Marvel Super Heroes/Wolverine: Difference between revisions

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Weapon X: f, d, f, 3p
Weapon X: f, d, f, 3p


= Combos =
=== Combos ===


== Basic ==
== Basic ==

Revision as of 09:33, 10 January 2009

Introduction

This faq was done by Wolverine-Master of shoryuken.com

Moves List

U-up

D-down

L-left

R-right

J-jump

Sj-super jump

Otg-off the ground

Lp-jab

Mp-strong

Hp-fierce

Lk-short

Mk-foward

Hk-roundhouse

3P-dash (lp+mp+hp) or f, f

3K-super jump (default) (lk+mk+hk)

D, D, Start-taunt

Normal Moves

Anti-air: d.mp

Anti-air: d.hk

Launcher: hk

Slide: d.f.hp

Dive kick: d.mk (air only)

Throws

Mp

Hp

Special Moves

Berserker Barrage: d, f, any punch (ground only)

Drill Claw: lp+lk, mp+mk, hp+hk (ground and air)

Tornado Claw: f, d, f, any punch (ground only)

Super Moves

Berserker Barrage X: d, f, 3p

Weapon X: f, d, f, 3p

Combos

Basic

4 hits- lp, lk, mp, hp.

6 hits- dash, lp, lk, mp, d.mk, d.hp, d.hk .

11 hits- dash, lp, lk, d.mp, berserker barrage. (mash berserker barrage for more hits)

14 hits- mk, mk, berserker barrage x

Intermediate

9 hits- lp, lk, d.mp, hk, sj.lp, sj.lk, sj.mp, sj.mk, sj.hk

15 hits- j.lp, j.lk, j.mk, j.hk, dash, lp, lk, d.mp, hk, sj.lp, sj.lk, sj.mp, sj.mp, sj.mk, sj.hp, sj.hk.

Advanced

various hits- j.hp, j.hk, dash, lp, lk, d.mp, d.hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hk, land, hk, sj.lp, sj.lk, sj.mp, drill claw diagonal down, sj.lp, dive kick, sj.hp, sj.hk, land, lp, hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hp, sj.hk, berserker barrage x.......i've gotten this combo a couple times, and other times they get dizzy.......must be done in corner.

Infinites

Dash lp, lk, mp, (d+dash, lk, mp)......repeat bracket.....you have to cancel mp, by pressing down afterward....easy infinite, and abused by everyone.

Semi-Infinite

with time gem- (f, f, lp, lk, mp)...repeat bracket.....opponent should get dizzy by the end of time gem.