My problem isn’t cancelling straight out of drill claw to fatal claw. My problem is that after the relaunch, my drill claw whiffs
Could you describe your whole combo? Or give as much info as possible. There’s literally nothing I can think of that would be stopping your combo from working easily enough…
ground mmhs jump mmh drill claw dive kick ground hs mmh drill claw into fatal claw
during a match, i can sometimes get it to work, like 3 out of 10 times
and then the other 7 times, drill claw whiffs
Then your problem is most definitely that you’re cancelling j.H to Drill Claw too slowly. Just practise launch to j.H xx Drill Claw and try and do it as fast as possible, because there’s no reason that a combo that short will make j.H xx Drill Claw impossible.
Hello all
I am very new to marvel, in fact the only fighting game I’ve played seriously is SSF4 2012 for about two months. My team is Wolverine/Akuma (tatsu)/Wesker (gun shot). And I was wondering what other BnB’s I should start practicing. I know the one that ends with two tornado claws into fatal claw after akuma assist, and have been working on the one that starts with berserker slash into berserker rage, dash H. I see many other ones in competitive matches but I get overwhelmed with how many there are and wtf they are actually inputing.
And to EricGGMusic I have noticed for myself personally, drill claw whiffs in the air when I cancel it from H too fast I’d recommend delaying drill claw for a bit.
With that team I think a damaging combo if you have both assist goes like this:
LMHS > super jump > j.MH xx Drill Claw, dive kick > land and then normal jump up-forwards > j.MMHS > land again and call Wesker’s gunshot, st.HS > super jump > j.MMLHS > land and call Tatsu into your Fatal Claw loops.
In the corner if you’re combo started cleanly and it’s not scaled too much it’s worth it to do:
LMHS > super jump > j.H xx Drill Claw, j.H xx Drill Claw, dive kick > land > st.HS > super jump > j.H xx Drill Claw, j.H, j.S > land and call either assist into Fatal Claw loops.
For when you get a random ground bounce when dive kick hits and have both assists:
Dive kick (ground bounce) > st.HS > super jump > j.MMLHS > land and call Wesker > st.HS > super jump > j.MMLHS > land and call Akuma, OTG into Fatal Claw loops.
When you only have one assist in that situation:
Dive kick (ground bounce) > normal jump up-forwards > j.MHS > land and jump straight up > j.MMHS > land > st.S > super jump > j.MMLHS > land can call whatever assist you still have available to extend.
Sounds like there you were cancelling the j.H before it even hit? In SF and games like KOF you can normally only cancel moves when they hit, but obviously in Marvel most character can cancel normals into specials, specials into hypers and anything into XF whenever they want. But when you hit someone in Marvel (and in other games too), there is something called ‘hit-stop’, where the game actually pauses for a frame or two when a move connects on hit or block, and this is the time in which you want to cancel into Drill Claw, it’s a very big window tbh.
My team is Wolverine Wesker Akuma. I don’t know what to do against Firebrand’s aerial qcf+S. Help
I don’t really face much fb, but till someone more qualified chimes in, be sure the following doesn’t work:
Tatsu
DP
Pushblock
Jump and chicken pushblock
If all that fails, avoid the shit out of it and hope someone else on here answers let us know if you find something that works!
Imagine UMVC3 Doom’s footdive priority. It’s also + frames for him on block and pushblock and has no landing recovery even if he whiffs. The better characters are versatile enough to keep themselves above him or zone him out, but my team doesn’t have this luxury.
fb is always a problem for me too, i’ve faced firebrand teams that “touch of death” my whole team, with the firebrand unblockable set ups.
best i can do is hopefully out play him, bait an advancing guard or hope he messes up.
Maybe try practicing with drones assist on your team? Logan utilizes it very well and it’s great against fb matchup imo (you have harddrive, armor normals, can tod him easily). Sentinel definitely isn’t for every matchup, but he’s worth learning imo.
What’s the combo that I should be going for after a stray Berserker Slash xx Berserker Rage?
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 + assist, L tornado claw xx fatal claw.
on a different note: i was wondering if anyone uses–besides by accident, that is–wolvie’s cr.H. anybody find it useful?
Only use for cr. H for me is using it against people who play haggar assist as a longer range poke since it goes under. Otherwise though it’s outclasses by st.H which is probably his best normal lol.
how do you land fast after a MMHS air combo so you can make your assist otg ( wesker)?
i can’t seem to otg with an assist unless after air combo into drill claw , dive kick -> j.m j.h j.s ( help new to the game)
do j.MMLHS instead, with a slight delay between j.H and j.S.
when doing this combo :
L M H S j.m j.m j.h drill claw~divekick H S j.MMLHS assist ( wesker otg) H S j.m j.m fatal claw .
can the fatal claw conncet or i should do a TAC instead ?
also can somone give a better combo in this situation? (thanks in adv)
there’s too much hitstun decay for fatal claw to hit in that specific combo. if you don’t have the other assist available, after wesker otg, just do light tornado claw xx fatal claw or st.H xx light tornado claw xx fatal claw.
When should I be mashing with Logan?
I always mash after throws and berserker rage thinking its more damaging. Is there any downside to doing that?
After OTG’s I don’t generally mash the tornado claw because I usually go for loops but if I don’t plan on looping it what is the most damaging followup to super? Would it be fully mashed :l: or tornado claw to fatal claw?
And obviously I always mash for supers. Any advice or anything about when to mash? Lol I know it sounds kinda stupid but I want to optimize my Logan.
While I’m asking what is that incoming mixup I always see noel do where he dashes into the corner then does drill claw as they fall in. It looks like a normal crossup but is there something I’m missing?
i personally don’t like to mash on throws because i feel the damage isn’t worth the hit stun you get from mashing, i need as less hits as possible in order to get the most out of my combo off a throw. However, I do mash for tornado claw to fatal claw loops, i don’t really believe it makes much of a difference (Plus it gives you more meter), you just gotta sit in training room and learn the timing. i just usually mash which ever version i’m using, so if i’m using the light version of tornado claw, i’ll mash light
Maybe this might help you: i like to use the Light version of tornado claw for the first fatal claw, the second tornado claw i use medium. the reason being it helps set up the follow up loops easier.
Someone check the numbers but i do believe in a normal combo, i think the number that matters is 18.
The first 18 hits of a combo is the most important, after that the hit stun and dmg goes way up. optimizing a combo usually means using the most damaging attacks within the first 18 hits. so for wolverine it’ll be like trying to fit as many H and S as you can. if you got the opponent in a corner, you can try doing this after you first launch them: xx-> S -> j.H -> drillclaw -> j.H -> drillclaw -> dive kick