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

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=== 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
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]


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


14 hits- mk, mk, berserker barrage x
Expert
 
1) Have enemy near corner. J.LP -> J.LK -> J.MP \/ D.S.LP -> S.LK
== Intermediate ==
  -> C.MP -> S.HK /\ SJ.LP -> SJ.LK -> SJ.MP -> SJ.MP
9 hits- lp, lk, d.mp, hk, sj.(lp, lk, mp, mk, hk)
  -> SJ.MP -> SJ.MK XX Drill Claw [aimed diagonally upwards],
 
  SJ.HK (FS), SJ.HK (FS) \/ J.LP -> J.LK -> J.MP ->
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
  J.HK (FS) \/ C.LK (OTG) -> S.MP -> S.MP -> S.HP ->
 
  S.HK
12 hits- j.hp, land, lp, lk, d.mp, hk, sj.(lp, lk, mp, mp, mk, hp, hk)..........my signature combo...lol
  **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
== Advanced ==
  -> S.MP -> S.MK XX Berserker Barrage X (FS), J.LP -> J.LK ->
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)
  J.MP -> J.MK -> J.HP (FS) -> J.HK (FS) \/ C.LK
 
  (OTG) -> S.MP -> S.MP -> C.HP -> S.HK
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
  **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
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.
          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
= Infinites =
          so that when the HP connects, the enemy is relatively above
Berserker Barrage X, (j.lk, j.mk, j.hk)......repeat bracket......there are other setups, i'm only using the easiest one.
          you.
 
3) Have enemy in corner. J.DN.MK -> J.HP -> J.HK \/ D.S.LP
Berserker Barrage X, (d.lk, j.lk, j.mp, j.mk, j.hp, j.hk)....repeat bracket
  -> S.LK -> S.MP -> S.MK -> C.HP -> C.HK /\ SJ.LP
 
  -> SJ.LK -> SJ.MP -> SJ.DN.MK -> SJ.HK (FS) \/ S.LP ->
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.
  S.LP -> S.LK -> S.MP -> S.MP -> S.MK -> S.MK ->
 
  S.HP -> S.HK
= Match-ups =
  **Note: You have to manually cancel the C.HK by hitting Down, Up
Wolvie/cyclops- (the yellow and blue squad) they go excellent together......with these 2, you're in for a treat.
          after it connects, and then IMMEDIATELY hit LP for the Super
 
          Jumping Air Combo. After landing, hit the enemy quickly with the
wolvie/chun- (the rushdown squad) imagine the 2 smallest characters in the game, doing god tier damage.
          ground chain sequence (you REALLY have to know how to time the hits
 
          rather than mashing buttons until they come out to successfully
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.
          land all 9 hits). The last S.HK can be changed into a
 
          C.HK against characters heavier than Ryu, which lets you
wolvie/juggy- (brain and brawn) if used correctly, this team can combo muscle their way out of any situation.....one of my favorites.
          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.


[[Category:X-Men vs Street Fighter]]
[[Category:X-Men vs Street Fighter]]

Revision as of 17:33, 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.