command Normals (5[H], 2[H], j.[S]), Skrull can not input the move and an assist at the same time. However, he can call an assist at any point while charging or attacking with these moves.
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Combo Theory
Combo Table
Grounded Starters
-
Air Starters
-