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

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== Combos/Infinites ==
== Combos/Infinites ==
Beginner
Beginner<br>
1) D.S.LP -> S.LK -> S.MK -> S.MK -> S.HP
1) D.S.LP -> S.LK -> S.MK -> S.MK -> S.HP<br>
2) J.HP \/ S.MP XX Berserker Barrage X (FS)
2) J.HP \/ S.MP XX Berserker Barrage X (FS)<br>
3) J.HK \/ C.LK -> C.MK XX Berserker Barrage (OTG)
3) J.HK \/ C.LK -> C.MK XX Berserker Barrage (OTG)<br>
4) J.MP -> J.MP \/ S.LP -> S.MP -> S.HP
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]<br><br>


Intermediate
Intermediate<br>
1) J.HP -> J.HK \/ C.MP -> S.HK /\ SJ.LP -> SJ.LK
1) J.HP -> J.HK \/ C.MP -> S.HK /\ SJ.LP -> SJ.LK
   -> SJ.MP -> SJ.MK -> SJ.HP (FS)
   -> SJ.MP -> SJ.MK -> SJ.HP (FS)
2) J.LP -> J.LK -> J.MP \/ D.S.LP -> S.LK -> S.HK /\
2) J.LP -> J.LK -> J.MP \/ D.S.LP -> S.LK -> S.HK /\ SJ.LP -> SJ.LK -> SJ.MP -> SJ.MP -> SJ.MP -> SJ.MK XX Drill Claw [aimed diagonally upwards]<br>
  SJ.LP -> SJ.LK -> SJ.MP -> SJ.MP -> SJ.MP -> SJ.MK
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>
  XX Drill Claw [aimed diagonally upwards]
4) SJ.DN.MK -> SJ.HK \/ D.S.LP -> S.LK -> S.MP XX Berserker Barrage X<br>
3) Have enemy in corner.  J.LP -> J.LK -> J.MP \/ D.S.LP -> S.LK
5) J.HP -> J.HK \/ D.S.LP -> S.LK -> C.MP -> S.HK /\ 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>
  -> 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.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
   **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
           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 -> J.HP -> J.HK \/ D.S.LP -> S.LK -> S.MP
6) J.DN.MK -> J.HP -> J.HK \/ D.S.LP -> S.LK -> S.MP -> C.MK -> OC.HP (OTG) -> S.HK /\ SJ.LP -> SJ.LK -> SJ.MP -> SJ.MP -> SJ.MP XX Drill Claw [aimed diagonally upwards]<br><br>
  -> C.MK -> OC.HP (OTG) -> S.HK /\ SJ.LP -> SJ.LK ->
  SJ.MP -> SJ.MP -> SJ.MP XX Drill Claw [aimed diagonally
  upwards]


Expert
Expert<br>
1) Have enemy near corner.  J.LP -> J.LK -> J.MP \/ D.S.LP -> S.LK
1) Have enemy near corner.  J.LP -> J.LK -> J.MP \/ D.S.LP -> S.LK
   -> C.MP -> S.HK /\ SJ.LP -> SJ.LK -> SJ.MP -> SJ.MP
   -> C.MP -> S.HK /\ SJ.LP -> SJ.LK -> SJ.MP -> SJ.MP
Line 75: Line 66:
   SJ.HK (FS), SJ.HK (FS) \/ J.LP -> J.LK -> J.MP ->
   SJ.HK (FS), SJ.HK (FS) \/ J.LP -> J.LK -> J.MP ->
   J.HK (FS) \/ C.LK (OTG) -> S.MP -> S.MP -> S.HP ->
   J.HK (FS) \/ C.LK (OTG) -> S.MP -> S.MP -> S.HP ->
   S.HK
   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 -> J.LK -> J.MP \/ D.S.LP -> S.LK
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 ->
   -> 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
   J.MP -> J.MK -> J.HP (FS) -> J.HK (FS) \/ C.LK
   (OTG) -> S.MP -> S.MP -> C.HP -> S.HK
   (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 91: Line 82:
   -> SJ.LK -> SJ.MP -> SJ.DN.MK -> SJ.HK (FS) \/ S.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.LP -> S.LK -> S.MP -> S.MP -> S.MK -> S.MK ->
   S.HP -> S.HK
   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 105: Line 96:
   SJ.MP, SJ.LP -> SJ.LK -> SJ.MK XX Drill Claw [Aimed Straight
   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
   Up], SJ.LP -> SJ.HP (FS) -> SJ.HK (FS) \/ C.LK -> S.MP
   -> S.MP -> S.MK [2nd hit] -> S.HP -> S.HK
   -> 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

Revision as of 17:35, 6 January 2016

Introduction

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 {{#motion: d + mp}}
Anti-air {{#motion: d + hk}}
Slide {{#motion: df + hp}}
Dive kick {{#motion: d + mk (air only)}}

Special Moves

Berserker Barrage {{#motion: qcf + P }}
Drill Claw {{#motion: lk + mp }}
Tornado Claw {{#motion: dp + P}}

Super Moves

Berserker Barrage X {{#motion: qcf + P P}}
Weapon X {{#motion: {{#motion: dp + 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.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.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.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.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.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.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.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.