yeah I could use Sentinel to kill magneto but I geuss I’m used to using teams having the strongest character second, plus I want to improve my Doom cos I use him in a few other teams - may sound like a deathwish but it’s just a casual team.
Sorry for bringing Doom + sent into a wolverine thread.
Zaza: In the beginning of the thread, you stated that you had strats for Wolverine/Spiderman. Would a Bonerine/Spiderman be just as effective if not more? Right now, I prefer Bonerine more although I know both have their purposes. Anyway, what are those strats? Would you consider Spiderman[Y]/Sent[Y]/Bonerine[Y] to be effective.
Bonerine match-up questions…
What do you do against Cable/Sent/Capcom and Strider/Doom?
sweet jesus, i just glanced through this thread and saw some REALLY good shit. i’m gonna try alot of that mag/bonerine shit out, and once i give this thread a really good look over, i’ll come back with my shit.
aight, here’s my 2 cents/questions (sorry if anything i say has already been covered, i haven’t read this thread word for word)…
-wolverine’s (bone and adamantium) jumping hk is pretty tight in terms of crossup capability. if you time his dash then do a jumping hk just as you sail over their head, it’ll hit on the other side. this obviously sets up all his ground combos and stuff like that.
-has anybody experimented with cable/bonerine (variety) yet? i can get AHVB x3 VERY easily…
(bonerine hits) dash in, jab minitar, AHVB x3
you have ample time to see if the minitar hits or if the opponent rolled out. super easy and gets what cable is feared for most with almost no effort. the timing is similar to if you hit with a sweep instead of bonerine (without the dash in).
now for the questions…
-what about the overall assist punishing capabilities of using bonerine’s weapon X super? considering he’s invincible for the auto combo, you could very easily use bonerine/ idk who/ storm, and really mess up assists. any idea on who would be a good middle character (sentinel or adamantium wolverine maybe?) who could continue the assist punishing without exposing themselves or at least putting the other point character in block stun? since the wolverine’s build meter so damn quick, and doing a triple DHC would put bonerine in a good assist spot, this could be very useful if it would kill most assists or at least put them out of commission for a long time…
-with your magneto unblockable stuff, you wrote this as a setup…
d.c. lk [call Bonerine] -> c. mk (Bonerine hits), c. lk (otg) -> c. hk ^ sj. hk XX down-forward ad. hk (land)
should the cr hk slide be a hp instead? so it would read like this…
d.c. lk [call Bonerine] -> c. mk (Bonerine hits), c. lk (otg) -> C. HP ^ sj. hk XX down-forward ad. hk (land)
i just find the timing to be ridiculously difficult on the first setup, but the second one couldn’t be easier.
oh yeah, and while messing around with your magneto stuff, i accidentally found a really nice throw setup.
you basically do d.c. lk [call Bonerine] -> c. mk (Bonerine hits), c. lk (otg) -> C. HP, whiff the hk, air dash down-forward, throw. you have to do the whiffed hk relatively early (under your opponent), but i thought it was pretty tight:cool:
and mad props to joe zaza on this thread, probably the best character strategy thread i’ve ever seen. your dedication to your characters reminds me of buktooth’s hard work in cvs2.
keep up the good work:)
I think Zaza talked about Strider SOMEWHERE in this thread, but you’d have to do a search for it…but yeah, basically Wolvies don’t do terribly well vs Strider. Commando assist sorta sucks vs Strider/Doom in general, because while it does big damage, it can get snuffed by Doom, or a panther, or orbs etc, if you call it at the wrong time. You’d be better off using an assist with invincibilty…Shoto/Guile/Cyke/Jin/Psylocke etc AAA, and with some characters, (ie Cyke), you get an option to counter xx super (xx DHC) for good damage. As a matter of fact, Psylocke probably isn’t going to help you much either.
Sounds like a matter for another thread.
I have a vid of Zaza fighting Clockw0rk, but the quality is hella bad. If you want you can AIM me for it.
While optimistically searching for an infinite on Sent with Bonerine :bluu: I stumbled across a nice combo using Storm projectile assist: normal jump (and on the way down) jab, jab, strong (call storm proj. after/as strong connects), jump again, land jab, jab, strong on the way up this time, (storm assist connects) land, dash forward jab, jab, --> BBX. Does pretty hefty damage, and if you don’t have the bar you could just do crouchin jab, jab, --> launch–> air combo after the forward dash. Maybe someone had this already, but just in case I posted it anyway. Sorry for spelling out everything, I just didn’t feel comfortable using shortcuts and I wanted to make sure everything was understandable.
Later
Wolvy Infinite
I cant find a adamt. wolverine infinite so…
you know… do your thing…
Wolvy Infinite
speed up
(dash in, lp lk lp lk) repeat
Re: Wolvy Infinite
Is that what Zaza would say?
Speed Up = :lame:
But I guess everybody who plays with wolvy eventually axs for or figures out how to do the speed up infinite…
ZAZA
I watched some of your videos mr. Zaza! That’s top shit. Keep up your phat post.
Hey zaza i got a ? for you
Would you think this is a good combo with bonerine?
(with psylocke aaa)dash c.lk,c.hk,s.lk,d+hk,(land behind char)c.lk,c.hk,s.lp,s.lk,s.lp,s.lk,d+hk xxx up-forward drillclaw,d+hk,(IF d+hk hits)call pyslocke,she hits,dash c.lk,c.hk,s.lk,s.lp,s.lk,up forward drillclaw.
I dont know if youll call this a reset but the last part of it is rollable and its pretty tricky to block the s.lk,d+hk,land behind char,and launch afterwards.
Oh and another ? how can you stop s/d with w/sent/w??Thanks in advance.
I’m not sure what’s going on in that combo. It doesn’t look like it would work if you’re stomping, then drill clawing, and then attacking again.
As for Double Wolverine/Sent vs. Strider/Doom, you call Sentinel and stay on Strider. Fighting S/D is about choosing a direction and sticking to it, and vs. S/D Wolverine should head forward. Once you get him to block a low jab, you call Sentinel and do the blocked chain and go for mixup from there. Don’t forget that jumping in from close range prevents Doom from being called.
Thanks for the info. The combo is basically a mind game combo like resets it leaves you in saying which way to block. The s.lk,d+fk dont connect but you land behind the person and more the likely theyll be holding block the other direction so it might work. Plus the d+fk into drill claw works like say storms reset because bonerine is behind him and bonerines f+hk goes in a different direction as wolve and so if they block the wrong way theyll get hit by the drill claw.The last part is if they are crouching or they are going to dash but you do that last combo only if it hits and plus pys’s aaa keeps bonerine safe from getting hit.
when i play magneto/bonerine (variety), whenever i go for crouching lk + assist, crouching mk (assist hits), and then i dash in for the rest of the combo, they always roll out.
is bonerine’s assist always rollable or am i just timing it wrong?
Because it’s a trip, t’s always rollable
that makes sense, considering i set the dummy on safe fall in training mode and he always rolled out:bluu:
when i initially read all of the unblockable stuff with magneto, it sounded really really powerful and effective. but if they can always roll out of it, then wouldn’t it just be smart for the opponent to always block high on their get up from flying screen, hope to be tripped, and roll away? and if magneto ever goes for the initial setup of crouching lk + bonerine, crouching mk, (bonerine hits), then they can just roll out after that and you don’t even get to set up the unblockable.
i’m trying to see the effectiveness of using bonerine’s gamma assist with magneto’s rushdown, and the only really powerful thing i can come up with is to rush in, call bonerine, and you get a 1 on 1 situation for a few seconds because bonerine will trip out most of the more popular assists (except psylocke and cyclops maybe?). other than that, can anybody give me some more reasons why bonerine is so good with magneto? if they can just roll out of every trip, then it kinda takes away some of the scare factor. at least bonerine does 20 points of damage per hit.
or maybe somebody can give me some help on punishing the rolls? zaza mentioned high, low, or hk throw downward, but i don’t see why you would do it downward considering they can just roll out again.
PS- who should be my third character if i’m using magneto/bonerine? i’m not a huge fan of sentinel, so i’m unsure about who else to use.
There are several reasons why Mag/Bonerine is really good even with an opponent that always rolls to escape.
Main one is that rolling isn’t all that effective if Magneto calls it. You can do low shorts plus Bonerine, then dashback, crouch and jump up roundhouse, and the opponent rolls right into an ambiguous crossup situation. Or, you can use the fact that people almost always call their assists out of rolls to fuck up a dying assist. People call assists almost out of reflex during a roll.
Taking the hit can’t always work either because Bonerine does 20 points of damage on his own. That’s almost as much as getting hit by Commando, but sets up a much better situation. After a flying screen combo (which usually involves lots of fierces), you’re pretty messed up, and taking the hit just leads to the mixup I described above.
Actually, no scare factor isn’t that bad of a thing. People don’t realize just how badly a lot of getting hit by Bonerine assist messes you up in the long run.
You shouldn’t call Bonerine in your rushdown patterns, actually, except maybe during crossovers (jump in, airdash forward and call Bonerine). Bonerine should be called after flying screen for setups, and as a countercall to assists. He’ll snuff Commando entirely when called at the same time, but he’s a great countercall because he’s so damn sneaky, and assists can’t roll so you can do OTG combos to mess them up (call Bonerine, low short, low fierce, fierce, airdash DF, fierce, roundhouse hurts a fuckload).
Best way is to dashback, crouch then jump straight up roundhouse for ambiguous crossup, but if you know where the opponent will roll to, you can put yourself in that spot and low short. This is another ambiguous crossup, but if they succeed in blocking it, you’ll get hit by the forthcoming Anti-Air assist. You can also get off throws fairly consistently since they’re usually too worried about where to block.
Doom is a good choice because the playstyle of Magneto/Bonerine (go for flying screen all the time) lends itself well to use of Doom, and makes you even scarier. However, unless you’re confident enough in your Magneto abilities to OCV, you need to know how to use Doom.
Cable is good too since you’re probably building buttloads of meter. Bonerine isn’t really useful for Cable at all, but it’s well documented how good Magneto assist works.
originall posted by Joe Zaza
[Quote]
Yes…Yes he does.HOWEVER…the only time I use it is when I accidentally activate Berserker Rage. Being fast on the ground ain’t exactly the best way to go in this game (it’s actually air mobility that counts.
Anyway here’s the one I do:
. (d.s. lp ->s. lk ->s. mp ->s. mk,)
[/Quote]
Here’s the other speed up inf.
dashfrwd+lk ->s.mp->s.lk->s.mp->dashfrwd+lk->s.mp etc.