Team Weapon X - Options for Teams That Include ol' Canuckle Head

Pretty much what he said. This is not a team. It’s just three strong characters. Least go Wolv Mag Doom/Akuma

I am having trouble to find a character to complete my team and which has a good synergy with wolverine. At the moment i am running wolv/mag/wesker, but i also switch to wolv/spencer/mag. The problem is neither of these teams i feel confortable with, specially spencer mainly because i actully dont know how to play him really well.

So i want some tips to find a character to fill this gap wolv/?/mag or wolv/mag/? . I could put doom or dorm but anchor doom does not have a excellent comeback and vergil is a character that i think about. However i want to ask for help to find other characters.

Sorry about the mistakes, english isnt my mother language.

So I’m looking at picking Marvel back up and looking into Wolverine/Doom/Akuma. Wolverine is for sure point character, that goes without saying. My confusion is who to anchor out of Doom and Akuma. I do know some of Akuma’s tricks from Vanilla, but things have changed and I’m relearning him. I’m just starting out on Wolverine, and figuring out some of his viable combos. Doom, I haven’t touched yet, so I don’t know what I’m doing at all with him, all I know is he looks like the most viable character for me to put on my team and should have some synergy in that team makeup.

Other than that, with this kind of team, what assist should I run with Doom? I think plasma beam may be too redundant with Akuma’s Tatsu assist, so I’m thinking hidden missiles, but I may be wrong, so feel free to correct me.

My kneejerk response to this question is Doom/Akuma, but you could try Akuma/Doom and see how you like Akuma with a beam (and you should be running Plasma Beam for this team.)

DiosX runs Missiles with his Wolvie team, but I don’t really like it, seeing how Missiles works best with characters that can zip around the screen like Magneto as opposed to more ground-based rushdown characters like Wolvie. (Dios usually plays runaway more, too, something that you usually don’t want to do with Wolvie.) Plasma Beam and Tatsu do overlap a bit in terms of how you use them, but not that much.

For my money it’s got to be Wolv/Doom/Akuma. B.Charge into TAC infinite is super important for that team.

So yeah Wolvie/Doom/Dante is hella fun. More people should be playing this team.

Would the TAC infinite be required to run this team well? My gut says no, but how’s the execution of Doom’s TAC infinite?

I might also try Wolv/Doom/Vergil. I’m guessing with this makeup, I should look into Missiles?

Not necessarily, but it would be very helpful to learn it. Doom has one of the easier ones.

Nope, beam all day every day.

Anyone have an input on an anchor for Wolvy/Dorm/???

I have been playing Doom on anchor for a long time but hes so boring to play now I want to switch it up. I tried Akuma but he doesn’t work well with Dorm. I was suggested Hawkeye but he doesn’t seem to fit the team well either. I’m kinda leaning towards Shuma and running Angelic’s team but Shuma is so weird to play.

TAC infinites are definitely needed for Wolvie/Doom/whatever. You need to be able to kill without the necessary meter for loops if your combo starts with Slash > Charge or is heavily scaled with Plasma Beam, and your opponent needs to know that you CAN kill that way, allowing you to mix it up with TAC baits (c.HS > j.L > slight delay > j.HS > Drill Claw > divekick). If you don’t learn Doom’s infinite, you might as well play a different team.

Akuma definitely works with Dorm. If you’re not feeling it, I would say Dante. You might have some trouble getting in against some teams without Tatsu or a beam, but it can work. Watch sumbrwnkid for Wolvie/Dante stuff.

I have to admit I was skeptical at first seeing Noel run Rocks with Wolvie over Plasma. But after playing it, I had a blast and really dig it! Definitely too soon to declare its better than Plasma, and it may not be, but it COULD be at least AS good. I was wondering if anyone here has any experience with it, could share any fun tactics, mixups, etc?

Please don’t comment based on theory if you can help it (or at least not to bash the idea) since I am first hand proof that assuming it’s no good would be erronious. Some benefits I’ve noticed thus far:

  • better lockdown for mixups than Plasma
  • still allows for relaunches, Fatal loops, etc
  • connects with incoming chars if timed well, reducing mobility/evasion options
  • I assume it scales less, but a. Am not sure, b. Don’t care about scaling as much as strategic usefulness
  • connection speed(as in how quickly/slowly the rocks come into contact w/ the opp) allows for some really nice left/right. Obv Plasma allows this too, but Rocks do it differently and nicely.

Anyway, I plan to play more w/ Wolvie Doom-y Akuma and see what else I can figure out. Again, it may ultimately just be a shittier Plasma Beam, but thus far it DEF seems worthy of further exploration.

Rocks will never > Plasma Beam, on any Wolverine team. Ever. Or even as good.

If you want to see why, refer to the first couple games of Noel vs Taekua at SCR2014, and watch him get blown up by happy birthdays twice that would not have happened with Plasma Beam.

Plasma Beam comes out behind the point character, making it safer and harder to punish; it pierces, giving it the ability to hit assists; it knocks assists down, keeping them from being called for a longer time; it’s better for more characters than Rocks (assuming Rocks is better for ANY character, which I seriously doubt, but I’ll say maybe just for the sake of argument); and it’s easier to confirm off.

When Doom is second, scaling is no longer a concern. That’s one of the reasons he’s such a strong support character. If TAC infinites aren’t a part of a Doom player’s game, they should drop Doom.

Any idea why Noel is running rocks? I’m not doubting you, in fact I’m more doubting him. But there’s got to be some reason and I highly doubt its sphere flame thc. -shrug-

I do have to say, tho, that I do believe there is one, just one, char who def prefers rocks over plasma and missiles: v.joe. no question in my mind. That said, I tend to agree for the other 49 or however many chars. Lol

I don’t have a clue. I guess he’s just messing with it to see if it’s any good. FChamp messes with it sometimes too. When he wants to win, though, it’s Beam or Missiles.

I can see Joe liking Rocks, but I still feel like Missiles would be better for him…At least against characters that can’t overpower his ground projectile game and snipe Doom, idk.

So originally my team was, wolverine/FB/Ammy. After playing it offline in tournaments, I realized it’s not that good. So I dropped wolverine and picked up vergil. Firebrand doesn’t really work that well without his unblockable abilities, or tac infinite’s, so I decided to pick up zero. A week and a half later zero is so boring, I’m going with wolverine/storm on point depending on the match up. The lock down abilities of cold star for wolvie and vergil are immense. If your opponent is in the corner, it’s really hard to get out. With vergil and two meters, I can chip out most characters. Getting in is a problem with wolverine, and that’s where storm comes in, but I honestly think I can rock wolverine if I am super patient. What do you guys think? For me this team is just fun and honestly that’s why I play the game.

Take the following situation:

sH+call drones xx qcb+M(slash). The Slash hits them up into the drones.

Now I wanna continue to combo via an air-to-air sequence, though not w/ dive kick so as to conserve the bounce. Now wolve has a couple sequences that CAN work for an air to air, and upon landing sM, cM, sH, and S CAN continue on the ground. But from the above situation, I can’t for the life of me find a combination that let’s me consistently get into the ol BNB.

So my question is: any general advice on which normals or sequences should be my go-tos for the air-to-airs and the ground continuation, for the above situation and just in general (in partic confirming from assist hits, like drones)?

I get some air to air stuff workin from, like, jMHS, sometimes jLHS, sometimes just jHS, etc. And often land and continue with sM, maybe sH. But that sM on the ground like NEVER connects after the above drones sequence. Ditto sH nor sL nor S. Hence why I’m lookin for any pointers to keep my confirms smooth. I’m kind of assuming certain methods have to be more consistent than others.

I wanna give drones a shot between Wolve xxx Akuma, as an alternate to Doom, but those air to airs are critical to proper drone use (for all chars). And thus far my consistency is pretty poor. Thanks in adv for any advice!

Shinobi00, as long as you’re able to use your assists for the traditional wolvie functions, like bridging OTG slide into Fatal loops, that team should be good to go. I can’t speak to Cold Star Vergil much, but seems like it should be reasonable. The main thing with your team is neither assist comes out very quickly. So the calls have to be more calculated, like drones, than impulsive, like tatsu. Like, I messed with wolve missiles drones… and it was very fun. But I found I wanted at least one assist I could pop with ‘instant speed,’ or at least relatively so (tatsu, jam session, weasel, disruptor, yadda yadda). Doesn’t mean this is a requirement, not by any means, its just a key thing to be aware of. With cold star its more about setups than explosions, in general. I spilled this out quickly from my phone, hopefully it made some sense.

st.H + drones xx M slash, dash, forward jump, j.M j.H j.S, land, delayed st.M st.HS ^ j.MMLH xx drill claw ~ dive kick, land, st.HS ^ j.HS, land, dash otg slide + tatsu assist, L tornado claw xx fatal claw.

you have to delay the st.M.

Hmmm, ill try that. Tho off the drones it seems like the flip really fast. But ill test it out first so I’m not talking out of my ass. Lol. Thanks!

I’m late to the party here, but you know you wanna rock Wolv/Dorm/Iron Fist. The best.

what about Wolv/hulk/wesker?