X-Men vs Street Fighter/Wolverine

From SuperCombo Wiki

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.