Marvel vs Capcom 3/Super-Skrull

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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.png Front.png
120,000
Wallbounce.png Otg.png
Inferno
Beta.png Orbital Grudge
Direct.png Front.png
140,300
Softknockdown.png
Inferno
Gamma.png Tenderizer
Direct.png Upward.png
121,600
Softknockdown.png
Skrull Torch

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
50,000
Low.png
Crouching Light
D.png + L.png
45,000
Standing Medium
M.png
72,000 (40,000 + 40,000)
Crouching Medium
D.png + M.png
75,000
Standing Heavy
H.png
90,000
Groundbounce.png
Stone Smite
hold H.png
120,000
Wallbounce.png Otg.png Jcancel.png Chipdamage.png
Crouching Heavy
D.png + H.png
80,000
Low.png Softknockdown.png
Charged Crouching Heavy
D.png + hold H.png
110,000
Otg.png Jcancel.png Chipdamage.png Softknockdown.png
Elastic Punch
F.png + H.png
90,000
Elastic Punch Up
Df.png + H.png
90,000
Standing Special
S.png
100,000
Launch.png
Jumping Light
air L.png
55,000
High.png
Jumping Medium
air M.png
75,000
High.png
Jumping Heavy
air H.png
85,000
High.png
Skrull Smash
air D.png + H.png
115,000 (70,000 + 50,000)
Otg.png High.png
Not special cancelable
Damage scales by 0.9
Jumping Special
air S.png
90,000
High.png
Charged Jumping Special
air, hold S.png
120,000
High.png Groundbounce.png Chipdamage.png
Rolling Hook
F.png , F.png , F.png + H.png
130,000
Chipdamage.png
Worm Squash
D.png , D.png + H.png
84,000
Otg.png Nocancel.png
Only increments hit Counter.png by 1
Damage scales by 0.9

Special Moves

Name
Command
Damage
Special Properties (glossary)
Orbital Grudge
Qcf.png + Atk.png
94,800 (35,000 x 3) L.png
140,300 (30,000 x 6) M.png
171,100 (28,000 x 9) H.png
    Fatal Buster
Orbital Grudge, then Qcb.png + H.png
70,000
Wallbounce.png
Tenderizer
mash Atk.png (3 button presses)
121,600 (18,000 x 10)
L.png version Groundbounce.png Otg.png
Elastic Slam
Qcb.png + Atk.png
180,000
Throw.png
H.png version Throw.png against air
Meteor Smash
Dp.png + Atk.png
125,000 (80,000 + 50,000)
Otg.png High.png
Teleport attack, button determines destination

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Skull Torch
Qcf.png + Atk.png + Atk.png
293,200 (18,000 x 30)
Airok.png
Inferno
Qcb.png + Atk.png + Atk.png
284,100 (9,000 x 50)
Death Penalty
Dp.png + Atk.png + Atk.png
L.png + M.png position left
L.png + H.png position mid
M.png + H.png position right
450,000
High.png Otg.png

Apprentice Combos

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 (D.png + H.png ) - 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.S.png - 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.L.png , c.M.png , c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer) xx Qcf.png + Atk.png Atk.png (Skrull Torch) OR Qcb.png + Atk.png Atk.png (Inferno)**
  • j.D.png + H.png (Skrull Smash), Atk.png Atk.png (dash), M.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , c.D.png + hold H.png xx Qcf.png + Atk.png Atk.png (Skrull Torch) OR Qcb.png + Atk.png Atk.png (Inferno)** -- ~459,300/597,000dmg
  • Qcb.png + Atk.png (Elastic Slam), Atk.png Atk.png (dash), L.png x3 (Ground Tenderizer), Qcf.png + Atk.png Atk.png (Skrull Torch) OR Qcb.png + Atk.png Atk.png (Inferno)**
  • c.L.png , c.M.png , c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , Atk.png Atk.png (dash), j.D.png + H.png (Skrull Smash)(Groundbounce.png ), Atk.png Atk.png (dash) S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer)(Groundbounce.png ) -- 484,800dmg
  • j. hold S.png , c.M.png , c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , Atk.png Atk.png (dash), L.png x3 (Ground Tenderizer) xx Dp.png + Atk.png Atk.png (Death Penalty)

OTG Assist Combos

NOTE: *Using Wesker's Samurai Edge assist*

  • c.L.png , c.M.png , c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , OTGAssist, followed by:
    • Charged s.H.png (Stone Smite), S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer) xx Qcf.png + Atk.png Atk.png (Skrull Torch) OR Qcb.png + Atk.png Atk.png (Inferno) OR Dp.png Atk.png Atk.png (Death Penalty)
    • c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer) xx Qcf.png + Atk.png Atk.png (Skrull Torch) OR Qcb.png + Atk.png Atk.png (Inferno) OR Dp.png Atk.png Atk.png (Death Penalty)
  • j. D.png + H.png (Skrull Smash), Atk.png Atk.png (dash), M.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , OTGAssist, c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer) xx Dp.png + Atk.png Atk.png (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.L.png , M.png , H.png (Ground Bounce), H.png x3 (Ground Anti-Air Tenderizer) (let opponent air-reset) Qcb.png + H.png (Anti-Air Elastic Slam)
  • Basic Ground-to-Air Combo Reset #1 - c.L.png , c.M.png , c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , Atk.png Atk.png (dash) L.png x3 (Ground Tenderizer), H.png , (don't cancel immediately), Qcb.png + M.png (Elastic Slam) OR Qcb.png + L.png (Elastic Slam) CORNER ONLY
  • Basic Ground-to-Air Combo Reset #2 (corner only) - c.L.png , c.M.png , c.H.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer) (move like, a pixel forward), c.M.png , (don't cancel immediately, let opponent air-reset), Qcb.png + H.png (Anti-Air Elastic Slam)
  • Double Ground-Bounce Reset (corner only) - j.D.png + H.png (Skrull Smash)(Groundbounce.png #1 ), M.png , S.png , j.M.png , j.M.png , j.H.png , j.S.png , L.png x3 (Ground Tenderizer)(Groundbounce.png #2 ), Qcb.png + L.png (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.L.png , c.M.png , c.H.png , (don't cancel immediately), Qcb.png + L.png (Elastic Slam)
  • Rapid Chain Tick-Throw Setup - c.L.png x2 xx Qcb.png + L.png (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.L.png , the Slam will connect unless the opponent hits you out of it or jumps. Make sure not to press L.png 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.L.png rapid chain. If they Advance Guard one of the jabs, cancel the next jab with Qcb.png + M.png (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 H.png , then canceling the animation halfway with Qcb.png + Atk.png (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 H.png a little after Skrull takes the step forward, you gain the range of that step taken, which is about 3/4ths of the screen.