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 |
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Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
120,000 | 58 | 6 | 113, 83 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Invuln (as Crossover Counter) frames 1 - ???, , |
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 |
- | - | Mid | 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 | (final hit only) |
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, , spinout to |
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, (2nd hit), 2nd hit scales by 0.9 |
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, Forced Ground Bounce, |
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 |
---|---|---|---|
20,000 x4 + 100,000(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 |
Skrull steps on the other character. This move only hits OTG and has little to no followup potential, so it basically exists just to troll, similar to taunts. For combo purposes, it is glitched; only the first hit registers properly(this also causes the 3rd hit to deal the same damage as the 2nd, instead of getting scaled further) |
L Mash |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
18,000 x9 + 30,000 | 18 | 59(9)3 | 32 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Mid | , (final hit) | |
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 | Invuln frames 4-19 |
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 | , (every hit except for the final hit), Priority: High, Beam Durability: 3 per frame for 50 frames, scales by 0.98. |
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 |
---|---|---|---|
30,000 | - | 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)
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
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