Its a plink dash because you only have 1-frame to do it.
In SF4 there are many 1-frame links, but if you hit another button 1-frame after the gap becomes a 2-frame link.
That is know as plinking.
So its a nick-name from sf4. But yea its also a kara dash, but most people call it a plink dash
speaking of dashing, has anyone found a way to wavedash with wolverine in ultimate? in marvel, you could only wavedash if you had berzerker charge on, for obvious reasons (pressing down and then two buttons repeatedly causes charge to activate)
but now, its even hard to wavedash in berzerker charge, because swiss cheese will come out. anyone know?
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pretty ridiculous mixup i came up with involving iron fist assist, this is basically a block or die mixup. very useful after a throw because you get out of ass throw scaling
I may start using that on the bigger characters to get the kill, thanks a lot
Ok, glad to know it IS a kara. Its name confused me, because if it is a kara, then why not just call it that. The first time I read it, I thought it was some new kind of technology. But I guess it’s easier to understand for players coming from SFIV.
I’ve been curious today as to how much damage you can do from a normal hit confirm using 2 bars, because that’s likely what you’ll have to use at the start unless you want to burn your x-factor.
My main team is:
Wolverine/Dorm/Iron Fist
Barrage/D.Hole/Rising Fang
Before today I had only been using a combo starting with Wolvie from :l::h::s:, ending in grounded Fatal Claw DHC into Chaotic Flame. It was universal and did just a little over 950,000, so I was very happy as it kills more than half the cast.
This lead me to more experimenting with the team, and I found that starting with a really simple 50/50 at mid screen or closer to the corner combining Berserker Slash and the Rising Fang assist you can wave dash up and carry on from the wall bounce. The whole thing goes:
Call Rising Fang assist > Beserker Slash > wave dash up if necessary > st.:h:, st.:s: > SJ > j.:h: xx Drill Claw, j.:h: xx Drill Claw, Dive Kick, st.:h:, st.:s: > SJ > j.:h: xx Drill Claw, j.:h:, j.:s: > call Dark Hole assist ASAP > df+:m: (OTG) > assist hits > Beserker Barrage H (mashed) xx grounded Fatal Claw DHC into Chaotic Flame
The combo does between 1,090,000 and about 1,120,000 for the 2 bars depending on if you do 1 or 2 Drill Claws in the first launch. I know for sure it kills Chris and Taskmaster anyhow. If you start it from mid-screen the initial combo will take longer to start than if you did it in the corner, meaning that if you do two Drill Claws in the first launch, you probably wont be able to do the final Drill Claw or get the :h: after it because of the timer, or whatever weird system the game uses on top of its normal hit-stun deterioration. You need to hit the final Drill Claw to :h:, :s: because this floats you back a little and positions you perfectly to call the Dormammu assist when you land, otherwise the Dark Hole is off the screen.
I do know though that for 1 bar and X-Factor level 1 it does the full 1,250,000+ if you activate before or after the wave-dash bit. Having X-Factor level 1 activated allows you to always be able to do the full amount of Drill Claws, which is needed to get you over the Thor life gauge, instead of trailing off just a little short. With only X-Factor level 1 you can reach just over 1,000,000 without spending any meter.
It’s pretty disgusting to me that any character coming in has to either guess right or probably die given my execution holds up.
Anywho, that’s what I’ve been thinking up today and I thought I’d share it and ask if you guys have similar combos or setups which lead to big damage for low meter expenditure without gambling on a reset?
ya good stuff. wolverine/iron fist is retarded man
i love how they were like “dont worry we nerfed wolvie/akuma” so fekkin what dragon fang is 10x better for wolvie than akuma was real talk
incoming character mixups:
call ironfist, do berzerker slash
call ironfist, dash forward for fake crossup
call ironfist, wait for hitstun to wear off, berzerkerslash (quick left block followed by right block)
if you think theyl try to get away/airdash up/fly, meaty drillclaw
wait, dash under drill claw
jump H optionselect throw, delayed S land, call dragon fang instant overhead L
jump H optionselect throw, delayed S call dragon fang drill claw
jump h optionselect throw, delayed S land call dragon fang berzerker slash
etcetc
wolverine is the new wolverine
too bad iron fist has horrible matchups, especially with no assists. His assist may be good… but no thanks.
Just use Shopping cart to lock characters down so you can go for a low or overhead. You have to use his kara to extend his range of his rekkas. Also Iron Fist can do 900,000 damage by himself w/o assist.
Not exactly sure why, but in Vanilla Wolverine’s OTG with Jam Session assist allowed a Berzerker Barrage to hit after. Opponents fall out of Jam Session much earlier so it whiffs in Ultimate. At first I was pissed to the point where I dropped Wolverine. But after tweaking I now do :h: Tornado Claw XX Fatal Claw > :l: Tornado Claw XX Fatal Claw which is much better than what I was using in Vanilla.
any tips on landing tornado claw -> fatal claw -> tornado claw -> fatal claw in the corner? which versions of fatal claw do you use, and are you supposed to mash for hits?
I use :h: Tornado Claw xx Fatal Claw > :l:Tornado Claw xx Fatal Claw regardless if it’s in the corner or not. I don’t mash for hits on Tornado claw. I let it hit three hits before cancelling in both versions. I usually put the srk motion in to hit :df:+:l: as soon as Wolverine lands. Thing is when I do mines, it’s after an OTG > Dante’s Jam Session assist. It might be different for you depending on how you’re going in to this.
thanks for the reply! i’m using either wesker OTG or wolverine OTG + akuma tatsu. i guess i need to spend some time in training mode to figure out the timings for each one.
is this loop new btw? i don’t recall seeing anyone do it in vanilla. what changes made this possible in ultimate?
I remember seeing the loop in Vanilla in one of Desks videos. But the timing was so strict that you wouldn’t see it in any matches. It’s much easier now.
For the fatal claw loop, do you mash the first fatal claw? I’m also using wesker/akuma
I do Mash on the first fatal Claw for about 3/4’s of it. I end early to ready myself for the second Tornado Claw.
so some more information on the fatal claw loop for anyone else who has questions.
i do L tornado claw (no mash) -> fatal claw (mash) -> L tornado claw (no mash) -> fatal claw (mash).
doing a H tornado claw to start with is easier because they end up higher, so you have more time to do your second tornado claw, but you get less damage because not all of the first fatal claw hits them (someone told me this from another thread in this forum).
also, an unrelated question: what’s the best “happy birthday” combo when you catch 2 characters? drill claw -> divekick tends to hit only 1 character right?
Personally I would just do j. MMLHS land OTG Assist Tornado Claw Fatal Claw loop on Happy Birthday.
would wesker OTG only hit 1 character?
Ya it only hits one char but you can call wesker then use wolv’s otg and the gunshot will put them in enough stun to relaunch. Or you could just do mhs j.m j.m j.h fatal claw xfactor fatal claw or j.s into an otg