I’m really thinking of playing wolvie(bone) as my main point character and I want someone opinion on my team.Right now I like using Sent-y/bone wolvie-y/capcom-b the most,because wolvie has a easy combo that takes 75 points in damage on cable(with capcom assist).Plus sent has some good mix ups with wolvie assist.But as we all know… wolvie just isn’t that good in 2.So why use him as one of my point characters?Easy!I’m a wolvie fan(I love him in 1) and bone wolvie has a unique assist(it hits low).Anyways, what do u guys think of this team? Is it good, ok or shit?:wgrin:
Vs higher tier teams it could hang after a any Mag KO’s bonerine in 10 seconds.
The Sentinel/Capcom in the team makes it alright, but try fighting Campy Storms or Sentinels.
The fat that you play Wolvie at all suggests that you are very offensive.
you like fast if you play Wolvie,
My wolvie team is Wolvie-b/Sent-y/Doom-b
With wolvie(metal) you can use more of the origanal Wolvie. And the Bezerker Rage lets you light attack enemies to death, and if you ever give you opponent the ability to block go into BR mode, lk, lk, drh+Doom assist.
This will slowly chip the enemy while you are forcing them to block.
The only way out of that combo is to counter, so the next char will either get doomed or you can snap the original character back in.
well since your playing wolverine you obivously gotta work your butt off the whole match to get the win, and get your sentinel good cause your going to need it when wolverine dies.
Care to explain why it sucks hands down?I think the team is pretty good.But most will say it’s ok,but I guess I did ask for your opinion.I would like to know why it “sucks hands” down tho. I know SENT ownz everybody with capcom as his assist and he only has one bad match up(cable and I can use wolvie for that if need be).
thx for you’re input guys(not green).I wouldn’t mind hearing from other people opinion on the matter.
Edit:Do u guys think I might be better off with Wolvie/sent/ cyke or should i stick with sent-y/bone wolvie-y/capcom-b?I know cyke is much better on point then capcom.
cyke gives wolverine a basic sweep of whatever he wasn’t able to get rid of when he rushs in, and sets up for an easy air combo, or activate berserker rage, then mix them up with either cross up dash, fake cross up, or throw(also if they mash comming down you could just launch them cause his s.hk has alot of priorty.)
but capcom lets you deal with run away storm better cause all you have to do is get near her then call him, and dash behind that way it cross up, or just make her block that way you have an easier time getting her when she comes down.
cyke is good tho vs doom/tron assist which counter capcom, so i becomes a matter of what excatly do you want to do with the assists, and what the match up is that might dictate your decision.
IMO cyke would make the team more versiety as far as match ups, but then you lose the strong sentinel without capcom.
so just play around with the assist and learn how to use both and how each work vs everything.
I don’t fully agree with that statement. Far from it actually. I CANNOT say this team is the best. I can’t say it is an exceptional team either, but it definitely has lots of potential.
If you give Sentinel Drones and Capcom Anti Air to nearly any character in the game, they automatically become sick characters. I CANNOT think of any exceptions. Boneclaws would NOT be one of those exceptions if they did exist. Sentinel Drones [Ground/Gamma-y] and Capcom anti air [beta-b] are quite possibly the 2 best screen controlling assists in the game.
Alucard20, I recommend you use it if you want to use Boneclaws. ZZ Jaron’s team looks kinda good too. I like that chip damage potential.
1]Boneclaw has an assist that if it touches the opponent on the same frame that they block a high attack, BOTH HITS LAND. Sure you can roll, but if Sent is in unfly, you’re not likely to detect the hit before Sentinel has already deactivated the flight, hit you with a light attack and put you in a combo. If you’re fighting a really good Sentinel, you’re going to spend alot of time on the ground pinned standing under Sentinel’s tap dancing act [where by coincidence is where you can eat the assist. That Boneclaw variety assist is very easy to fall for.
2]Both Wolverines have a full blown trap that can only be escaped via a well timed guardpush, or an alpha counter when coupled with drones.
3]Both Wolverines have combo igniting throws. Sure you can roll away from that, but if you’re being trapped and you get thrown, he can otg you into a super. If you’re in the corner, it’s going to be much harder to roll away because he’s right on top of you.
4]Both Wolverines have infinites that are ignited off a hit from their supers.
-If you get driven into a corner by their trap and they hit you, they’ll super you, then infinite you, then super you again, then DHC in Sentinel, that character dies to a Sentinel corner combo into an unblockable, and Sentinel is on point. You’re not only at risk of eating a second unblockable off the fall in, but are up against the best character in the game with his favorite assist in the game [Capcom]. Good luck, you’ll need it.
5]Both Wolverines have faster ground dashes than Magneto meaning that if you are in the trap and you get your assist baited out, he can snap you, and then kill your assist. Sure Magneto is better at this kind of thing [better range on the snap, triangle jumps…] and has alittle more to offer [better infinite access, better combos, better access to landed hits, other intangibles…]but Wolvie is even faster dashing than Magneto is. This means it’s easier for him to take advantage of a landed double snap than it is for Magneto. And we ALL know how easy this is for Magneto now, do we.
6]If by some sick miracle Boneclaw lands his super where he says “let’s go bub” on anything, he’s invulnerable to assault till it completes. Worse yet, his attacks are still active vs everything else, so if the pointman attacks after the fact, both can get caught in the combo. You must wait till the super ends. In this time, Wolvie can DHC out and plow the assist with Sentinel’s super and possibly kill it.
Is this a horrible team? I strongly doubt it.
I can see the potential of nearly every character in the game. I’ve listed all the things that I am aware of off the top of my head that are good about the Wolverines.
While I will say that standard Wolverine is really bad despite EVERYTHING I’ve just said [no backstage benefit to any team. He can dash through the person with one of his moves potentially making someone eat an assist from behind allowing for free combos though…], I can’t say that Boneclaw is bad on the grounds of that assist. Can you imagine what a dedicated low hitting assist can do for the likes of Storm or Magneto? Especially when you cannot block a low hit and a high one if they hit at exactly the same time [;BOTH SHOTS HIT ME? WTF…]??? That’s sick. And with that speed, you’ll never get away from them.
If I were to play Bone, these are the teams I’d use him in…
1]Bone-y [no other assist], Storm-a, Cyc-b/Psy-a
-Extreme patience with storm needed just in case.
-Storm Unblockable dual hit-zone shots with Bone-y via overheads
-Storm-a assist clears a path for Wolverine to get in
-DHC in Storm to save Wolvie
2]Bone, Sentinel-y, Capcom
-Trap team for Bone designed to give you a backup plan in the form of Sent-Cap.
-Explained in full above
3]Wolvie, Sentinel-y, Bone
-Zaza’s trap team
-Metal Wolvie dash throughs, drones hit in the back
-Backup plan in the form of Sent-y
4]Both Wolverines with Gambit or Storm in the middle on projectile.
-I prefer Storm.
Low Tiers sitting in front of Sent-Cap are quite good for lulling players into false senses of security. It sometimes deceives even me into thinking it’s a crap team. Especially when you can use them well. These 2 assists turn shit characters into borderline top tiers because of their usefulness with any character in the game. People also easily forget the fact that something broken is coming at them right afterwards. This hands you free wins. People just aren’t taking into account these days how assist structures can make or break some weaker characters. Wolverine can shred a player in a team structure like this BIG time. By himself even. Just use the assists right.
However…
I’d rather use the likes of Cable or Blackheart, or Storm in front of Sent-y and Capcom-b. It’s more of a preference thing really. Even though IMO it’s tied for the best set-up for any Wolverine. You can see the sick potential of a character that’s deemed as weak as Boneclaws is by everyone after what I’ve shown you.
That said, seeing just what the characters I just mentioned [BH, Storm, Cable, and Magneto] are capable of in front of these 2 assists compared to Wolverine is going to be really, REALLY disturbing to you.
I don’t know. It sounds more like you were either trying to be sarcastic, insulting, or whatever. Don’t forget that he’s probably a new player. Instead of making fun of him, try to help him. The last thing you want is to piss off new players as they WILL quit. Then you end up with no new players. When that happens, and the old players [like me] start retiring, you wind up with nobody to play with. I think based on the comment he made below, he was offended by your sarcastic comment [and isn’t as thick skinned as most of the other people here…]
Thanks Alucard20. The advice from Gouki10 is also accurate. Follow that too.
=With Cyclops-b,
you have a better point character. A less good assist for screen control, is countered by Capcom and Psylocke, but one that ignites combos, is invulnerable, and unstoppable. This could be fun.
If someone collides with Cyclops-b when you have Sentinel, you can usually unblockable them for free.
Random thoughts on Cyclops [much of which is common knowledge, but since you’re new I might as well post it anyways]…
-If you alpha counter against their attack, you can DHC on the first or second hit into a Mega Optic Blast [fat beam] and DHC in Sentinel. Then Sentinel can rape them with HSF into an air combo.
-Cyclops if he lands a hit can do unfathomable damage to the character he hits. I’ll post some of the combos below…
1]normal jump hk+ Sent drones, dash, lk, hkx2, dash, launch, infinite for 2 reps, kick throw, hkx2, super.[Cable left with about 3% health]
2]Above combo, but don’t launch. Instead, dash, hkx2, cyclone kick, cancel the first hit into a MOB [DHC in Wolvie or Sentinel], or the second hit into a SOB DHC out into Sentinel].
3]DF hk has high priority and leads to the infinite
4]Cyc can call drones, DB+hk throw you into the drones, then kick throw you
-Cyclops can start going ducking or standing hp while calling out Sentinel, and when they try to go over it, you just dash under them and start doing it all over again. You can also use hard optic blasts into Super optic blasts in an attempt to get Sentinel away from you when he’s in the air [push, beam, super]
-Cyc can sj and roundhouse to build meter,
-Cyc can go dhp, standing hkx2, light uppercut and you should be relatively safe
=With Capcom assist
Sentinel likes to zone people off him so he can begin stomping. That’s much easier to do with Capcom than it is with Cyclops beta.
You can counter him in, Blast tower them cancel that into the Sword super, let it drag them down, and then DHC into Sentinel. This one isn’t as stable as the counter into Cyclops where he supers you, but it is stable enough for my taste [not by much though…]
You can stop a runaway Storm with Bone. It’s EXTREMELY hard, but doable. It’s MUCH more doable with Capcom assist than without it. 7-8 hits of Capcom will end her life from full health. Wait and be patient. Place yourself below her, call Capcom, and dash. If she gets hit, she takes damage. If she doesn’t, you can check how high up she is. Eventually if and when she drops low enough, you can attempt to dash forwards and superjump up after her causing a cross-up on the way up, and hit her in the back knocking her back down or throw her. By randomly [but expertly] shifting between the 2 sides, she might mistime her block, and if she blocks, you can dive kick or drill claw to maneuver around and go back down to the ground if you want, or simply wait.
Just be careful not to eat lightning attacks [those lead to DHCs into Sentinel], or lightning storms,
Side note, If you get thrown and you tech hit, you are placed in normal jump. You can attempt to guardbreak them. It’s not likely to hit vs a good player in the circumstance below, but keep this in your back pocket just in case. You never know.
IF you attempt to throw Storm while she’s high in the air and she tech hits, you can try to use divekicks and drill claws to get to the ground first. You can then try to call Capcom, and sj up in an attempt to cross her up and make her get hit by the tower. If she gets hit, cool. If she blocks it and you time it right, you’ll hit just after she clears guardstun and she’ll be unable to block. She can only airdash or lightning attack to get away [and even if she hits you with a lightning attack in this state, the computer will not permit her to cancel it to a super]. Beware, she can also throw a random super. [If you detect it, you can block it, and drill claw her afterwards otherwise she DHC’s to Sentinel and you die].
I’m not sure how. I just know that if you get hit by psylocke with your back to the wall, or you eat the berserker barrage super that’s just an ultra upgraded version of a berserker barrage, I know it’s doable. I think I’ve done it before too. Examples of both of these are in this video. http://www3.youtube.com/watch?v=dqxTVpX_Zm8
Wolverine (Short Claw/Animantium) and Wolverine (Long Claw/Bone)
1.)Infinite on a petrified character in the air: Could be done on Roll, Mega man, Son Son BB Hood.
I.
Setup
In the Corner, QCF PP (Berserker Barrage X), Lk.(OTG), Mp., Mp., down Hp…
INFINITES
-{Lp., Mp., Mp., down Hp.} REPEAT OR VARY
-{Lp., Mp., Mk., down Hp.} REPEAT OR VARY
-{Lp., Mp., Mp., Mk., down Hp.} REPEAT OR VARY
-{Lp., Mp., Mk., Mk., down Hp.} REPEAT OR VARY
-{Lp., Mp., Mp., Mk., Mk., down Hp.} REPEAT OR VARY
-{Lp., Lk., Mp., down Hp.} REPEAT OR VARY
-{Lp., Lk., Mk., down Hp.} REPEAT OR VARY
-{Lp., Lk., Mp., Mp., down Hp.} REPEAT OR VARY
-{Lp., Lk., MK., Mk., down Hp.} REPEAT OR VARY
-{Lp., Lk., Mp., Mk., down Hp.} REPEAT OR VARY
-{Lp., Lk., Mp., Mk., Mk., down Hp.} REPEAT OR VARY
-{Lp., Lk., Mp., Mp., Mk., Mk., down Hp.} REPEAT OR VARY
Wolverine (Long Claw/Bone)
II.
Setup:
In the Corner, QCF PP (Berserker Barrage X)…
INFINITE;
Lk.(OTG), {MP.} REPEAT OR VARY
Here’s another version. I saw this one in a faq at www.Gamefaqs.com
Try to find out if my initial belief that the infinite can be done on more than those characters is accurate or not. Even so, you can still OTG them into a second berserker barrage, then DHC in Sentinel anyways. And because it’s a flying screen OTG, there’s no rolling.
I didn’t write all of the stuff about the infinite up, only some of it. I researched it and brought it to you [although yes, I wrote some of it up]. I was careful to mention where though.
The best person I can think of that would be able to answer this question is Dasrik. His brother has the best MvC2 Wolverine of all time. Most of the stuff I posted is stuff his brother Joe Zaza did in tourneys and matches. Even the trap was stolen from him. Remember, I’m a native BH player. Not a native Wolverine player, so getting advice from him is the best way. My Dreamcast recently broke otherwise I’d ask you to post the infinite so that I could test it out and tell you the answer. That said, It wouldn’t surprise me if it did.
The push block doesn’t have to be perfect - if you play against the CPU and pushblock Ken’s qcf+2P super and grab him you’ll know the timing. Although you can still get alot of mileage out of his trap with drones and beserker barrage. Depends how quick people wise up to it. Zaza mentioned getting thrown alot after people watched the Advanced tactics vid.
Not too sure about wether Magneto’s dash is slower than wolvies - I’d say magneto is slighter faster IMO - but magneto’s snapback (s Hp ) launches higher than Bonerines snapback (Hp), plus the fact its usually from psylocke AAA or sent Rp - meaning they stay in the air for longer giving magneto more time to get the crouching Lk. So magneto actually has the advantage.
The FS infinite isn’t as useful as it sounds (mainly cos of size restrictions and execution) - a s.Lk, d+Hp , j airthrow after FS from BBX is better IMO. If you can get it consistently on people like commando or psylocke then it would be handy.
Fair enough. Thank you. You’re being quite helpful. Keep in mind most players don’t even know [or have forgotten that] he can do stuff like this.
You might be right in some aspects, however, it’s been proven that Magneto’s ground dash isn’t as fast as EITHER Wolverines. I’ve proved it with my Dreamcast, and it’s well documented from other sources. This misnomer is primarily caused by the fact that his airdash is just as fast as his ground dash, so incorporating this into his mix-ups, combo ignition, combo extension, and combo re-ignition game changes it all. It makes him sweet :bgrin:
Here is a perfect example of just how much of a difference in ground dash speed between the 2. If You dash at me along the ground with Magneto and I have Cable at a distance of say, 75-80% of the screen’s distance away, I can hit you as you enter my dashing range with a dash-in ducking lk at will, almost every time if we’re on the ground together. Usually I’ll just go dlk, call Cyc, dmk, and then use an air combo to knock you down, but if can I do something like this, the option is present for me to AHVB you to death instead.
If Wolverine ground dashes at FULL screen, I can’t do that. He’d be on me too fast for that. I even watched the difference many a time killing one of them [Magneto] while not being able to kill the other. [I have other ways to kill Wolverines, don’t worry…]. I’ve seen many other instance, and compared them many a time. Sorry, I strongly disagree regarding the ground dash speed.
Side note regarding Snaps:
Magneto can with his back to the wall do a combo on both characters resulting in a double snap by just doing 2 ducking lk. He can STILL get to them with the otg and relaunches. Wolverine’s dash is even faster. He’ll get the otg just as easily [though getting the snap in the first place is going to be MUCH harder. That said, there is something that may interfere with Wolvies ability to take advantage of the snap I forgot about. Wolvies launcher is an angle launcher, so you have to use exotic combos to take advantage of the launch.
Well, thank you for the advice and information. This will really be a help to the people in this thread. I might edit the above to reflect this, but it’s nice having other players that are trying to help.
Now for a couple questions of my own…
1]Are there any infinites besides the FS infinite that are useful that the people here might want to be aware of? You know, I mean ones that are more practical in terms of the body physics of the victim.
2]What are they?
IF I know all this, I can leak it to Lawrence and make his Wolvie more vicious than it already is.