L M H Drill claw Dive Kick Beserker Barrage H Weapon X
Does 837,300 damage
L M H Drill claw Dive Kick Beserker Barrage H Weapon X
Does 837,300 damage
what are the basic combos mainers should be getting down?
here’s a very quick video i took on my ipod showing a reset after using two drill claws in the same combo. i used dante’s assist, crossed up with berserker slash, straight into fatal claw. you could also go for assist, berserker slash into another big air combo, or just walk up throw.
[media=youtube]oSve8XE2hK8&feature=feedu[/media]
Been making videos trying to help out a friend who is new to fighting games so i thought i would just post some of them
this is my go to combo when not going for the kill and leads to a mixup while still in berserkers charge
[media=youtube]JCjS_b2Tu5A[/media]
this is my bnb goin for max damage with lvl 1 super
[media=youtube]wbVBaZuJsPU[/media]
and of course a 100% xfactor combo on sentinel
[media=youtube]kpjaqGAx-us[/media]
Notation please, just starting playing him myself.
BnB: magic series ( :h: does the most damage) into :s:, jc,
:h: xx forward drill claw -> dive kick, :h: :s:, jc,
:h: xx forward drill claw xx fatal claw. Does 663,500 damage with
:h: starter. Builds 1 super meter. Uses 1 super meter.
I do this combo as my BnB as well all the time.
I use Dante with his Jam Session assist on my team, and I’ve incorporated it into my BnB. It deals ~675-678k, and works as follows:
:h: :s:, jc, j.
j.
j.:h: xx :s:+:atk:, :d:+:h:, land, :h: :s: :a1: (delay it just a little), jc, j.
j.
j.:h: xx :uf:+:s:+:atk: xx :qcb:+:atk::atk:
Btw the BnB you guys have posted is basically combo I’ve been doing since day 1. Mgic series MMH drill claw dive H S MMH drill claw super 630k ish. Recently in danger room i found that this combo does not work on arthur, modok, and Joe mid screen, this is easily fixed by going MMLH in first air series and after dive kick just do S not HS. If you are in the corner you can do the usual combo.
L, M, H, S, j.H xx Drill Claw, j.H xx Drill Claw, j.d+H, land, H, S, j.M, j.M, j.H, j.S, Iron Man assist 2, wait, df+M (OTG), M Berserker Slash xx Fatal Claw = 723, 600 dmg
Costs a bar, but you get 1.5 back. After the Berserker Slash, you can wait and link Weapon X for like 944K instead, but timing is hella rough.
For whoever was having trouble linking j.H after drill claw, seems to me like you just have to make sure you’re under the other character after the drill claw. Other than that, it doesn’t feel any different than linking the dive kick.
not sure if this is common knowledge but if you have wolverine level 3 xfactor you can do the beserker barrage loop up to about 1.5 mill damage wise. 1 meter i beilive if this is is old sorry lol:shy:
nice find bro
Anyone tried the DHC glitch?
I’m thinking magic series, S, sj MMH, down+S, storm comes in combos into Hyper, DHC with wolvie’s B Charge (resets damage and scaling), combo to kill.
This generic combo will probably give you the 2 meters you’ll be using. One from the combo itself and another for the air exchange.
If you don’t know what I’m talking about take a look at this video (@2.48m):
[media=youtube]rWvdm0n38Ws&feature=player_embedded[/media]
Ok I’ve just tried this and you can do 1MM damage with no initial meter.
(Wolverine) LMHS, sj.MMH, Drill Claw, Dive Kick, land HS, sj.MMH (you have gain one meter by then), Down+S (1 more meter), (Storm) j.MHS, land, Element Hyper as OTG, DHC into Wolverine Berserker Charge Hyper, s.MHS, sj.MMH, Drill Claw, j.H, Drill Claw, Dive Kick.
Worked mid screen and corner against Cap Am.
^I saw that damage reset video but didnt notice my dood Logan make an appearance.
As a Wol/Storm/sent guy I really like the sound of this. This is gonna fit perfectly into my game plan.
IMO i think this should be placed in the OP as one of his BNB’s. A DHC one but still if you can start with no meter and do damage like that… just what we Wolvies needed.
rep +
I don’t know if anyone has mentioned it but dooms rockets make for a good otg to start a super on the ground. I call him out right as I press H after the bounce then I do sj.MMHS and the rockets hit when he hits the ground. I use to do it with other characters like x-23 but I like dooms assist more.
Heres a combo off of a zerker slash crossup for one meter.
qcb+c, 22+ab, dash, b, c, qcb+a, b, c, qcb+b, qcf+b (x4 or 5)
does around 550-575k for one meter, if you wanna tack on a qcb super it does about 750k
usually you have to dash after the super activates (though not in the corner). The 1st zerker slash after the super sometimes you have to dash, just depends on the spacing. And we all know how to do the barrage loop. Timing isn’t too difficult just takes a little practice
My Team = wolverine- berserker slash
sentinel- drone assist
magneto- hypergrav assist
dash, lp, mp, hp+P1, mp berserker slash, mp berserker slash, mp berserker slash, berserker charge, dash, mp, hp+P2, mp berserker slash, hp, S, ^, hp, drill claw, d.hp, land, mp berserker slash, berserker barrage x.
Wolvie/Storm/Sent:
This is my wolvie BNB for my team utilizing the DHC glitch
(start with logan) :l::l::h::s: ^
:h: xx :atk::s: :d::h: land :h::s: ^
:h: :d::s: (storm comes in)
:h::s: land :dp::atk::atk: DHC (before last hit) :d::d::atk::atk: (Damage Scaling Resets) :h::s: ^
:l::h: :atk::s: (either fatal claw or :d::h:, depending on how much meter you have and what you need to kill them)
Damage: ?
Net Meter: ?
After the DHC into logans Beserker Charge there are many options, you might be able to team air combo switch more IDK and I know there are some wild juggle combos you can do to, but I dont know them.
Im at work right know so I cant give you exact numbers but the combo itself builds nearly 2 bars of hyper meter and even without fatal claw at the end, you looking at a combo that is very close to 1million damage.
Let me hit the lab later and I’ll get you guys some exact numbers.
I just want everyone to be aware of Wolvies potential, thanks to the DHC glitch, when paired up with the right team.
why start with :l:? seem to have more range and will not prorate as bad…(till the damage resets of course)
^well that was just for simplisity of notation. Im sure when I go home I will see that starting with :h: would net more damage.
Honestly I dont usually get into this combo with :l:. I typically am jumping in with :l:s and s into cr:l: or I wait for my opp to wiff something and I dash in with a cr:l:.
I just wanted simple notations, good call though