SNIKT!: Wolverine Combo, Reset, and Opener Thread

If you check out this video from KVO at around 1:49:00 you can see Tomo’s Wolverine.

The reason I bring it up is that he uses Sent drones for lockdown and goes for j.:l: instant overhead just like a lot of people do but if you watch, right at the end of the round where Tomo’s Wolvie beasts haunts, Tomo skips the j.:l: ioh and hits haunts with a crossup :db: drillclaw.

I’m sure someone will tell me this is old but I don’t think I’ve seen it done before.

i’ve been playing around with this ever since i saw shady k use it few months ago in grand finals; forgot what tournament it was.

[media=youtube]DfJnWAFvl1o[/media]
couple combos

all the combos on the first page work in ultimate, right?

Most likely. The only move changes from Vanilla to Ultimate which really affect his combos is that in happy birthdays both Drill Claw and dive kick are likely to only hit 1 character.

Dren, or anyone what do you mean x factor caps the damage scaling?
d-_-b

Just that normally scaling goes down to about 10-15% damage on normals, while XF1 caps that scaling at about 40-50%, and it means fitting in more normals (using MMLHS) does more damage. Scaling caps are why in XF you’re not doing 4x damage at the start of the combo, but later on when you’re furthur into the combo you are effectively doing 4/5x damage.

XF2/3 obviously cap out higher.

speaking of this, does anybody know why pro wolvie players do (after an airthrow, df + M, xfactor) st.MHS instead of st.LMHS?

They don’t like efficient combos.

Seriously though, when have you ever seen a top Wolvie player do something and make you think “Oh wow, never thought of that”, instead of “WTF, why are you dong that?”.

they put all their focus on set-ups/neutral game.

Yeah, more so the neutral game though. Still you see them resetting in way to many situations where it isn’t needed, or spending extra meter simply because they’ve not explored their options damage wise.

they usually go for a reset if they were forced to activate berserker charge early on. man, i would be pretty happy if logan built meter while berserk lol; it’ll be too good, but not invincible-slash-good.

B. Charge building meter would be kinda broken lol, not that I’d be complaining.

Also, on a completely unrelated note, I finally got around to uploading this vid of a little glitch I found late Jan/early Feb with Wolverine’s throw:

[media=youtube]00Ccs7pfnsI[/media]

Does anyone know the inputs for the Berserker Slash combo that Justin Wong does? He does 2 or 3 berserker slashes into 2 or 3 berserker claws

You probably shouldn’t bother with that one, Thrilla pointed me in the direction of a more effecient one which should look something like:

B.Slash xx B.Charge > dash cr.M, st.H xx Slash L, cr.M, st.H xx Slash L > dash st.LMHS continued into normal combo.

JWong’s does less damage and builds the opponent more meter than that one. The cr.M is necessary as it lifts them higher up allowing more time to follow up each Slash. Cr.M in general has a deceptively long range, so you don’t need to dash for the second cr.M, st.H xx Slash L bit.

If you wanna know though Justin is doing something like:

B.Slash xx B.Charge > dash st.M, st.L, st.H xx Slash L > repeat. Or possibly starting with LMLH instead of just MLH. He also ends with a couple of B.Barrage L/Ms or something as well which isn’t worth it either.

Slowly learning Marvel with a pretty easy team of Wolverine/Wesker/Taskmaster. Just wondering, when I manage to confirm a hit with cross-up Berserker Slash and cancel into Berserker Charge, how much time do I have to dash and continue the combo? Can I buffer or mash the dash during the startup animation of the hyper? I seem to keep missing the mark.

It takes a while to get used the timing for the dash, but if you go into training mode and keep doing Slash xx Charge and practising dashing after it into whatever combo you want you will get it eventually. Not sure how new you are to Marvel, but in training mode you can reset back to the starting position by pressing start+select together, and holding left or right at the same time will take you to either corner, from there you can just keep practising it and reseting it each time you miss it to save time.

On the technical side though I think there’s something like a short 2-3 frame window just before any hyper freeze ends during which you can buffer the input for a move, I’m not sure if it applies to command dashes but if you press :m:+:h: once just as the freeze ends in all likelihood the dash is going to come out, you don’t need to be mashing :f::f::f::f::f::f::f::f::f::f: before the freeze ends. Other than that you can also practise dashing into normals by doing :m:+:h: > :l: over and over. In the end you actually have a surprisingly large window to get the dash into your combo. There’s enough time to do stuff like Slash xx Charge > Heavy Slash.

you copied it wrong, or maybe i wrote it down wrong somewhere, but it’s: slash xx charge, dash cr.M, st.H xx L slash, dash cr.M, st.H xx M slash, dash cr.M st.HS, sj.MH drill claw dive kick, st.HS, sj.MMLHS, otg slide + tatsu assist, L tornado claw xx fatal claw.

sometimes you have to dash before cr.M, so i dash every time just to be safe.

Well the way I’ve adapted it means I’m doing dash cr.M, st.H xx Slash L and then the second cr.M doesn’t need a dash at all for me, even on small characters, then after I’ll do dash st.MHS etc, then either reset or go for a TAC because Dorm’s TAC and the extension after it builds me a whole bar to finish it off for like 1,050,000ish or something like that.

which reset do you usually go for? if i have them in the corner and still have b.charge activated, i like to dive kick after a ground bounce to force the tech. by then i usually have a good idea which way they’re gonna tech.