Deadpool Katanarama assist allows the combo to continue after :df:+:m: OTG. Simultaneously dash and call assist when wolvie lands after the air :s:. If you hit wolvie’s OTG at the same time as katanarama katanarama will cause a ground bounce (even though you used a ground bounce with dive kick earlier in the combo). You may then continue the combo. Watch your spacing before you hit the OTG with wolvie, sometimes he’ll slide right through the opponent, making the usual link, a b. barrage, come out as a b. slash if you’re not careful.
Imo, this is one of the easier, more dependable assists that allows the combo to continue after the :df:+:m: OTG. Not as easy as tatsu (since you can’t cross yourself up with tatsu) but much easier than something like cold star (which is damn hard).
I don’t know why Deadpool’s Quick Work assist is listed in the OP for connecting/continuing after OTG but not Katanarama. Katanarama is much easier to connect and more reliable to combo after. PS - Quick work does allow the combo to continue (at least when b. charge is active).
Hey bro. Yea, from that list I looked at it sounds like I would need to switch characters to add a good assist. I got Dormammu and haggar but will probably replace haggar with sentinel. How vital is it that wolv has that an assist to otg or continue after his claw slide. Wesker seems like the best option but I don’t want to pick him up.
You’d be surprised. Wolverine’s normal BnB, or at least the variation I use, does ~663,500 damage (M H S sjc j.[M M H xx drill claw -> dive kick], land, H S sjc j.[M M H xx drill claw xx fatal claw]). With Akuma B assist (widely considered the best OTG pickup for Wolverine), the combo I do only does ~713,200. That’s a difference of less than 5% on most characters; even less on others.
With that being said, I think you should focus more on finding assists that help Wolverine get in than extend his combos. Wolverine has a tough time getting in on some characters.
Edit: The reason Akuma’s B assist is considered the best for Wolvie is it does both of these things. It helps him get in AND extend his combos. Maybe consider picking Akuma up? I have some SICK Akuma combos that do 1M damage off of two meters lol.
CROSSUPS
after a snapout or killing a character:
Dash around so the opponent doesnt know which side you’re going to be on. Right before they come out dash back. When you see the opponent press :h:+:a2:. The opponent’s first reaction is to block after seeing the :h:. Right before they land, do a :h:Berserker Slash.
One of 2 things can happen.
they block the berserker slash, leaving you safe because of the incoming hypergrav.
they get hit with the berserker slash thats knocks them into the hypergrav…freeeeeeee combo.
Thats all i got for now…i aint giving up all my secrets…lol.
Next thing you know, yall be blocking all my shit.
Questions?
Oh, and anything you see with an attack+something, they need to be pressed at the same time.
One more thing, guys, be original…i see too many wolvie/akuma teams. Nobody does what i do. I dont even think i’ve ever seen anyone use hypergrav as an assist.
Air combo, knockdown, call akuma, slide, berserker barrage, super…c’mon.
Spend some REAL time in the lab and you’ll see what you can come up with.
Sup Wolvies. I decided to lay down and pick up Logan. I’m not sure how far behind I am technology wise, but I came up with this on the first day. I sure haven’t seen anyone do this, but it’s pretty good stuff.
Comboing off Tornado Claws, looping Fatal Claws, etc.
a good wolverine reset i found to use in the corner: do the usual wolverine bnb combo, but after the first dive kick, instead of a H, press L. More often than not, they’ll recover quickly backwards, which you then input a b.slash-M or whatever, then use b.charge. This can work outside of the corner, under certain circumstances, but its best used in the corner because even if the opponent recovers forward, the B.slash still connects. Its a great reset to use after an air throw to :df:+:m: then assist then combo because the air throw creates huge damage scaling that i find its not worth using meter at the end of a combo.
I’m having a trouble with a pretty simple combo…I find that it’s really hard to land the fatal claw after the 2nd dive kick, what is the exact timing of this?
This is what im trying to do: Akuma Tatus assist + M berserker slash, S, sj M, M xx drill claw, dive kick, land, H, S, sj M, M, H xx Fatal Claw. The opponent always seems to drop out of the combo for fatal claw, it really frustrates me lol, what is the timing of this? Thanks guys.
Yummy,
I was exploring that combo a page or two ago and me and another person did some testing and determined that it was unpossible best to just end it with s ground slam I suppose.
Let me know if you get it to work
Edit: Oops, for some reason I was thinking that you were having issues doing the above combo after a throw :0 Anyway, the combo you listed works fine. Keep practicing
d-_-b
after akuma assist and b.slash, do M, H, S, sj M, M, H, drill claw, dive kick, land, H, S, sj. M, H, drill claw, Fatal Claw. the hitstun from akuma’s tatsu should only take out one M from your air combo as far as i remember. Or if your other assist is one you can use to connect wolv’s :df:+:m: into berserker barrage, you’d be better off ending with Air S.
hey you guys are right…i dont think ti’s possible. i actually got the idea from the tokido match vs j wong cuz tokido uses drones to start this combo and i realized he used the phx assist to keep it going for a ultimate.
ok, how about this - a noob question for me but its difficult, almost similar question but i keep having trouble with wolverines basic dive kick string - the alternative of course is to use S when opponent is in air, and then just tatsu assist + ultimate, but in the event that i am down to my last character - what is the timing…?
this here, i can land SOMETIMES which is not good enough in a match: :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h: xx Drill Claw xx Fatal Claw (also removing the 2nd drill claw is okay for me, cuz it seems to be hard for me to land).
Yummy,
Please disregard my previous post. I thought you were having trouble landing your combo after a throw I apologize for that
At any rate, your combo “Akuma Tatus assist + M berserker slash, S, sj M, M xx drill claw, dive kick, land, H, S, sj M, M, H xx Fatal Claw” works, but is probably more reliable with the alterations suggested by MrBGuy. Just keep practicing.
As for your other wolvie combo that you listed. Can you be specific about where you are dropping the combo? That would help others to give you tips.
I developed this Wolverine corner combo that, if you’re using as assist (ala Akuma or Dante) who will hold them in place after :df: , will do the following.
Damage: 767k
Meter Use: 1 meter
Meter Build: 1.5 meter
[media=youtube]jkG6H2dMSgo[/media]
Pretty simple, the hardest part is finding the timing to make sure you get the 3 drillclaws and the divekick to hit, afterward the rest of it is very lenient. Honestly, I think this should be his corner BnB if you’ve got the right assist – but Wolv/Akum is very popular so I shouldn’t see it being a problem.
Sorry for the terrible quality. I usually record videos on my iTouch, but I don’t have it right now. I’ll upload a better version later. Promise.
EDIT: Same combo can be linked into Wolverine’s Fatalclaw loop if you do :l:dragon punch xx Fatalclaw instead.
Hey Thanks for helping - but I finally got the combo down after reading this post It’s just the timing at the last MMH before the Fatal Claw is pretty strict, I have to tap it super fast lol.
Also my original combo works now! Same issue, had to tap MMH really fast wolverine is pretty fun to play…
This question is for anyone who uses Wolverine with Magneto, I’m just directing it at wolverine-master because he actually posted Wolve-Mag stuff. So anyone who can field this, please do!
Loved the vid and the explanation. I was wondering if you’d done any experimenting with Mag’s beam assist. I’m sure the Grav is integral to your strategy, and I respect that. I’ve just been looking for a good point for a team that seeks to abuse Mag’s beam assist (xxx Dorm Mag) and since I wont play Dante, I was thinkin’ Wolve. However he’s not able to catch a combo off a Berzerker Slash from the beam (bummer), but it still works with the cancel to Berzerker Charge, etc. But I do like the assists that make that meter usage not necessary. So anyway, while I do love what you’d got goin’ on with the Grav, I was wondering if, when in the lab figuring it out if you had messed with beam too. And if so, if you’d found any good ways Wolverine can abuse it. Thanks!