I think the best way you can try to make sure you stay on the same side is during the first launch only do:
LMHS > SJ > MH xx Drill Claw, dive kick
Just doing the MH alone firstly makes the dive kick more likely to hit from normal combo starters but it also makes it so you’re much less likely to end up their other side. In the end though yeah you’re likely missing out on some good damage opportunities using that combo, but that’s for you to explore with your team
How do you get in on a Haggar using jump pipe with hawkeye assist as Wolverine? lol @_@ I run Wolverine/Dante/Vergil with him if it matters.
I’ve found than if you immediately MMH divekick after a launch, you’re gonna cross up due to relative height between you and your opponent. But if you pause for a bit until you’re sortof at the peak of your super jump and THEN do MMH divekick, you’ll end up at the same side.
But in terms of TACs, he’s likely able to get one re-jump on Sent from a down TAC, but I think after that he’d have a very hard time making anything out of his normals because his M’s and H’s all push the opponent up into the air a lot. It’s not even worth looking lol.
Did you guys watch curly mustache west coast edition? What was the confirm diosx was using when he hits a berserker slash and it throws them onto drones? It looked something like MHS drill claw divekick.
I remember UltraDavid talking on the EVO stream that Justin and Noel had discovered this new Wolverine tech. Was it ever announced or done on stream? I don’t recall seeing it…
Damn was that it? I only found these about a month ago or so, but from the way they were talking about it I was hoping for something really substantial
The ways I know of to combo from throws without assists are:
st.L links from back throws into the corner without a speed buff
XF2 (XF1 on chars with big hurtboxes) or B.Charge allows combos from back throws to work midscreen
In XF3 alone or XF1+2 with B.Charge, you can combo from forward throws into the corner
If you recall, in vanilla,when you combo’d Tron, her hit box made it so the standard air drill claw into dive kick would whiff. I keep finding in ult that that’s happening vs almost everyone for some reason. I assume there’s some way to mitigate this… like maybe waiting a tick before starting the air combo, or maybe the inclusion/exclusion of the jL after the jMs, or whatever. Anyone know why my dive kick is whiffing midscreen almost as often as it’s hitting? And how to prevent this vs non-tron characters?
Any tips on otg assist-slide pickups with rapid slash? I have an idea to play wolve vergil xxx (still undecided on the best assist for both… hawkeye, akuma, frank, not sure), but am having trouble, especially midscreen, getting the otg pickup at the end of a combo to allow for the DP xx fatal claw x 2 for the kill. Pr rog uses it, so I’m pretty sure it can be done consistently (or can’t it be?), any tips on how to do/time this?
Thanks in advance to anyone who fields either question! I want to work on a straight up TOD team, and wolvie with an enabler assist to DP xx fatal claw twice seems like a good way to straight kill more often than not. And vergil seems like a fun tag team partner as opposed to trying to do it with a gunshot or missiles. Just thinkin out loud.
Of all the ways I’ve tried, the most consistent for me is LMHS, SJ, MH xx Drill Claw, dive kick.
It’s also made a lot easier from stray hitconfirms if you do LMH (delay) S like you mentioned, as they drop a little which makes it easier. You have to imagine that when you launch, there is a limit to the SJ height. The character will not go above that height, while Wolverine is free to stay below it or reach it, and the closer he gets to that max SJ height, the more likely the opponent will be squished forwards away from you. So using just MH xx Drill Claw keeps you lower than the SJ height limit and prevents any spacing issues it might create.
That sounds like fooey but it’s something I’ve noticed. MH xx Drill still drops on chars like Tron, MODOK, Frank when he wasn’t on the ground when the combo started and more, but you can adjust for that later.
As for using Rapid Slash, it’s a very slow assist, so you need to call Vergil and OTG as late as possible with Wolverine. It’s probably got similar timing to using Dorm’s D.Hole with it, but I when I played with it I couldn’t for the life of me force myself to think that.
As for your anchor character, if you want ToD’s you’re going to need an assist which scales very little. Akuma’s the obvious choice, but even then it’s a 3 hit assist and you’re going to max out at 1mil from your most optimal hit confirms for 2 bars. I’ve struggled with this choice so much since about january, I just can’t seem to get away from Iron Fist.
tron specific info.: st.LMHS, j.MH xx Drill works on a tron every time if you delay (an uncomfortable amount of delay, actually) the forward sj. cancel off launcher, followed by a slight delay before pressing j.MH xx drill. if you chain in to a cr.M, st.H after opening with st.L/cr.L, then neither of the delays i mentioned are necessary. fter the the ground bounce, cr.HS will never whiff the relaunch attempt. if, after divekick/ground bounce, you’ve landed on the same side you started the combo on, dash under(switching sides) st.HS also works well and is ideal when your back is to the corner. however, if you somehow manage–because it’s pretty difficult to do so on this character–to cross her up and land opposite side from whence you started, dash under st.HS whiffs the relaunch attempt. also, for those wolvies out there that normally do st.LMLHS, when facing tron, do st.LMHS instead.
I know this has been answered before but I can’t remember where.
Is there any way to get my opponent to ground bounce in front of me every time after a ground series, mmhs xx drill claw dive kick? I can’t seem to find how to control it.
Control your height relative to your opponent. If you want to cross up, hit MMLH drill claw xx divekick immediately after the launcher after the ground series. If you want to keep going forward, then pause for a bit, then MMLH drill claw xx divekick near the peak of the SJ. At least, that’s what I do.
Sounds like you’re either trying to do it too late into a combo, such as after a throw for example where you’ve OTG’d with an assist and then you’ve tried to that whole combo but HSD was too high for it to work.
Or you’re cancelling your last j.H into Drill Claw too slowly.
Other than those 2 things I’m not sure right now what else might cause it to fail.
The timing from the first drill claw into divekick, should be the same timing as the drill claw cancel into super, correct?
Sometimes when I try to do the drill claw into super, the opponent is a bit higher than I am. Do I either jump faster and start hitting them after my relaunch? Or do I need to aim my direction to like up-forward or up-back and then drill claw so it hits?
Or I guess I can maybe do something like relaunch and then just H drill claw into super?
Well you wanna Drill Claw at them obv, but the timing is not like Drill Claw to dive kick. It’s a link to dive kick from Drill Claw, but for the super from Drill Claw you’re cancelling straight out of Drill Claw into Fatal Claw. You should be inputting Fatal Claw the very moment the Drill Claw hits.
To increase your chances I suppose you could use just relaunch, j.H xx Drill Claw xx Fatal Claw, but you’re losing out on meter that way, I’d recommend just trying to get it right through trial and error.