Marvel Super Heroes/Wolverine/Combos: Difference between revisions

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(Created page with "==Introduction== Wolverine has the full Magic Series - LP > LK > MP > MK > HP > HK. This means that any normal performed with a given button can chain into any button that is later in the chain, i.e. Wolverine's 5LP can chain into any ground normal performed with LK, MP, MK, HP, or HK, while his 2MK can chain into any HP or HK normal. This same Magic Series rule applies in midair. Wolverine's divekick (j2MK) is crucial for his air combos. By chaining into jHP or jHK...")
 
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magic series > 5HK > superjump > jLP jLK jMP jMP > Drill Claw (hold 9) > jLP jHK > hold forward while falling > delay jLK > land > (jLK jMP jMP jMK) * n -
magic series > 5HK > superjump > jLP jLK jMP jMP > Drill Claw (hold 9) > jLP jHK > hold forward while falling > delay jLK > land > (jLK jMP jMP jMK) * n -
Wolverine's FSD infinite. Easily his hardest infinite, but it looks cool. CMV fodder. Featured in the below combo video at the marked time.
Wolverine's FSD infinite. Easily his hardest infinite, but it looks cool. CMV fodder. Featured in the below combo video at 7:24.


<youtube> https://www.youtube.com/watch?v=owfTrKmIy1A&t=7m24s </youtube>
<youtube> https://www.youtube.com/watch?v=owfTrKmIy1A&t=7m24s </youtube>

Revision as of 21:36, 16 August 2024

Introduction

Wolverine has the full Magic Series - LP > LK > MP > MK > HP > HK. This means that any normal performed with a given button can chain into any button that is later in the chain, i.e. Wolverine's 5LP can chain into any ground normal performed with LK, MP, MK, HP, or HK, while his 2MK can chain into any HP or HK normal. This same Magic Series rule applies in midair.

Wolverine's divekick (j2MK) is crucial for his air combos. By chaining into jHP or jHK on hit, you can prevent Wolverine from bouncing away, enabling him to fall rapidly while continuing a Magic Series.

Wolverine's grounded confirms are greatly expanded (and his grounded infinite becomes possible) thanks to crouch cancelling. In short, Wolverine's 5MP will have its recovery completely removed if you simply crouch at any point during recovery. By crouching and dashing after 5MP, extended ground sequences are enabled.

If a combo refers to "magic series" as a combo piece, any sequence of normals which leaves you close enough to chain into the explicit parts of the combo will work.

Any combo which

Basic Combos

magic series > 2MP > 236HP / 623HP / 236PP - as basic as it gets.

magic series > 2MP 5HK > superjump > jLP jLK jMP jMK jHK - simple air magic series combo. Doesn't knock down.

magic series > 2MP 5HK > superjump > jLP jLK jMP j2MK jHP jHK - a slightly more complex air magic series combo using divekick. Leads to a better situation on hit than previous for not much more difficulty. Delay the first jLP a bit.

jHP > jHK > land > dash > lights > ... - basic air-to-ground conversion into any other combo.

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 entire combo to work a couple times, and other times they get dizzy before its finished.......must be done in corner.

Infinites

(lights > 5MP > 2PPP) * n - Wolverine's crouch cancel infinite on grounded opponents. Good to do on block, too, since they're holding this until they burn Infinity Counter or you go for a grab. A key part of Wolverine's strength. You need to time the 2PPP for right when the active frames of 5MP end; this leads to you crouch cancelling 5MP as early as possible, then immediately dashing out of the crouch.

(magic series > 5HK > superjump > jLP jLK jMP j2MK jHP jHK > dash forward) * n - Wolverine's infinite off a launcher or on airborne opponents. Can be routed into off any magic series, or even raw 5HK. You can even route into it off any otg, by doing otg 5LK > 5HK into the above loop.

magic series > 5HK > superjump > jLP jLK jMP j2MK jHP jHK > (dash forward > jLP jLK jMP jMP jHP jHK) * n - Another, easier air magic series infinite. Corner only, but can also be done anywhere on Shuma-Gorath's stage.

magic series > 5HK > superjump > jLP jLK jMP jMP > Drill Claw (hold 9) > jLP jHK > hold forward while falling > delay jLK > land > (jLK jMP jMP jMK) * n - Wolverine's FSD infinite. Easily his hardest infinite, but it looks cool. CMV fodder. Featured in the below combo video at 7:24.