SNIKT!: Wolverine Combo, Reset, and Opener Thread

Lets discuss resets:
I have been incorporating wolvies resets into my game alot more recently.
What to do with yourself at the point of Reset is dependnt on what direction your opp chooses to tech. And at this point I have trouble connecting my resets after a forward air tech if my opp is in the corner and trouble still when my opp air techs backwards while we are still midscreen.
My current go to Resets are Corner: Dive Kick, land :l: j:uf Air Throw and Midscreen: Dive Kick, land :l: j:u::s: xx Drill Claw ~ Dive Kick, land :s: ^ etc
Lets see if we can uncover some OS that will cover us regarless of the direction our opps tech.

One option I havent worked with much yet is Dive Kick, land wave dash(for crossup), cr:l:. I think with a Assist added in with the wave dashing could result in some more successful resets.

Seperate note:
Wolvie can connect his :d: :f: and :b: Aerial Exchanges after a Drill Claw. This can be disorinating to some opps as they may not expect to see a Aerial Exchange after you begin tossing out specials.
This is something else that can be done midscreen and has been working quite well for me lately.

The tatic that had been giving me the most openings lately is (j:l:)j:s: xx Drill Claw ~ Dice Kick, etc.
I use this to meet my opp as they enter the feild of battle, or really any time you can get in their face safely with a jump.
Secondly Im still having huge success with Drones, Cross up Slash, :s: ^ etc. This is assist specif and therefore less relavent to Wolvies overall game.

If im not mistaken, plink dash allows you to track the opp wherever they go if they choose to tech forward or backwards (same deal with ground rolls/recovery), so maybe thats the key + a good assist that can cover our j.:l: instant overhead, cross B.slash or cr.:l:

This works with Dante’s weasel shot and mags hypergrav as well

right on. Alot of time im inputing my jump right after my :l:. So maybe I should start dashing after the :l: before I jump…?

yeah, that’s one option, you dont “need” to go for air throws everytime, you can let them fall into a slash/overhead mixup + assists. If after a while they smart up and try to hit a button on the way down or do something, then you can start going for those 1f air throws. Its all about conditioning.

Ive been experimenting with “whatever xx drill claw, divekick, launch whatever xx drill claw divekick” and call an assist while performing plink dashes, mixed with berseker slashes creates a very hard to block situation

right on; yeah I do have a habit of jumping everytime I reset them out of a ground bounce; weither I go for an air throw or a j:s:. I’ll have to try and stay more grounded… see what I did there. yerp

What is a plink dash?

wiki it

[media=youtube]S5dtrZucUIc[/media]

I don’t know if this works if your opp rolls out of the corner, but you can reset with Spencer gamma assist and a cross up Slash.

Bnb into dive kick, call assist and do L Berserker Slash. You will cross up and spencer will hit him from the other sider bouncing them on the wall and giving you a chance to combo. Also Spencer assist does a lot of damage.

You will have to try and see what happens if they roll out of the corner because even if your Berserker Slash misses Spencer Assist’s Wall bounce will give you enough time to recover and react accordingly.

MrNannie, any news on the hit stun reset on the DHC trick combos with Wolv/storm starting with Wolvie? Last time I checked the hit stun wouldn’t reset and it was hard to combo with wolvie afterwards but now I’m seeing long combos after the Elemental Rage hyper. What’s up with that?

If you want to reset with Spencer, you really ought to use Slant Shot (Beta). Check out the reset I posted on the second page. You can do it from any combo and, with the proper timing, it’s extremely difficult to punish. Your opponent will need some kind of invincibility to punish it (and if they’re using a reversal hyper, they risk botching the input because of Crossup/Crossup Fake).

IDK maybe we had some miscommunication somewhere.
The DHC Glitch with Storm and Wolvie is always going to have to come from Storms E.Rage DHCd into Wolvies B.Charge.
But often times in matches I will start a combo with Wolvie and (after the second launch) I will Aerial Exchange to Storm, do a quick j:m:j:h:j:s: land OTG E. RAge and then DHC to B. Charge.
Its at the point that the B.Charge is activated that Damage Scaling and Hit STun scaling engines are reset (nearly completely) and your free to go to town with Wolvie again.
The one thing you need to be concious of is weither or not you did a ground bounce with Wolvie before the aerial exchange.
The combo engine will only allow for 1 ground bounce per combo so if you bounced them before the DHC you wont be able to bounce them after.
I never tested both and compared numbers.

@ TCSyd: after you reset them with berserker slash you will need to use meter to follow up after that unless they’re sent into the corner and you’re not far from it.

If you use the gamma assist even mid screen you can dash and still catch your opponent with S and land a full meterless combo. Besides the gamma assist comes in handy in various situations because of its wall boucing properties and invencibility.

The reset I posted may work mid screen too but I haven’t tested it.

I know you need meter; it’s not an issue.

Also, as far as I understand it, the “reset” you posted isn’t a reset; it’s just okizeme. Tech Roll beats it easily, and you can pretty much do the same thing with several other assists.

The reason the Slant Shot reset is good is because it severely limits your opponent’s options. The reliability is well worth 1 bar.

However, the main issue I have with resets like this is that they’re sort of redundant in MvC, since you can kill lower vitality characters in 1 solid BnB (and higher vitality characters if you risk doing TAC into DHC glitch, which I’m not a fan of).

Ok so I re-stumbled onto some more B.Charge combos and a Veil of Mist DHC Glitch Combo while rewatching the Trag DHC Glitch vids.
(Been trying to find options into Trons Serve Bot Hyper)
Anyway Im updating the OP now.

I got a DHC glitch for anyone who uses X-23, Wolverine and Doom, (That super common team, I know right.) X and Wolive can be running whatever assists they want, Doom has to be running Hidden Missiles, though I’ll talk about that a little later. (Though, realistically, any character with an OTG assist can take the place of Doom in this combo with a little bit of modification) Here’s the combo I do.

Character set is X-23, Wolverine then Doom.
Start with X-23
:l:+:a2::m::h::s: SJC a.:m::m::h::qcf::l: Land (Hidden Missiles hit here and OTG), :dp::atk::atk: super animation cancelled into :d::d::atk::atk: (Wolverine DHCs in and you’re pretty free to do whatever combo you like. I just do) :s: SJC a.:m::m::h::uf::atk:+:s::df::h: land :h::s: SJC :m::m::h::atk:+:s::qcb::atk::atk:

It does 1,115,700 damage and uses roughly two and a half meters, since Wolvie doesn’t build meter himself in B. Charge, so you’ve got to have most of it built already.

Lots of pointless little notes

[details=Spoiler]
If you’re missing the DP super, but the hidden missiles are hitting it’s cause the super has years of start up, I actually input it as soon as I hit the ground, before the missiles have OTG’d, they’ll cause your opp to bounce right up into your super.

If you do :l::a2::m::h::s: With x-23, the Hidden Missiles don’t come down quick enough for you to be safe on the :s:, but they tend to interrupt what your opponent is doing, so you’re not “safe” safe, but you’ve got a little bit of protection.

I find that launching with Wolverine after the DHC glitch is pretty finicky and sometimes I have to SJC the :s: straight up, or sometimes I’ll DHC in and be kind far away from the opponent character, so I have to walk over before I can :s: (Also tron’s hitbox is some kinda weird when I try the drill claw, dive kick stuff on her. Is this just me?)

You can do more or less any combo you want after the DHC in, since the opponent is airborne for a good bit, I just run that combo since it’s the only Wolverine combo I bothered to learn.

As for OTGing with Hidden Missiles, I do that for ease more than anything, I know X-23 can OTG with :qcf::m: and an assist. But I find it difficult getting the timing for assists and her OTG together (Execution fail on my part. :[ ), so I just run the easy route with Hidden Missiles. Though, any OTG assist could be used, like Sent’s rocket punch or anything you want.

I think this is more a foundation for some combo that some other wolvie player will come up with, I’m sure it’s not the max possible damage you can get out of this set up. I just want to run a simple combo. :sweat: [/details]

Feel free to post questions if I didn’t explain anything well enough?

Corner (Character Specific):

(:l:/:d::l:)(:m:):d::m::h: xx :l:Slash ~ :l::m::h::s: ^ j.:h: xx Drill Claw ~ j.:h: xx Drill Claw ~ Dive Kick, Land :h::s: ^ j.:m:j.:m:j.:l:j.:h:j.:s:, ENDER

Damage: 533,700 (w/:l:); 528,700 (w/:d::l:); 524,300 (w/:l::m:); 519,300 (w/:d::l::m:)
Meter: ~1.5-1.7

Don’t run this combo without an assist able to combo from OTG :df::m: if you want to connect a hyper (it isn’t ideal damage, in that case).

Works on:

Characters

[details=Spoiler]Captain America
Chun-Li
Dante
Deadpool
Doctor Doom
Dormammu
Haggar
Hulk
Magneto
Sentinel
She-Hulk
Spider-Man
Super-Skrull
Taskmaster
Thor
Tron
Wesker
Zero[/details]

I updated the combo above as well as this Trag combo below. Both are kinda similar, as far as what they setup.

YouTube - trag13’s Channel
cr:l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h: xx Drill Claw xx Fatal Claw, land ~ :s: ^ j:m:j:m:j:h:j:s: land dash :df::m:
Damage: 646k

Wow this is amazing I need to check out how consistent that relaunch is and on other chars. But u could prob otg after it and get another super which would be some nice ass damage iam thinking maybe 800 or high 700

^thats what Im thinking. and its totally possible Midscreen
Im just wondering why trag didnt… I think maybe it could just be that those were very early combos so either Trag wasnt thinking of adding in an assist… Or he simply wanted Solo combos without the help of assist.

And Im not at home right now so I cant test to see if the hitstun is gonna stop before we can get an assist on them after the :df::m:

:d::l::m::h::s: ^ j.:m:j.:m:j.:h: xx Drill Claw ~ Dive Kick, Land (Dash) :h: xx Drill Claw xx Fatal Claw, Land ~ :s: ^ j.:m:j.:m:j.:l:j.:h:j.:s:, Land (Dash) :a1: (Akuma Tatsu) :df::m: ~ :h:Barrage® xx Fatal Claw

Damage: 882,300

Depending on your DHC/Assist options, this may or may not be worth learning.
That is, if double Fatal Claw is significantly better damage than Fatal Claw xx DHC and/or you don’t use double assist combos, then it’s worth learning. However, the damage isn’t much greater than doing normal midscreen BnB into double Fatal Claw ender (~10-15,000).

This isn’t worth doing in the corner; the damage is less than the corner BnB and it’s not as reliable.