X-Men vs Street Fighter/Wolverine: Difference between revisions

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= Introduction =
[[image:XvSFWolverine.png]]
[[image:XvSFWolverine.png]]


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== Normal Moves ==
== Normal Moves ==
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1"
|-
|-
| Anti-air|| {{#motion: d + mp}}
| Anti-air|| {{ {{d}} + mp}}
|-
|-
|Anti-air|| {{#motion: d + hk}}
|Anti-air|| {{ {{d}} + hk}}
|-
|-
|Slide|| {{#motion: df + hp}}
|Slide|| {{ {{df}} + hp}}
|-
|-
|Dive kick|| {{#motion: d + mk  (air only)}}
|Dive kick|| {{ {{d}} + {{mk}}   (air only)}}
|}
|}


== Special Moves ==
== Special Moves ==
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1"
|-
|-
|Berserker Barrage|| {{#motion: qcf + P }}  
|Berserker Barrage|| {{ {{qcf}} + P }}  
|-
|-
|Drill Claw|| {{#motion: lk + mp }}
|Drill Claw|| {{ {{lk}} + {{mp}} }}
|-
|-
|Tornado Claw|| {{#motion: dp + P}}
|Tornado Claw|| {{ {{dp}} + P}}
|}
|}


== Super Moves ==
== Super Moves ==
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1"
|-
|-
|Berserker Barrage X|| {{#motion: qcf + P P}}
|Berserker Barrage X|| {{ {{qcf}} + P P}}
|-
|-
|Weapon X|| {{#motion: {{#motion: dp + P P}}
|Weapon X|| {{ {{dp}} + P P}}
|}
|}


=== Combos ===
= The Basics =
some combos require that you dash in first.


== Basic ==
= Advanced Strategy =
4 hits- lp, lk, mp, hp.


6 hits- dash, lp, lk, mp, d.mk, d.hp, d.hk .
== Combos/Infinites ==
Beginner<br>
1) D.S.LP , S.LK , S.MK , S.MK , S.HP<br>
2) J.HP , S.MP XX Berserker Barrage X (FS)<br>
3) J.HK , C.LK , C.MK XX Berserker Barrage (OTG)<br>
4) J.MP , J.MP , S.LP , S.MP , S.HP<br>
5) J.DN.MK XX Drill Claw [aimed diagonally down/forward]


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


14 hits- mk, mk, berserker barrage x


== Intermediate ==
Intermediate<br>
9 hits- lp, lk, d.mp, hk, sj.(lp, lk, mp, mk, hk)
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>
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>
4) SJ.DN.MK , SJ.HK , D.S.LP , S.LK , S.MP XX Berserker Barrage X<br>
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>
  **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]


12 hits- lp, lk, d.mp, hk, sj.(lp, lk, mp, mk, drill claw diagonal upwards, lp, lk, hk, hk).........opponent must be in corner to this combo


12 hits- j.hp, land, lp, lk, d.mp, hk, sj.(lp, lk, mp, mp, mk, hp, hk)..........my signature combo...lol


== Advanced ==
Expert<br>
15 hits- lp, lk, d.mp, d.hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hp, hk.(otg),( j.lk , j.mp, j.mk, j.hp, j.hk)
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.
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
          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<br>
  **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<br>
  **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.


32 hits- j.hp, j.hk, land, dash lp, lk, d.mp, d.hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hp, hk.(otg),( j.lk , j.mp, j.mp, j.mk)x3, hk, sj.lp, sj.lk, sj.mp, sj.mp, sj.mk, sj.hp, sj.hk.........combo in brackets must be done slowly
=Match-Ups=


Various hits- sj.dive kick, sj.hk, land, j.lk, dive kick, j.hk, land, d.lk, d.mk, sj.dive kick, sj.hk, land, hk, sj.lp, sj.lk, sj.mp, sj.dive kick, sj.hp, sj.hk, j.lk, j.mk, j.hk, land, (d.lk, j.lk, j.mp, j.mk, j.hp, j.hk).....must be done on tall character.......repeat combo in brackets for an infinite.........this is my most deadliest combo......must be done in corner.
{{Navbox-XMVSSF}}
 
[[Category:X-Men vs Street Fighter]]
= Infinites =
Berserker Barrage X, (j.lk, j.mk, j.hk)......repeat bracket......there are other setups, i'm only using the easiest one.
 
Berserker Barrage X, (d.lk, j.lk, j.mp, j.mk, j.hp, j.hk)....repeat bracket
 
Dash lp, lk, mp, (d+dash, lk, mp)......repeat bracket.....you have to cancel mp, by pressing down afterward......to me, this is the hardest infinite in xvsf.
 
= Match-ups =
Wolvie/cyclops- (the yellow and blue squad) they go excellent together......with these 2, you're in for a treat.
 
wolvie/chun- (the rushdown squad) imagine the 2 smallest characters in the game, doing god tier damage.
 
wolvie/storm- (the gods) the god of ground teamed up with the goddess of air means trouble for the opponent....hardly any teams out there tougher than these 2.
 
wolvie/juggy- (brain and brawn) if used correctly, this team can combo muscle their way out of any situation.....one of my favorites.
 
[[Category:X-Men Vs. Street Fighter]]

Latest revision as of 02:40, 31 December 2020

XvSFWolverine.png

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 {{ D.png + mp}}
Anti-air {{ D.png + hk}}
Slide {{ Df.png + hp}}
Dive kick {{ D.png + Mk.png (air only)}}

Special Moves

Berserker Barrage {{ Qcf.png + P }}
Drill Claw {{ Lk.png + Mp.png }}
Tornado Claw {{ Dp.png + P}}

Super Moves

Berserker Barrage X {{ Qcf.png + P P}}
Weapon X {{ Dp.png + P P}}

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.

Match-Ups

Game Navigation

General
Controls
HUD
System
Versions
FAQ
X-Men Characters
Cyclops
Gambit
Juggernaut
Magneto
Rogue
Sabretooth
Storm
Wolverine
Street Fighter Characters
Akuma
Cammy
Charlie
Chun-Li
Dhalsim
Ken
M.Bison
Ryu
Zangief