A+A+A: This combo is a Jab-Jab-Spinpunch, totaling to about 1 3/4 letters filled. Each move comes out in quick succession, but there is moderate lag time on the end of the spinpunch.
A+A+B: This combo is a shield breaker totaling to about 1 1/4 letters filled. Each move comes out in moderate succession with moderate lag time on the last hit
A+B+B: This combo is Shrek's most powerful option. It totals to about 3 letters filled. Each move comes out in slow succession, with moderate lag time on the final hit. This combo also knocks the opponent back.
B: Neutral B is a chargeable stun that fills about 3/4 of a letter uncharged, and about 1 3/4 letters fully charged. This move is relatively impractical.
Crumpet Dash: Shrek's CD is decent, filling almost one full letter. However it can quickly be combo'd into his Air drop if hit correctly.
Air Drop: Shrek's AD fills from 1/2 of a letter to 1 1/2 of a letter depending on where the enemy was hit.
Grab+AD: One of Shrek's best easy combos is Grab+AD. It fills almost 2 letters, and is basically inescapable.
Again, I love you for this. Tried to make Shrek viable but never could pull it off, but now I can have a pocket Ogre!
Couple of questions for you:
- When playing against others, his Slam is almost impossible to land. Any thoughts on this? - Given how his Grab into AD is so godlike, how easy is it to land a grab out of a Crumpet Dash? - When is a good time to try and land his grounded combos? (My neutral game at the moment is always Crumpet Dash everything, hence why I can only really play Gingy)
You don't really know a man until you've trespassed in his swamp.