MvC2: Joe Zaza teaches Wolverine

Depends on your style of play… Sentinel ground assist is good for locking down the ground… doom is good if you want to play a huge chipping game… guile/ryu/charlie/bbhood projectiles assists are also really good with wolverines.

Experiment with how your own wolverine works and you’ll figure out which assist to use.

you usually don’t want an assist thats going to push the opponent back and reset the playing field (cammy’s aaa, commando’s aaa)

totalScrubPower III

Air stomp, [call assist] works on just about everyone that hasn’t played Wolverine before… I don’t know why… but since it’s just a trick, I wouldn’t rely on it.

Megaman/Doom B/Cammy A, huh? That’s a tough one… still, if I had to, I’d fight the good fight…

What you have to realize is that all ground approaches (dashing/jumping/dashing jumping) won’t work… While jumping in is used to take out Doom, Cammy will get in the way… and while dashing in is used to thwart Cammy (block, dash in)… Doom can keep that from happening…

So with Wolverine A/Commando B/Bonerine Y, I’d spend most of my time super jumping… because whether the opponent drops Cammy or Doom, I can either A) block and counter-call Commando or B), just dive in. You’d have to be discerning when you dive, as you’d be at risk of Megaman (Hyper Megaman/launcher/Mega Upper) or Cammy assist.

In any case, I’d dive only if an assist was called (to dodge Cammy or hit Doom) and call Bonerine instead of calling Commando:

[list][*]Dive Kick, [call Bonerine], XX forward Drill Claw, (land)[/list]Connect the dive, Drill Claw to the other side, wait, and catch Megaman after he blocks or on wake-up… from that point, I’d bait out the assist (which’ll probably be Cammy now that you’re close) and never let him go. Either way, if he does get free, I’d do the same thing over again… since there isn’t much he can do about it, you can always change your dive direction with Drill Claw.

This strategy can be beat, but only if your opponent changes his. That being said, if a Megaman decides to turtle with Cammy or anti-airs of his own, he’ll become susceptible to ground rushdown. Meaning: if you keep getting hit by well placed anti-airs (Cammy or his own), be sure to condition him not to by ground rushing a few times…

Hope you have better luck.

What the fuck is a scrub? Before assuming I know and letting you call me a dumbass for my definition, I’ll let you tell me.

All I’ll say is that with enough practice, anyone can be good with anything. Just don’t let anyone tell you otherwise. Your first real mistake is to trust another because your own mistakes are what really count. This is why I rarely post or read what’s on SRK.

Why are you letting me teach you anyway? What you would do if you really wanted to get good is go out there and practice yourself. Instead, you sit there, read what other people write (tossing around words like “scrub” and “top tier”) and believe them?

Everyone good was once a “scrub…” so what the fucks the point of calling people one? Because the only real ones are the ones that believe they are. That’s why I can’t answer your question… Because I don’t care how many people have beat me. More importantly, I don’t care who they were. I might’ve been beaten a million times… but I was never a “scrub.”

I hope you actually think about what I said… scratch thatI hope you actually think.

Hmm… that’s because you’re a scrub.

"All I’ll say is that with enough practice, anyone can be good with anything. Just don’t let anyone tell you otherwise. Your first real mistake is to trust another because your own mistakes are what really count. This is why I rarely post or read what’s on SRK.

Why are you letting me teach you anyway? What you would do if you really wanted to get good is go out there and practice yourself. Instead, you sit there, read what other people write (tossing around words like “scrub” and “top tier”) and believe them? "

  • Joe Zaza

Hmm thinking about it. I must now find my own style of wolverine, thanks.

Just posting to remind everyone…

I’ve still got:

STEZO_1
Satomiblood
pulsr
Wildcat
Augmint
Deus
Unreallystic
Th3 0N3

and Vance to reply to… and that I’ll get to each one in that order. Thanks to both S3nTiN3L and UCRollerblader for helping me out with replies… after all, RiCo’re the only ones with the experience. :smiley: (J/Kanyone that wants to help is welcome to…)

Special thanks to anyone who’s as of yet read this thread… remember: with confidence, you can do whatever you put your mind to… even stupid shit like winning with Wolverine. Fuck what the naysayers say! :evil:

-PEACE OUT-

Can you teach me some other teams besides the wolvie one’s, I really want to learn some other low-tier teams. Ive heard that your one of the best so if you could talk about some of your other effective low-tier teams WHEN YOU GET THE CHANCE, I would really appreciate it.

This has to be the most powerful post I’ve ever read on Shoryuken.com .

Mad props go out to you Joe Zaza.

If you’re not just looking for wisdom from one person, I’d say Viscant would bethe other Low-Tier guy to talk to, but I’m not too sure.

I know Viscant used Marrow in a tourney before - I think a couple times.

I really like the wolvie teams I have going right now, I doubt I play him the way advized - but hey - I’m hard-headed :slight_smile: .

I guess my next question is when you finally get down to my first set - does wolverine have anything really damaging? I have yet to find a real damaging system with him - his combos have yet to really spark any real damage things for me - and outside of just straight up hits - I have yet to do real damage with him. I do however have an INSANE frustration factor with Wolverine - whichis good against low end people and Magneto’s - as there timing goes to hell when they get frustrated. As is I play around with Wolverine/Iceman/random character preferably AAA. ICeman chipping is nice, and so is the EX from a berseker barrage X super into Iceman’s super…does real nice damage…especially on large characters…but is there anyone besides Sentinel that you have had some experience with - who you think could blend in well? So far I have taken a small liking to Doom, Storm, Ken, and Rogue. Unfortunatly…IMO Doom is not a real AAA,but still effective and ultimately a back up to Iceman - or Iceman with cross up potential. Storm unfortuantly, has no real meaning to the team outside of pseudo trapping with the projectile assist - but I choose her for mere up the ante of my team factor. Ken is solid…but as you mentioned earlier - I can’t protect him…I’d prefer if he was more along the lines of Pyslocke, but stillknocked the assist way off screen. Rogue is beautiful, but on higher level opponenets - I doubt her throw assist would do much when mixed with the poking game. However - now that I think about it - her dashing assist may go well with the pressure/poking game - I am going to try that…
-:bluu:

Hi joe :slight_smile:

Any strats against wolvie? Lets say im using MSP or cable/sent/commando.

JoeZaza has the tightest avatar on the planet earth.

Looking for ways for Bonerine to not get rocked by Sent/Commando. Also, Wolverine or Bonerine combos with Cyke (other than SOB XX Weapon X).

Random stuff:

You can also end the air combo with a drill claw straight upwards, and have it make the opponent fly backwards into (or out of) the corner. Not sure on the timing though.

Speaking of the air combo, with Bonerine in the corner, you can do dive kick after the drill claw, and call an assist as it connects. But I don’t remember if divekick causes a knockdown, and can be rolled from (haven’t played Marvel in a while). If it can’t, then yeah…

Crouching Short, crouching Forward, crouching Fierce, BB xx BBX for Bonerine is easier with a jab BB, since you don’t have to mash it; you just let it hit twice, and then cancel. Fierce version does more damage though. Both combos do nearly half (71-80 points vs healthy Cable, IIRC…he having 143 points of damage on his lifebar). Neither combo works vs Sent, Jugg, or BH.

Bonerine’s Gamma counter is actually sorta cool to have. Doesn’t really have invincibility, but it’s almost instant; it will trade with MOB from close range. I wonder if it’d trade with blocked Proton Cannon, but IM would probably be too far away. Slide in general is sort of a cool move, I find, just to keep a pattern going where there was a hole, or to vs HSF or whiffed projectiles or too-close AHVB or whatever.

Team X-Men is the greatest, because they sorta match: Bonerine in yellow and black, Storm in Gold, and Cyclops in Black and yellow. Probably the best fandom team in the game, at least.

After BBX in the corner, you get to OTG (unrollable). I usually just do crouching short, crouching Strong, Fierce throw; IIRC, if they roll, they’re back in the corner, and if they don’t, you can OTG off of the throw. Wolvie did have some flying screen “infinite” though, but I never messed around with it too much…basically OTG, and then do [standing jab, standing strong, standing strong] over and over, but the timing was queer, or something.

Also, there was some combo I’ve done vs the CPU (a total of 2 times, in my entire life), that lets you cross up after the flying screen hit. I don’t know the timing or distancing or who it works on (I’m pretty sure Cable is on the list though), but IIRC, I just did zig zag chain to fierce, and then when I was falling from my jump, I hit Roundhouse, and I was on the other side of whoever it was. Probably not terribly useful.

Oh yeah, both of the Wolverines can crouching Short (and Jab?) under Psylocke AAA, because they’re so Short. You get a free hit that way, since a lot of people will stand up after calling Psy, and she’ll just whiff you completely.

Hmm…so if I get what your saying…I canj ust throw the typicalMvC2 team out the window like I really wanted to doand just build around pressure. I’m temtped to use Tron Bonnes throw type as well…but I’m too scared that a team of Wolve, Iceman, Tron,would get trapped to death.

Another question…is there any good mind game to tryand bait/coax someone Especially pixies to stop jumping? I think that is the real reason I want a AAA. When I wsplaying one of my friends magneto - while his magneto can’t even do a hyper grav/mag tempest combo - he beatmy wolverinesimply by staying Afloat…even his normaljumps seem to completely stop by gameplan :mad: …eventually Istill won simply because I am better in the game…so my Iceman trap held down fortenough to win…but any adviceon how to get a chance to actually poke btw thanx for the immediate response
-:bluu:

Zaza: Although you play as both Wolvies, which one do you prefer most and why? Also, should they both be played exactly the same way or are there supposed to be variant styles for the two.

Last time I was playing against some people I noticed something about the dive kickand drill claw. If the drill claw is the first move, you can attack afterwards IE Magneto launch into inf. setup. I had a lot of fun toying around with head stomp to drill and drill to stomp. I just wish that his big “X” super came out faster…then you could at least EX intom something a bit more useful off of a good cross-up.
-:bluu:

Who are Wolverine/Bonerine most scerd of???
-Tron proj.: scha-da-da-da.
-Cycho-clopz AAA: Jean Splice(I think) through everything.
-Run away Storm/Sent: Just get meaty hitz here and there and run like it’z da cu thing to do.
-Cable: Enough said, well I know u can take out most Cable’z, but it’z just a suggestion.

When are u goin’ to unleash that 100% combo with Wolverine and Cycho-clopz AAA that u’ve been tellin’ me about??? R u goin’ to save it for da next national???

STEZO_1

Wolverine with Ken would stop any rushdown, sure… unless your opponent baits him. In that case, you’re probably fucked.

The hype about assist’s defensive capabilities are just that: a lot of hype. Defensive assists do nothing but get a good character killed… whether they’re used to stop rushdown or punish assists, standing your ground with them is veritable suicide. Consider this:

There are two ways to attack assists: 1), with your assist and 2), with your point. As I’ve said before, the only point characters that can attack assists with relative safety are the top three: Storm, Sentinel and Cable. Because those three can manage to occupy both your point and assist at the same time, they’re able to get off scot free (Incidentally, that’s the same reason Magneto fails to be top tier… he just can’t do that.). By that logic, the top three can also call defensive assists for free (given meter). Other characters, however, will either hit with defensive assists or get 'em fucked up… and that goes for whether they’re whiffed OR blocked.

By far, the “safest” thing a person can do to punish an assist is to counter-call, then “psychic cover” with their point… of course, the psychic cover has to be difficult to intercept and impossible to punish.

[list][*]Note: this is why Storm is the best. Typhoon XX Hailstorm is both difficult to intercept and hard to punish. Sentinel is second best because although his “helper punisher” of choice (s./c. hp XX Hyper Sentinel Force) is completely safe when blocked, there is room to intercept (super jump XX a.d. forward, follow up; super jump XX air super). Cable can also be thwarted simply by counter-calling his helpers and super jumping… of course, if both he or Sentinel use their punishers as you call your assist, you’ll be unable to escape. For the most part, all three characters will keep you on your toes.[/list]When using defensive assists without a full screen “punisher,” you’re forced to guess against the top three. Of course, you’d also have to guess with them, but since the guesses become less complex (more an issue of who draws first […why I always shout “Quick Draw McGraw!!”] ), having one of those guys on your team makes things a lot simpler for turtles (AKA 99% of the MvC2 gaming population).

Funny how Capcom has yet to develop a game that completely eliminates turtles, huh? Try as they might, players of the world continue to find (the best) turtling mechanisms again and again… :bluu: but… you know. :o sigh

But I digress. :rolleyes: Truth be told, this is exactly what both bad and good players love: easy wins and steep odds. That’s why they tell you, “Don’t complain… just go home.”

Still, it’s ironic how telling people off gets less to play.

By now, you might be wondering what all of that mumbo jumbo was for… and it’s simple enough. To back up my point:

If you want to get better at MvC2, stop using defensive assists entirely!

An assist that can “stop rushdown” might be valuable for opponents that love to bumrush, but good people don’t… nowadays, people can and are coming up with coordinated attack patterns that only give a fewand for all practical purposesindiscernable windows of opportunity… opportunities for you to counter attack, drop an assist, or escape. Since those patterns usually have a system that makes room for your defensive assist (the best ones do), calling one would only give your opponents what they want: an opportunity to snuff it. Instead, you should find the holes, use them to escape, and regain your ground so you can begin your attack pattern. Once you realize that, playing the game against turtlers becomes that simple.

Although they continue to work again and again, counter attacks with your point (instant reversals) and defensive assists will eventually become obselete because bumrushing already is. At least, down here in SoCal it is (No elitism or hating herepeeps in the East and Northwest have found how to do it, too.). The savvy ones are those that’d rather play what to play against rushdown players than regress to what they use against bumrushers… and as the word REGRESS denotes, doing that only makes you worse.

**WHAT, YOU DIDN’T WANT TO READ ALL THAT? I GUESS YOU WANT IT ALL IN A NUTSHELL, THENHUH KEMOSABE??

I DON’T TURTLE BECAUSE I’D RATHER RUSH THAN BE RUSHED… AND I ESPECIALLY DON’T TURTLE… WITH WOLVERINE!!**

You probably don’t care too much for that final statement… which is understandable, because… you know… you like to have reasons. Well, I’ve listed all of mine for you, buddy… and even though you could just read/think about them before having to learn the hard way, you’re probably going to say “fuck this” and go do it yourself… and that’s the way it should be. Just don’t say I didn’t tell you so. :wtf:

I’m the biker that doesn’t go anywhere until everyone else learns to ride theirs… and even though I’ve suffered for it by keeping myself in place, I wouldn’t have it any other way. I hate being surrounded by ignorants that’re too scared to find things out themselves. Still, it’s my choice: I go where I have to whenever I have to… accordingly, I won’t hold myself back anymore than I have to. So beware lest you take me for granted: baby birds have to fly sometime.

People think Ken is good against Doom cuz he cuts through rocks like a knife through warm butter… too bad the only time Ken would be useful against Doom assist is when both the point and it are on you at the same time… and since you can’t call assists in cases like those (!!), his Shoryuken assist ultimately becomes useless (However, the practical purposes of his counter remain uncontested…).

In short, NO… NO… NO. Wolverine/Ken would NOT work against well against Cable/Doom. The goal with Wolverine versus Cable isn’t to position yourself to counter-attack his assist (?!), it’s to avoid his assists entirely! Why deal with his smoke-screen when you could just rush his ass down?

Because you want to lose?

Well, at least that’s a good answer… :confused:

Are you guys for real? If I recall correctly, this is the second turtle issue I’ve addressed thus far. Enough of these and I’ll quit for sure. :mad: … :wink:

JUST REMEMBER: THIS IS THE WOLVERINE THREAD, NOT “THE PUSSY THREAD.” You wanna turtle, go somewhere else. :rolleyes:

-LATE-

Satomiblood

Let’s not synonymize “suck” with having little experience… you’ll learn whatever you need to over time… trust me.

Yeah, his tick grabs have priority… but not because he’s got good throw range. It’s because his dash is so good. Dashes with that kind of inertia at the end (meaning: character will slide a good distance upon cancellation) will boost any character’s tick opportunities… plain and simple. All you’d really have to do is…

[list][*]d.s. lp, HP/HK throw[/list]Keep in mind that there’s room to escape. If you miscalculate the distance between you and the opponent, they can reverse an attack (e.g. crouching jab or short) and no matter what, they can always jump. However, their best bet is to jump back: a whiffed throw means you’re going to attack with whichever button you pressed, and both of them will anti-air.

Either way, you’re closing distance. If they do jump back, remember not to get hypnotized into trying again… Since they’ll probably be going ape shit trying to attack after escaping, whatever you go for afterwards is liable to get fucked. I try to chill when someone’s escapedand it serves me well when I actually do hold the linebut since I’m usually a hothead… that doesn’t happen all the time. :stuck_out_tongue: It takes a sharp mind to know where your chips lie.

Tick throws are to be used, not abused. If you start depending on them, your opponents will end up jumping back on you every time… and although that can be dealt with, you wanna keep them guessing in order to land 'em from time to time. Especially if you can mash: Wolverine’s throws are killer.

Nobody good in SoCal plays Wolverine seriously, so I really wouldn’t know. The Bonerine themed teams I use always keep him in the back:

[list]Guile A/Gambit A/Bonerine Y
Magneto A/Doom B/Bonerine Y
Magneto A/Sentinel Y/Bonerine Y
Magneto A/Tron Y/Bonerine Y
Wolverine A/Charlie A/Bonerine Y
Wolverine A/Cyclops B/Bonerine Y
Wolverine A/Gambit A/Bonerine Y
Wolverine A/Sentinel Y/Bonerine Y
Wolverine A/Spider-Man Y/Bonerine Y[/list]I usually don’t pair Bonerine with Storm… but only because I lack confidence in my Storm. I’m also uncertain about the practical applications of Bonerine with Cable, since I don’t like him. Still, I wouldn’t rule them out just cuz I haven’t tried 'em on. :rolleyes:

Yeah, I usually keep Bonerine in the back. Even though he’s actually able to mop up well enough as an opener or last resort, his assist is too valuable to compromise! If you want strategies on how to use a Bonerine as an opener, I suggest you we talk more about Wolverine. I always put him in front cuz his assist sucks.

Usually, people play teams in the order of Battery/User/Assist so they can abuse their defensive assists… but since I hate using defensive assists, I put my teams in order of User/Assist/User. I use assists offensively (attack+call, cover, attack), so that generally makes more sense.

What I try to do is play my first character until he goes limp (meaning: a combo away from death) and counter in my third/manually tag him in. Once that guy goes limp, I’ll bring in the middle character who, with the two ailing assists, can hopefully clean house. Keep in mind thatsince I use assists offensivelythey rarely get countered or attacked. Also, if my first character gets killed before I can tag him out, the plan switches to the final stage, where I’ll play my middle man until he goes limp and, as a result, tag him out.

That being said, I’ll get to your question… :slight_smile:

I would use Bonerine/Sentinel/Capcom… but like I said, if Bonerine’s dying, I’d rather tag/bring in Capcom. However, if I had two meters and landed a hit early, I would bring in Sentinel with a DHC combo [Berserker Barrage X XX Hyper Sentinel Force] and play him till he goes limp or another tag-in opportunity arrives.

I’m not too sure about Bonerine/Cable/Cyclops… but something in my gut says I’d rather play Cable/Cyclops/Bonerine. Rushing with Cable/Cyclops doesn’t seem too hard to do (mix assist with grenades)… still, I guess you’d wanna have meter. :bluu: I’d have Cyclops in the middle either way.

Bonerine/Storm/Cammy is basically Double Wolverine Storm… which I’ve played… but with little success… and as you might’ve guessed, I’d flip it to Cammy/Storm/Bonerine.

Storm has the potential to do unblockables, but since I’ve never really mastered them, I never really played Storm/Bonerine. Cammy/Storm is nice, though. I’ve actually played that a lot and been able to get shit going on. I usually dash in with standing jab [call Storm] -> crouching forward -> standing fierce XX Hooligan Combo (HCB+K) to cross up. Shit works nice and mixes well. Also since I never do any Cammy combo but

[list][*]s. hk ^ sj. hk XX HK Cannon Drill XX Killer Bee Assault[/list]…I usually get good damage with her. Crossing up with Storm’s Typhoon gives me a lot of opportunities to land it, so the pair usually keep me satisfied. I’d pretty much do the same thing when playing Bonerine with Stormonly without the cross ups…

[list][](blocked) d.s. lp [call Storm] -> c. lk -> c. mk -> c. hk XX LP Berserker Barrage*[/list]…and just mix with tick grabs. After doing this enough (and getting on everybody’s nerves with it), playing Bonerine at default will eventually become as simple as:

[list][](blocked) d.s. lp (pushed) -> (whiff) s. lk, d.s. lp (pushed) -> s. lk (whiff), dash, HP throw*[/list]Stillsince I wouldn’t be able to find a use for Bonerine’s assist in that team (Cammy/Bonerine, Storm/Bonerine), perhaps I would play him first… :confused: I don’t know.

Man, I like to stay focused. Experimenting is my thing, but for now, I’d rather address team match-ups and give specific tactics than rate teams. Doing that by itself is a lot of work.

sigh :o I nit-picked your shit a lot, but they’re actually pretty solid teams… I dunno. Ask me another day or try to chat with me online… I’ll be happy to tell you everything I know… or think I know, anyway. :lol: My AIM s/n is JoeZaza100. Hope I catch you sometime… and good luck with Wolverine.

Thanks for the feedback… and sorry for such a mediocre reply. Maybe I’m just not feeling too good. :wtf:

Zaza: Thanks for the replies man. I’ll hit you up on AIM when I see you. My sn is the exact same one as my SRK handle so it’s a no brainer.

hey jo zaza, I heard your cyclopse is too good, I would be really interested in some strategies/match ups/combos/guard breaks ?

pulsr

…and all of that from “jugg owns wolverine” :lol: