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[[image:XvSFWolverine.png]] | [[image:XvSFWolverine.png]] | ||
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== Normal Moves == | == Normal Moves == | ||
{| border="1em" cellpadding="5" cellspacing="0" width="400" style | {| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1" | ||
|- | |- | ||
| Anti-air|| {{ | | Anti-air|| {{ {{d}} + mp}} | ||
|- | |- | ||
|Anti-air|| {{ | |Anti-air|| {{ {{d}} + hk}} | ||
|- | |- | ||
|Slide|| {{ | |Slide|| {{ {{df}} + hp}} | ||
|- | |- | ||
|Dive kick|| {{ | |Dive kick|| {{ {{d}} + {{mk}} (air only)}} | ||
|} | |} | ||
== Special Moves == | == Special Moves == | ||
{| border="1em" cellpadding="5" cellspacing="0" width="400" style | {| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1" | ||
|- | |- | ||
|Berserker Barrage|| {{ | |Berserker Barrage|| {{ {{qcf}} + P }} | ||
|- | |- | ||
|Drill Claw|| {{ | |Drill Claw|| {{ {{lk}} + {{mp}} }} | ||
|- | |- | ||
|Tornado Claw|| {{ | |Tornado Claw|| {{ {{dp}} + P}} | ||
|} | |} | ||
== Super Moves == | == Super Moves == | ||
{| border="1em" cellpadding="5" cellspacing="0" width="400" style | {| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1" | ||
|- | |- | ||
|Berserker Barrage X|| {{ | |Berserker Barrage X|| {{ {{qcf}} + P P}} | ||
|- | |- | ||
|Weapon X|| {{ | |Weapon X|| {{ {{dp}} + P P}} | ||
|} | |} | ||
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== Combos/Infinites == | == Combos/Infinites == | ||
Beginner<br> | Beginner<br> | ||
1) D.S.LP | 1) D.S.LP , S.LK , S.MK , S.MK , S.HP<br> | ||
2) J.HP | 2) J.HP , S.MP XX Berserker Barrage X (FS)<br> | ||
3) J.HK | 3) J.HK , C.LK , C.MK XX Berserker Barrage (OTG)<br> | ||
4) J.MP | 4) J.MP , J.MP , S.LP , S.MP , S.HP<br> | ||
5) J.DN.MK XX Drill Claw [aimed diagonally down/forward] | 5) J.DN.MK XX Drill Claw [aimed diagonally down/forward] | ||
Intermediate<br> | Intermediate<br> | ||
1) J.HP | 1) J.HP , J.HK , C.MP , S.HK SJ SJ.LP , SJ.LK, SJ.MP , SJ.MK , SJ.HP (FS) | ||
2) J.LP , J.LK , J.MP , D.S.LP , S.LK , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP , SJ.MK XX Drill Claw [aimed diagonally upwards]<br> | |||
2) J.LP | 3) Have enemy in corner. J.LP , J.LK , J.MP , D.S.LP , S.LK , S.MP , S.MP , C.HK XX Tornado Claw<br> | ||
3) Have enemy in corner. J.LP | 4) SJ.DN.MK , SJ.HK , D.S.LP , S.LK , S.MP XX Berserker Barrage X<br> | ||
4) SJ.DN.MK | 5) J.HP , J.HK , D.S.LP , S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP , SJ.HP (FS) , SJ.HK , C.LK (OTG) , S.MP , S.MP , S.HP<br> | ||
5) J.HP | |||
**Note: This combo works even if you are fairly far from the corner. The | **Note: This combo works even if you are fairly far from the corner. The | ||
SJ.HP (FS) | SJ.HP (FS) , SJ.HK sends you and your opponent flying | ||
towards the corner whereas a different combo wouldn't let you have | towards the corner whereas a different combo wouldn't let you have | ||
the opportunity to hit the enemy with an OTG. | the opportunity to hit the enemy with an OTG. | ||
6) J.DN.MK | 6) J.DN.MK , J.HP , J.HK , D.S.LP , S.LK , S.MP , C.MK , OC.HP (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP XX Drill Claw [aimed diagonally upwards] | ||
Expert<br> | Expert<br> | ||
1) Have enemy near corner. J.LP | 1) Have enemy near corner. J.LP , J.LK , J.MP , D.S.LP , S.LK, C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP, SJ.MP , SJ.MK XX Drill Claw [aimed diagonally upwards],SJ.HK (FS), SJ.HK (FS) , J.LP , J.LK , J.MP , J.HK (FS) , C.LK (OTG) , S.MP , S.MP , S.HP , S.HK<br> | ||
**Note: After the Drill Claw, time HK so that it hits IMMEDIATELY. | **Note: After the Drill Claw, time HK so that it hits IMMEDIATELY. | ||
2) Have enemy near corner. J.LP | 2) Have enemy near corner. J.LP , J.LK , J.MP , D.S.LP , S.LK, S.MP , S.MK XX Berserker Barrage X (FS), J.LP , J.LK , J.MP , J.MK , J.HP (FS) , J.HK (FS) , C.LK (OTG) , S.MP , S.MP , C.HP , S.HK<br> | ||
**Note: Just hold up on the controller after the Berserker Barrage X and | **Note: Just hold up on the controller after the Berserker Barrage X and | ||
nail the falling body before it lands. If you try and do all six | nail the falling body before it lands. If you try and do all six | ||
Line 78: | Line 72: | ||
so that when the HP connects, the enemy is relatively above | so that when the HP connects, the enemy is relatively above | ||
you. | you. | ||
3) Have enemy in corner. J.DN.MK | 3) Have enemy in corner. J.DN.MK , J.HP , J.HK , D.S.LP, S.LK , S.MP , S.MK , C.HP , C.HK SJ SJ.LP, SJ.LK , SJ.MP , SJ.DN.MK , SJ.HK (FS) , S.LP , S.LP , S.LK , S.MP , S.MP , S.MK , S.MK , S.HP , S.HK<br> | ||
**Note: You have to manually cancel the C.HK by hitting Down, Up | **Note: You have to manually cancel the C.HK by hitting Down, Up | ||
after it connects, and then IMMEDIATELY hit LP for the Super | after it connects, and then IMMEDIATELY hit LP for the Super | ||
Line 92: | Line 82: | ||
sneak in a throw right when the enemy lands, and it's hard to see | sneak in a throw right when the enemy lands, and it's hard to see | ||
coming. | coming. | ||
4) Have enemy in corner. J.LP | 4) Have enemy in corner. J.LP , J.LK , J.HK , D.S.LP , S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP, SJ.LP , SJ.LK , SJ.MK XX Drill Claw [Aimed Straight Up], SJ.LP , SJ.HP (FS) , SJ.HK (FS) , C.LK , S.MP, S.MP , S.MK [2nd hit] , S.HP , S.HK<br> | ||
**Note: When you land and begin the OTG part, make sure you hit MK | **Note: When you land and begin the OTG part, make sure you hit MK | ||
Kick twice even though it hits once. The first hit will miss but | Kick twice even though it hits once. The first hit will miss but | ||
Line 102: | Line 88: | ||
WILL connect. | WILL connect. | ||
=Match-Ups= | |||
{{Navbox-XMVSSF}} | |||
[[Category:X-Men vs Street Fighter]] | [[Category:X-Men vs Street Fighter]] |
Latest revision as of 02:40, 31 December 2020
Wolverine, with his unbreakable claws and mutant healing power, is one of the most dangerous X-Men. He is the best at what he does, and what he does isn't very pretty.
Move List
Normal Moves
Anti-air | {{ ![]() |
Anti-air | {{ ![]() |
Slide | {{ ![]() |
Dive kick | {{ ![]() ![]() |
Special Moves
Berserker Barrage | {{ ![]() |
Drill Claw | {{ ![]() ![]() |
Tornado Claw | {{ ![]() |
Super Moves
Berserker Barrage X | {{ ![]() |
Weapon X | {{ ![]() |
The Basics
Advanced Strategy
Combos/Infinites
Beginner
1) D.S.LP , S.LK , S.MK , S.MK , S.HP
2) J.HP , S.MP XX Berserker Barrage X (FS)
3) J.HK , C.LK , C.MK XX Berserker Barrage (OTG)
4) J.MP , J.MP , S.LP , S.MP , S.HP
5) J.DN.MK XX Drill Claw [aimed diagonally down/forward]
Intermediate
1) J.HP , J.HK , C.MP , S.HK SJ SJ.LP , SJ.LK, SJ.MP , SJ.MK , SJ.HP (FS)
2) J.LP , J.LK , J.MP , D.S.LP , S.LK , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP , SJ.MK XX Drill Claw [aimed diagonally upwards]
3) Have enemy in corner. J.LP , J.LK , J.MP , D.S.LP , S.LK , S.MP , S.MP , C.HK XX Tornado Claw
4) SJ.DN.MK , SJ.HK , D.S.LP , S.LK , S.MP XX Berserker Barrage X
5) J.HP , J.HK , D.S.LP , S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP , SJ.HP (FS) , SJ.HK , C.LK (OTG) , S.MP , S.MP , S.HP
**Note: This combo works even if you are fairly far from the corner. The SJ.HP (FS) , SJ.HK sends you and your opponent flying towards the corner whereas a different combo wouldn't let you have the opportunity to hit the enemy with an OTG.
6) J.DN.MK , J.HP , J.HK , D.S.LP , S.LK , S.MP , C.MK , OC.HP (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP XX Drill Claw [aimed diagonally upwards]
Expert
1) Have enemy near corner. J.LP , J.LK , J.MP , D.S.LP , S.LK, C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP, SJ.MP , SJ.MK XX Drill Claw [aimed diagonally upwards],SJ.HK (FS), SJ.HK (FS) , J.LP , J.LK , J.MP , J.HK (FS) , C.LK (OTG) , S.MP , S.MP , S.HP , S.HK
**Note: After the Drill Claw, time HK so that it hits IMMEDIATELY.
2) Have enemy near corner. J.LP , J.LK , J.MP , D.S.LP , S.LK, S.MP , S.MK XX Berserker Barrage X (FS), J.LP , J.LK , J.MP , J.MK , J.HP (FS) , J.HK (FS) , C.LK (OTG) , S.MP , S.MP , C.HP , S.HK
**Note: Just hold up on the controller after the Berserker Barrage X and nail the falling body before it lands. If you try and do all six hits in the Jumping part of the combo too quickly, the HP will miss. Time the first four hits a tad bit slower than normal so that when the HP connects, the enemy is relatively above you.
3) Have enemy in corner. J.DN.MK , J.HP , J.HK , D.S.LP, S.LK , S.MP , S.MK , C.HP , C.HK SJ SJ.LP, SJ.LK , SJ.MP , SJ.DN.MK , SJ.HK (FS) , S.LP , S.LP , S.LK , S.MP , S.MP , S.MK , S.MK , S.HP , S.HK
**Note: You have to manually cancel the C.HK by hitting Down, Up after it connects, and then IMMEDIATELY hit LP for the Super Jumping Air Combo. After landing, hit the enemy quickly with the ground chain sequence (you REALLY have to know how to time the hits rather than mashing buttons until they come out to successfully land all 9 hits). The last S.HK can be changed into a C.HK against characters heavier than Ryu, which lets you sneak in a throw right when the enemy lands, and it's hard to see coming.
4) Have enemy in corner. J.LP , J.LK , J.HK , D.S.LP , S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP, SJ.LP , SJ.LK , SJ.MK XX Drill Claw [Aimed Straight Up], SJ.LP , SJ.HP (FS) , SJ.HK (FS) , C.LK , S.MP, S.MP , S.MK [2nd hit] , S.HP , S.HK
**Note: When you land and begin the OTG part, make sure you hit MK Kick twice even though it hits once. The first hit will miss but pressing the button twice causes the second kick to come out, which WILL connect.