MvC2: Joe Zaza teaches Wolverine

Tru, but the guys around here don’t have much experience dealin’ with a decent wolverine, so I usually catch 'em with it. Plus, u can’t beat successfully completing an air combo w/ airthrow then stomping them and call doom’s AAA assist at the same time, then catching them with Fierce K throw whether they block the rocks or not. So u say wolvy’s all about the ground game? Well, i’ll go back and read previous posts cuz itz been a while since I checked here, Thx for the advice!!! Keep it comin!!!:cool:

Guess I could throw in my team tactics…

I play using Wolverine (Adamantium) on AA, Iron Man (still unsure whether to use AA or P), and Doc Doom AA. Starting with Wolvy, I usually call Iron Man and if they it hits its air combo time, but if they block I wait till they finish blocking and super jump and if they don’t follow stomp them and call doom (making sure Iron Man exits before stomping). But once things get rolling its pretty much cross ups with Doom followed by throws or BB XX depending on whether or not I can get’em to leave the ground cuz itz so much eazier to throw someone when they’re just landing. When and if Wolvy gets ko’d Iron man come’s and I use my bread and butter jump lkx2-crouching lkx2 Doom AAA-Proton Cannon (yeah its rollable but hey, if the opportunity presents itself, why not?) But here I am bout to go into Iron Man and Doom strats when this is a wolvy forum. So how does my team sound? I could be more in-depth w/my description jus let me know.:cool:

Hmmmm… no one’s responding…waaaaaaaaaaahhh!!!:frowning: :frowning:

NE ways, I gotz a couple tips 4 Wolvy especially when teamed with Doc. Doom

First off, I must agree with what Joe Zaza said about wolvy: U rush down r u get rushed down. Very true, bcuz with wolvy u either own r u get owned, period.

I must say that although it has been previously recomended that the air combo -> air throw be used sparingly, I feel that it iz definitly 1 o Wolvys best moves, and I would say it should be used more wizely. Mainly, practice wayz to vary the timing. Sumtimes in the aircombo uze lp, lk, lp, lp air throw, sometimes use lp, lp, lk, lp, lp, lk air throw etc. Take the time to learn the timing of using different attacks to use it, this way it doesn’t get too easy for the opponent to predict. In my time albeit short as a wolvy player I have often frustrated my opponents by slaughtering them with air throws to the point where in an attempt to tech they resort to rapidly tapping HP and hoping to get lucky and tech, at which point I usually don’t go for the air throw at all.

Also, I must recomend that when going 4 throws on the ground, always use the HP one, bcuz of these three words: Follow-up potential. If your opponet chooses not to or forgets to or doesn’t know that they need to roll after HP throw, dash over and cr. lp, cr. lp, standing Hk, which lead to guess what, another air combo. In my own b u tiful wolvy, Iron Man, doom team this works soooo well. In fact, it iz basically an escapable infinite which could ultimately be ended by a dizzy recovery on their part, although if they don’t figure it out before then they either r having a really bad day on the rolling front or r a complete newbie.

I also must add that Wolvy can be sooo devastating to assists, bcuz if they miss and r left standing there then Berserker Barrage XX hurts them bigtime, and in my case with Iron Man second on my team it’s delayed HC into, yep u guessed it, PROTON CANNON! Talk about ouch! But seriously, this is very risky and u will have to decide if its really worth bcuz if the assist survives then it really isn’t, especially when their point wuz cable or sentinel or others who can punish IM from a full screen after proton cannon bcuz IM’s in soo much trouble if its one of those bastards. But hey, that’s really just in my case or if u decide to use IM, you’d probably wanna use sentinel there but I don’t bcuz I just don’t like hiz Megatron lookin ass.

Also u should know that Wolvy’s AAA can be used to start IM’s infinite, but it would very unwise to go 4 that unless wolvy’s basically dead already becuz it would be a shame for wolvy to go bye bye 4 something that IM could really do his damn self.

On a final note, when Wolvy needs to get the fuck outta dodge try to sneak a S. jump and do fatal claw in the air and quickly hyper cancel into something relatively safe. Of course u might wanna wait till they call out their assists b4 doing so because depending on what u cancel into they could be in for a world of hurt. But u damn well better have at least two barz for this (duh) or u may just waste 1 for nothing. Personally I don’t have much of a prob with this because I normally don’t use supers with Wolvy anyway. Of course, u could just wait for the right time and counter but I just feel that itz better to Hyper cancel especially when you’re playing someone for the first time cuz they won’t be expecting it and it iz purty much guaranteed to make them feel o so shitty.

C’mon now, somebody respond plz! I wanna get some feed back here Super Joe!

*Bionic Commando rox! Fuck the cap’n!:evil:

Not only that, if you mash REALLY hard, you get HUGE damage out of the punch throw (and I mean HUGE). On top of that, the opponent will be so busy counter-mashing, he will forget to roll:)

A word to the wise…

If Sentinel is ne where on your opponents team, u may consider starting some1 else till that beeyatch iz nuetralized, cuz even when he’s only assisting with the drones they take entirely too much damage.

If you MUST fight Sentinel with wolvy then u may wanna know that wolvys berserker slash or claw or whateva (the thing where he kinda sorta teleports) can get u past drones and put u behind sentinel safely if timed correctly, but I haven’t really had a chance to experiment with that yet so don’t put to much faith in that…

Be back w/more laterz

*Only wanted to see my new sig:D

I am seriously trying to get a job. Once I do, I’ll have more time to attend to the thread. So even though I don’t have enough time to write quality replies, just keep in mind that I’ve been monitoring it consistently and that I’ll get to yours in the order it was posted. So stop bitching. :smiley:

latez

Well…

Sorrrrrrrrry Mr. I’m tryna get a job!

But seriously it’z cool…I know that feeling, Besides, my techniques keep on gettin betta and betta and I know you’ll come back w/ replies soon enuff!

But hey, if there’s ne body out thar needin advice with wolvy feel free to post questions! In Joe’s abscence maybe I’ll be able to offer some assistance!:cool:

ytwojay

Most MSP players don’t do well against my Wolverine unless they can reset like Ace or Ken I or pull the infinite off from beginning to end like Soo or Combo Fiend. :lol: Cable/Sentinel/Commando? Isn’t there a reason people call that “Team Skillz”? :rolleyes:

Anyway, yeah… I’ve got counter strategies… but who says I’m gonna divulge them? :eek: Seriously… I’d rather have the comfort of worrying about good players alone than worrying bout both them and the “Mr. I picked up MvC2 three days agos.” (Although you’re obviously not one of those people, J. :sweat::smiley: ) If you want to beat my Wolverine, watch matches where people do (heaven knows I get beaten enough these days) or do it the old fashioned way: pay close attention when you play me. Hell, that’s how all the “top players” do it… and have done it since the beginning of SF! Yes, paying attention works wonders indeed. :stuck_out_tongue:

I know it sounds like I’m a ruthless cut-throat when it comes to gaming, but I’m really a softie at heart… so in all seriousness, ask me in person sometime and I’ll let you know. :wink:

TS

Good Sentinel players (…and I use the term “good” sparingly… not everyone that uses good tactics meet my standards of “good.”) will dash back and s./c. hp [call Commando] XX Fly and use fly to cover… and I’m afraid that without a good counter call, there’s nothing you can do about that! Bonerine, however, is an excellent counter call… so if you have two Wolverines, your problem is licked. Wolverine, on the other hand, sucks. So if you’re using Bonerine, I guess we’d have a bit of a problem.

You use Storm/Cyclops/Bonerine, don’t you? I suppose Cyke is a decent counter call even though he does little damage. The point of the counter call, BTW, is to lure Sentinel towards you… once you do that, you can own him PROVIDED you perpetually bait his assist. If you get hit or are forced to block it, you’re back to square one… furthermore, since you’ve already used a counter call to get him in check, you probably won’t get a chance to ground any flying covers… by that time, he’ll stick to ground covers to murder your assist (dash back, lo/hi beam). So either psychic cover (call, super jump) or don’t counter call… you can also try a dashing jump to push him in the corner, but make sure you don’t attack on the way down… you just might get hit by “Magic Sentinel Force.” If you feel you must make some progress as far as damage goes, you can use this gimmick: time the dashing jump so you’d always end up above him when he supers and Drill Claw down-forward after the super flash. But since it’s kinda hard to time, I’d opt for the psychic call.

I said what I said about Sentinel from the start and I’m sticking with it… as long as you can bait his assists or counter attack them safely, you can beat him with ANY CHARACTER… and that’s that. :wink:

Even though it’s an OTG, this one’z pretty swanky:

[list][]d.s. hk [call Bonerine] -> s. hk (double hit) XX ^ Super Optic Blast (point down), air throw[/list]My annotations might be wrong, but “XX ^” = manual super jump cancel (whereas a mere "^*" denotes an automatic)… and yes, it is a “Tiger Knee.” (Fun, baby. :cool: )

This combo takes off near 80%!! … !! More if you tack a jump-in beforehand… but it is an OTG combo (which we all love … :bluu: ) and is hard to time. Of course, being “hard to time” can be countered with practice. (Practice makes practical!) Trust me, though… once you land it in training, you’ll try your best to make it work in public.

Of course, since Bonerine should always be on Gamma Type (Feel free to digress… that’s just the decision I made long ago.), all combos involving him are impractical. Maybe if you were to develop a long ground chain and tack him on the end…?

[list][*]d.s./d.c. lk -> c. mp -> s. mk -> s. hk [call Bonerine] XX LP Optic Blast XX Super Optic Blast[/list]I don’t know about this one, but it might work… Either way, it’ll hurt if you can land it. You might want to omit the medium punch lest you’re too far (a simple “short-forward-roundhouse” makes it a heckuvalot easier as well). The timing of the super flash should make it hard for people to roll out… plus you can (sort of) cover yourself by directing the beam backwards if they do. (I swear Cyclops is an owl.)

Last Cyclops/Wolverine combo… and only because it looks weird:

[list][*]*d.s. hk [call Wolverine] -> s. hk (double hit) XX ^ Optic Blast[/list]*Done with Wolverine A. I’m not sure about the timing on this one… primarily on the super jump cancel… is one required? Don’t remember… all I know is that if you “Tiger Knee” Optic Blast after hitting with Wolverine’s Berserker Barrage assist, the Optic Blast will activate flying screen… I know, I know… the assist shouldn’t have anything to do with it… but still, it’s like… the only way to set it up and still… it looks weird as fuck! Huzzah for we that make MvC2 training mode sheer joy. :smiley: … Please don’t make fun of me. :sweat:

As for the “random stuff”…

Yeah… too difficult. That’s why I do it straight down.

Hmm… Technically, you always call assists after divekicks connect. I’m not too sure about the knockdown thing, but I doubt it. Either way, if it does, you probably won’t be able to call an assist until after flying screen deteriorates (meaning it probably won’t connect)… and if doesn’t, I wouldn’t expect the assist to connect at that altitude.

EDIT: Yeah… I tested this and the dive kick does activate flying screen after Drill Claw… (!!) Still can’t do anything with it, though. :sweat: Man… youse be playing Bony more than me! =)

The only thing I take any sort of issue with here is the “easier with jab BB” part since what is easy or hard is, for the most part, relative. Practice makes practical, remember… :slight_smile: Otherwise, yeah… dead on.

Once again we agree… for future reference, the assist can take out Proton Cannon from point blank, but must be called after blocking the barrel (only for infinite screw ups in the corner, to be sure)… also, it can be used to disrupt Strider/Doom if Doom rocks are mid-cycle or are out of the picture altogether. Yeah… handy as hell.

Nice. :cool: I oughta give that team a try.

Yeah… I do s./c. lk -> c. hp, air throw… but the c. mp into ground throw is a great idea. To be honest, I never thought of it! I do have funky resets with that thing, though. Heheh… but yeah… c. mp into ground throw = solid gold!

I have way too many issues on this one, so yeah… pretty much want to leave it alone. :stuck_out_tongue:

I’ve fought my share of Psylocke whores to know about this one. I also know that c. mk and the Claw Slide go under it… so yeah, both Wolverines get under Psylocke assist for free.

Lots of good information there, TS… looks like you’ve played Wolverine a good deal before! (Another true believer… yessssssss :smiley: ) I hope we get to meet someday… take it easy and keep it up till then.

Been a while since my last post…

Don’t know if anyone else posted this already, but another infinite for wolvy during speed up is…
jab, short, short, short, dash, jab, short, short, short…

Of course, like anything wolvy does while in berserker rage this does piss poor damage so it would’nt serve ne other purpose other than to say “ha ha I got ya wit an infinite, na na…”

Maybe with assist this will become more useful…I have to do more experimenting.

Changed an aspect of my team (Wolvy, IM, Doc Doom)

I now use IM on AA, pretty good, if they don’t roll u can OTG…

Back w/more…eventually:rolleyes:

Damn… what’s up guyz? where are the new wolvy ideas?

NE way, I don’t know if this has been used already, but Wolvy and Doom make 1 helluva team. I’m kinda experimenting with a corner trap utilizing berserker rage (hey hear me out b4 u say it suxx). If u activate it and attack them with the speed up enabled infinite (it’d probably be better that they didn’t get caught in the infinite) and make them block into the corner then simultaneously call Doom as they are blocking the hits and he should be right up on them for full chippage! Make sure u keep up the infinite attacks so they can’t move and should be able to call in Doom a good 4 times while they’re in the corner!

Note: I haven’t been able to use this against a seasoned player yet. If someone has or can, please tell me what can go wrong (i.e. the effects that push blocking can have) because I won’t be able to go to the arcade till tomorrow night.

If this works and is not very easy to prevent or escape from, then chips ahoy!:evil:

been experimenting with wolvie/tron…

if you get a launch in the corner, jab, short, short, dive kick, call tron, drill claw towards the wall

sets up a bunch of boshit… fun times.

ZAZA IS FUCKING DOPE ^_^!

Attention Mr. Zaza:

I have begun to use the Bonerine claw dive assist, and I must say it seems to be working wonderfuly, although I have yet to try it at the arcade against real competitors yet. The team I use is Cap’n Commando AAA, Cable AAA, Bonerine variety, in that order. The reason I run the cap’n at point iz that Sentinel players run rampant here in weezyana, so having him there to lay the smack down when they try to fly is indispensable. The cool part is (at least I hope) is that when they stay on the ground, it’s unblockable assist time, which may result in an otg c. lk, s. fk, captain corridor. What I want to ask is whether or not I seem to be on the right track developing this team. Also, do u know n e good otg stuff w/cable+bony? Got a tourny Apr. 5 so I gotsta get ready!

I really appreciate the help man!:cool:

Also, I must agree: c. lp, c. mp, > throw = solid gold!

WolvyakaPatch: Where do you live?

Sorry for the lack of replies, again… If it’s any consolation, I’m working on one right now. One OTHER than this one. :smiley:

Don’t worry… I’ll eventually get to yours. Since this thread is pretty much dead, I’m guessing your collection will be the last for a while. At least until I advertise it like a jackass around SRK!

Yeah… so hopefully we can get more once I’m through with yours. :lol:

I live in Baton Rouge, Louisiana…not too many mvc2 players around here… but those that do are pretty damned good.

no prob bout responding, like u said, this thread is pretty much dead… damn non believers! :mad: Bonerine is
The Next Big Thing!!!

at least as far as I’m concerned…

An expert magneto player with bonerines assist iz a frightening thought!:eek:

but ne way, I’m definitely switching to ol bones now! Nobody round here uses him or his awesome gamma assist, so maybe i’ll have to show ‘em what they’re missin’!:smiley:

Unreallystic III

Yes, you can build any MvC2 team around pressure… because when you think about it, that’s what every MvC2 team is about. :stuck_out_tongue:

Umm… getting trapped to death has nothing to do with your characters or assists because the tools to escape are universal to each one. Sure, having an invincible or “blow through” anti-air assist makes things way easier, but every character has the same basic tools to pull themselves out: counter, guard-cancel, switch and super-jump. So if I were you, I wouldn’t count a team like Wolverine/Iceman/Tron out just yet. :wink:

This is an excellent question. My very gameplan with Wolverine works around this problem gracefully… and without my methods to keep people grounded, he probably wouldn’t work. So anyone even thinking about playing Wolvy should pay attention (Hard to believe I haven’t addressed this before!):

Yes, I dash towards my opponents a lot… but I have to condition them to stay on the ground before I do… and once that happens, I can begin abusing his capabilities on the ground.

(Yeah, yeah… get to the point, man!! HOW??? :fury: )

Pretty ingenious… and simple! I call it the “psychic jump-in…” and I explained it recently on one of Pryde’s threads. Basically, what you do is get close (by dashing) and jump toward the opponent with either an immediate light (when they’re close) or heavy kick (when they’re far)… at the same time, you hit an assist (to either protect you or lock them when they land) and then Drill Claw in their direction.

Why does this work… and what does it do??

Well, since jumping requires your opponent to shift the stick into the up-forward or up position, he simply can’t block when he decides to leave the ground… so being in the air before him gives you an instant advantage as to whatever he’s going to do… and even if he manages to block, he’ll be sent to the ground instantly and forced to deal with whatever you have coming at him there. Whether the short hits or not, you’ll want to pause to see how your opponent responds. If the short hits, you’ll combo into a straight Drill Claw… if he blocks, you’ll either cross him up or hit him as he jumps again.

In every case, you’ll want to Drill Claw straight… it’ll almost always hit him if he leaves the ground again… and if he doesn’t, you’ll threaten his immediate air-space and keep him there. (Which will also cross him up in the process!)

Think about it… no matter how your opponent responds, you have cover in each situation:

[list=1][*]j. lk [call Sentinel] (opponent jumps; hits; pause) XX straight Drill Claw (combos; Wolverine recovers and can block)

In this situation, you both land around the same time… but the opponent lands with drones in his face. :evil:

Sometimes this one gets funny. A lot of people fighting Wolverine for the first time seem to forget that he recovers if Drill Claw hits. Most of them think that, as with a blocked or whiffed Drill Claw, he’ll vulnerably flip to the ground. Because of this, they would usually waste an effort and try to attack him somehow. So what happens? Either they attempt a physical attack that gets hit by drones or they do an air super that Wolverine blocks but Sentinel eats.

Note that because of this, calling an assist with psychic jump-ins (or psychic jump-ins, period) isn’t the best idea against Cable… he’ll usually end up AHVBing you or your assist every time!

Once they learn that attacking Wolverine is futile, they’ll usually recover (from Drill Claw) and block, giving him the opportunity to chip or tick throw.

So what would a smart opponent do? Suspend themselves after Drill Claw or air dash out of the way. This rarely happens, but if it does, remember that they’re in regular jump mode… so they only get one attack and can’t block on the way down. :rolleyes:

[*]j. lk [call Sentinel] (opponent jumps; hits; pause) XX straight Drill Claw (blocked; Wolverine bounces and can’t block)

Essentially, this is the same thing… but when you do Drill Claw too late. In this case, he’ll land on the floor before you. :eek:

Remember that most people think that Wolverine is vulnerable after Drill Claw? In this case, they’d be right… but whether he’s safe or vulnerable, they usually can’t attack him on the way down… not with anything physical, anyway. If they try to launch or anti-air before Wolverine hits the ground, they’d be stopped by drones… same thing goes for if they try to get to him through the air somehow (drones are usually on or covering him by this point).

However, if they throw a beam or projectile that gets to him fast enough, they’ll hit both him and his assist. So… which attacks fall into this category? Air Hyper Viper Beam, of course. But like I said, since you shouldn’t be doing psychic jump-ins against Cable, this is a moot point either way.

Storm could Typhoon into Hailstorm, but since Wolverine will either land first or juggle wrong, the only damage you’d have to worry about is against your assist. Not very reliable for Storm.

Sentinel will probably be able to land a standing fierce beam against you… but that’s it. If he goes for either Rocket Punch or Hyper Sentinel Force, the drones will stop him in his tracks. Don’t worry too much if you mess up on him.

Magneto can’t do shit about this. He can’t hit either your Sentinel or Wolverine in time. I suppose that the most he could do is Magnetic Shockwave, but it would do minimal damage on Sentinel and fail to hit Wolverine on time. :stuck_out_tongue: Psylocke or Spiral can’t do shit, either.

Cyclops could go for a Super Optic Blast (control beam), but he would have to juggle Wolverine correctly… and since the drones are in the way, he might get distracted trying to hit them. He could also do Mega Optic Blast… but because either the drones or Sentinel will get in the way, Wolverine has a chance to roll behind him. Same goes for Proton Cannon.

So as you can see, this is mostly another “no harm, no foul” situation for Wolverine. Of course, this rarely happens to me nowadays, because I have enough reaction time to discern whether they blocked or got hit by the initial jumping short (my pauses aren’t that long)… which is something I’d advise anyone playing the psychic jump-in card to develop as well.

[*]j. lk [call Sentinel] (opponent jumps; blocked; pause) XX straight Drill Claw (whiffs; crosses opponent; Wolverine can’t block)

Like situation #1, Wolverine throws out the short and cancels into Drill Claw… but this time, the opponent blocks the short. What happens?

An opponent getting hit by short would bounce up and into the Drill Claw, sure… but an opponent that blocks it gets sent straight to the floor. So this time, instead of the Drill Claw bouncing off a target, it whiffs over his head and sends Wolverine to the ground.

This is a cross up situation. There is no way for the opponent to retaliate because they’d have to hit you as soon as they hit the ground. Because you change which direction he’s attacking in, he’ll either launch on one side (early) and completely miss you, or attempt to launch on the other (late) with drones bearing down on him. If he launches early and misses, the drones could hit him as his attack whiffs… If he does it late, on the other hand, he’ll probably get hit while trying to hit you. If that happens, you should land and go for a BBX follow up.

HOWEVER… this simply doesn’t happen. Since your opponent will already be aware that drones are on-screen and heading towards him, the most likely thing he’ll do is sit in place and block… which gives you time to land (Wolverine recovers from Drill Claw as SOON as he touches the ground) and chip/tick in this odd situation!

[*]j. lk [call Sentinel] (opponent jumps; blocked; pause) XX straight Drill Claw (opponent jumps again; hits)

After hitting them with the second psychic jump-in (Drill Claw), they’ll recover and head towards the ground where drones will meet them. Because the drones connect as they hit the ground, this one works out great for keeping them locked.

Once again, your opponent might try to attack Wolverine after you connect with Drill Claw. Only this time, they have NO breathing room on the ground. The only possible thing they could throw and connect with is an air projectile that you would always block… or straight air dash into air throw. All of these possibilities are rare and manageable, however, since Wolverine has the opportunity to respond either way (block if they do a special move, attack if they try to throw). Also, because the drones give you a sort of umbrella after connecting with Drill Claw, most think that they can’t attack him and wait to block the drones.

Once again, a smart opponent would suspend themselves after Drill Claw or air dash out of the way.

Okay… so back to what people usually do… which is just land and block the drones. Dash in and follow up with a tick throw set-up: d.s. lp -> c. lk, d.s. lp -> c. lk. If they fail to block low, follow up the drones with a BBX combo, and if they block, go for a tick throw. Just remember to bait the push! :wink:

Do you see how helpful it is to pause after the j. lk? I mean, if you don’t and automatically Drill Claw, you could put yourself in a funny situation… like #2.

[*]j. lk [call Sentinel] (opponent jumps; blocked; pause) XX straight Drill Claw (opponent jumps again; blocked; Wolverine bounces and can’t block)

In this scenario, the drones will always protect you… so doing it after the pause is pretty much safe.[/list=1]Amazing how miniscule increments of time can totally affect your response to a situation, huh? This is why I love Wolverine and MvC2. :smiley:

(continued on next post)

Unreallystic III

(continued from previous post)

But yeah… these are the mechanisms I use to keep people from jumping against Wolverine. Against the people I play normally, it has gotten to the point that they know I own the ground/jump area and resort to incoming super jump attacks and fake outs. Interestingly enough, there is one person who can out turtle my Wolverine rushdown in RiCo (quite sadly the only one I have left to learn from)… however, he never jumps… he always stays on the ground. Fortunately, I can take him as often as he takes me. After all, it boils down to a guessing game every time! But still… I really appreciate players like this… players that’ll fight me head on… no matter how much I complain about turtles… they teach me more than those that merely stay away from the ground.

Beating people like that is just a chore. :bluu:

Satomiblood III

I’m pretty neutral about them, actually. Where one fails, the other one succeeds, you know? Still, if you want to know what I’ve found to be differences between the Wolverines, this guide (which I wrote long ago) should help you:

Wolverine:

#1. Shorter claws = less range.

This is especially significant for the standing and crouching jab.

#2. As far as overall hit points go, he gives less damage than Bonerine.

This is a minor difference and is barely noticeable.

#3. Wolverine takes less damage than Bonerine.

The damage rate is barely noticeable as well ( [launch ^ 1234 XX Photon Array, DHC] will kill just about anyone in this game… same goes for [launch ^ 1234 XX Hyper Grav XX Magnetic Tempest, DHC] or [123 XX AHVB X3]…). The only character you really notice the Wolverines’ damage rate on is Sentinel (one stomp, frying pan or Rocket Punch is like an air combo to Wolverine :eek: ), and even then you can’t tell the difference between the two… Rocket Punch does a shitload of damage on either one.

#4. Wolverine has four special moves: Berserker Barrage (QCF+P), Tornado Claw (DP+P), Drill Claw (LK+HP; can be performed in the air), and Berserker Slash (QCB+P).

The most notable asset is Berserker Slash, or as most people like to call it, the teleport. I, too have gone through and hit opponents out of AHVB and Hailstorm… However, in all the time I’ve played Wolverine, I can count those freak occasions on the fingers of one hand. I wouldn’t expect it to “blow through” much, either. It hasn’t stopped Spiral from pinning me down, so I don’t see too much use for this move aside from attacking helpers and crossing people up with assists. It’s not a “God move”… not by a longshotbut it’s definitely handy. :smiley:

#5. Wolverine has four super moves: Berserker Barrage X (QCF+PP), Weapon X (DP+PP), Berserker Rage (QCF+KK), and Fatal Claw (DP+KK; can be performed in the air).

I find it important to make the distinction between ground and air FC, since they have different uses and start-up times. Air Fatal Claw is excellent to DHC with since super jumping can put you out of harms way. In comparison, Bonerine has to DHC from the ground.

#6. Wolverine doesn’t have infinite medium punch (endless claw) either on the ground or during a super jump.

Bonerine does. Whether he’s on the ground or in a super jump, Wolverine only gets two medium punch links per combo.

#7. Wolverine’s crouching medium kick knocks down.

Bonerine’s doesn’t.

#8. Wolverine has a vertical drop kick (down+HK while in air).

This is important both because the vertical angle is harder for opponents to cover and because Wolverine’s drop kick has less start up time. This move is very useful.

#9. Wolverine’s HP Berserker Barrage has more start up time than Bonerine’s.

Self-explanatory. What this means, practically, is that Wolverine can’t combo it off of his c. hp, whereas Bonerine can.

#10. Wolverine can’t do Tornado Claw in the air.

Bonerine can.

#11. If Drill Claw activates flying screen, Wolverine can’t do anything until he lands.

Bonerine can.

#12. If Wolverine hits an assist with Weapon X, he doesn’t complete the auto combo.

Bonerine does.

#13. Wolverine has different assist types: [alpha; Expansion Type; LP Berserker Barrage; Berserker Barrage X], [beta; Anti-air Type; HP Tornado Claw; Fatal Claw], and [gamma; Dash Type; Drill Claw; Fatal Claw].

In my humble opinion, Wolverine’s best assist type is alpha… simply because its THC is cheesy.

Miscellaneous fact: when BBX is activated in THC, it has instant start-up. Basically, that means that you can combo his c. hp into the BBX THC… mind that it does a helluva lot less damage in that format, though.

Bonerine:

#1. Longer claws = more range.

This is especially significant for his standing and crouching jab.

#2. As far as overall hit points go, he gives more damage than Wolverine.

This is a minor difference and is barely noticeable.

#3. Bonerine takes more damage than Wolverine.

Once again, the damage rate is barely noticeable unless you’re fighting Sentinel or against powerful assists (Commando, Tron, etc).

#4. Bonerine has three special moves: Berserker Barrage (QCF+P), Tornado Claw (DP+P; can be performed in the air), and Drill Claw (LK+HP; can be performed in the air).

The most notable difference is the absence of Berserker Slash. You can still cross people with Drill Claw, though.

#5. Bonerine has two super moves: Berserker Barrage X (QCF+PP) and Weapon X (DP+PP).

Without an air super move, Bonerine has to DHC from the ground. That’s a minus. :bluu:

#6. Bonerine has infinite medium punch (endless claw) either on the ground or during a super jump.

Whether he’s on the ground or in a super jump, Wolverine only gets two medium punch links per combo, whereas Bonerine can do medium punch endlessly (or as long as the opponent stays within range).

#7. Bonerine’s crouching medium kick doesn’t knock down.

…as opposed to Wolverine’s, which does. This makes it easier for Bonerine to ground chain, which (essentially) makes it easier for him to combo c. hp.

#8. Bonerine has a diagonal drop kick (down+HK while in air).

Like I said, this is important both because the diagonal angle is easier for opponents to cover (as opposed to Wolverine’s vertical angle) and because Bonerine’s drop kick has more start up time. While it doesn’t have as many uses as Wolverine’s, it can still be a handy move. :rolleyes:

#9. Bonerine’s HP Berserker Barrage has less start up time than Wolverine’s.

Self-explanatory. What this means, practically, is that Bonerine can combo it off of his c. hp, whereas Wolverine can’t.

#10. Bonerine can do Tornado Claw in the air.

Wolverine can’t. This isn’t as much of an asset as the ability to attack after flying screen Drill Claws.

#11. If Drill Claw activates flying screen, Bonerine can still attack or block before he lands.

Wolverine can’t. You can do some pretty fancy air combos with this feature. The one I usually do is [launch ^ lk -> mk (pause) XX downward Drill Claw (flying screen), lk, air throw]. Like Spiral, both Wolverine and Bonerine’s throws can do up to 80% if mashed right (…although the best I’ve been able to do in a match is 50%). Crazy. :smiley:

#12. If Bonerine hits an assist with Weapon X, he completes the auto combo.

Wolverine doesn’t. During the entire combo, Bonerine is invinicible to all forms of attack. However, as soon as Weapon X ends, he is vulnerable until he lands. This is something that only you want to know if you’re playing as Bonerine. Furthermore, since WX has too much start-up time to land on point, this feature is only effective when used in a DHC. Be very careful with this bit.

#13. Bonerine has different assist types: [alpha; Ground Type; s. hp; Berserker Barrage X], [beta; Launcher Type; s. hk; Berserker Barrage X], and [gamma; Variety Type; Claw Slide; Berserker Barrage X].

Bonerine’s best assist type is gamma. I think it’s the only assist that you have to block low in the whole game. That’s why I use and abuse it. When combined with flying Sentinel, Magneto/Storm/Rogue rushdown or just plain old jump-ins, you can put your opponent in unblockable situations. You can also counter under supers like Proton Cannon and Hyper Sentinel Force! The best thing about all of Bonerine’s assists is that each one does twice as much damage as when done on point. In and of themselves, they’re some of the most powerful single hit assists in the game! In addition, two of them (alpha and gamma type) do one point of chip damage. (Oh my GOD… WOW… WOW… WOW… WOW… WOW… wow… :eek: … :lol: )

…and there you have it! Updated from my crusty archives. So like I said: both have equal pros and cons. Guess that didn’t answer your question, but hey… if I like it, I do it.

You should, too. :lol: … :wink: Thanks for the interest.

LATEZ

As usual, Senor Zaza plasters another awe-inspiring quote. The depth and clarity are just… exquisite!!! Anyway, keep it up man! Up and coming Wolvy players are lucky to have someone to learn from such as your self… I wish I had the skills to handle a thread (sniff):depress: !

Now, if only u culd get around to my questions…but whenever! It’ll be worth the wait:cool: And on that note, my next post…