Although I gotta ask, can’t he get the j. :h: :s: loop going off those tatsu confirms? In the vid all the does is :h: drill claw dive kick launch, but could he go for the aforementioned loop afterwards?
I meant in general, at the start of the first video(like literally the first few seconds of the first match) he hit a raw tatsu and converted off it using the aforementioned simplified confirmation, my question is if he could get more off it, like the :h: :s: jump loop that some dude posted recently.
You probably could but imo it’s risky since the confirm would have to change based on when you actually hit them during the akuma assist. Having akuma combo with the instant overhead on the second or third kick yields different results that can mess up your hit confirm normally.
My personal preference is to do j.L into a delayed j.S when falling down. It’s really consistent for me with a lot of my setups and leads into a full combo. The big reason why I do that though is due to the fuzzy block situation you end up setting up by making the opponent block a deep j.S, You essentially make them block one unreactable 50/50 just to have them guess at another one. To make matters worse is that the deep j.S gives you so much hitstun that you have time to dash in and do a fuzzy that will work if they don’t pushblock. If they do pushblock though the dash will end up still letting you stay in their face letting you go for the fuzzy anyway. Late pushblocking will mess this up obviously but you’d be surprised how many people just spam pushblock asap when they are getting hit with sequential 50/50 mixups lead into full damage.
<blockquote class=“Quote” rel=“sumbrwnkid”>My personal preference is to do j.L into a delayed j.S when falling down. It’s really consistent for me with a lot of my setups and leads into a full combo. The big reason why I do that though is due to the fuzzy block situation you end up setting up by making the opponent block a deep j.S, You essentially make them block one unreactable 50/50 just to have them guess at another one. To make matters worse is that the deep j.S gives you so much hitstun that you have time to dash in and do a fuzzy that will work if they don’t pushblock. If they do pushblock though the dash will end up still letting you stay in their face letting you go for the fuzzy anyway. Late pushblocking will mess this up obviously but you’d be surprised how many people just spam pushblock asap when they are getting hit with sequential 50/50 mixups lead into full damage.</blockquote> also, if they pushblock a late j.S you can get a guard break, although this is pretty difficult if you don’t have them in the corner.
I almost thought that above was a ready-made answer to my next question! But alas plasma beam isn’t as convenient for this as tatsu… but I’m wondering, if I do jL instant overhead as they block a plasma, anyone know an ideal continuation to convert to a full combo since, depending when the beam hits, the hitstun may not carry into a falling delayed jS as mentioned above?
I’m thinking jLS xx drill claw xx divekick, but not sure if that’s reliable or consistent.
(Note: for my question I’m assuming no b.charge, no xf)
What is the best combo for when you catch two characters? Using Wolverine/Magneto (Hypergrav)/Akuma (Tatsu) so I have no OTG supers to team hyper with.
Also, is there an easy way to keep yourself from going under your opponent when you do the MMLH > Claw > Divekick combos? Seems to happen around 60% of the time.
For birthdays where you have Tatsu available just do a standard air series MMLHS, land and OTG them into Tatsu and do DP xx Fatal Claw x2.
If you’ve not got Tatsu available then do the same air series into knockdown as above but OTG xx XF and do a DP xx Fatal Claw x2 if needed from there. Can you DHC from Beserker Barrage X into Magnetic Tempest? If you can you could OTG xx XF, B.Barrage M xx B.Barrage X DHC Tempest.
The simplest way I’ve found to keep yourself from crossing under is to do launch > j.MH xx Drill Claw, Dive Kick.
You get less meter, but more damage if you’re going to use an assist mid combo after the dive kick before relaunching.
do everything as soon and as quick as possible. meaning, no delaying your super jump after launch, no delaying your air series after super jump, and no delaying your button presses between each hit of the air series.
Is there any frame advantage after a blocked berserker slash canceled into berserker charge? I see guys like Justin applying crazy pressure and never getting punished after berserker charge but it seems to me that if the opponent just pushes buttons they can put out an attack faster than me, although it might be matchup dependent I suppose.
I always thought raw divekick was safe but after getting grabbed by Doom a couple of times I’m questioning this. Is there anything I can do after a blocked raw divekick or should I just always cover it with an assist to make it safe?
I’ve been watching a lot of Wolverine matches lately (particularly PRBalrog and Ricky Ortiz). One thing that I’m really trying to get down is his neutral. It’s awkward for me because I am a naturally defensive player and I tend to use keepaway characters in the vs. serie (I also like to watch my opponent and react rather than constantly rush them down). However, non MorriDoom keepaway simply does not work in this game. Anyway going back to Logan–I want to make sure I understand his neutral game. From what I’ve seen (and from his lack of projectiles) it seems like (even at a high level) his neutral game is: stay in the opponent’s face all the damn time, outproritize them with your awesome normals, and mix them up. Although I do think he is like that for the most part; I’m not a high level player and so I want to know if I’m missing out on any subtleties to his neutral game. Also, I know this is broad, but what are some characters who have close range normals that can outpriotize Logan’s? I know that Taskmaster is definitely one–and Hulk’s armor can cause problems. But are there any other characters who have close range normals that can challenge his consistently. I emphasize close range because I know that Vergil and Zero will beat him out in the mid range game with their sword normals. Task can do it through shield skills.
unless you, for whatever reason, wait to cancel b.slash into charge during it’s recovery frames(never happens), you’ll always have the frame advantage(usually +7). meaning, you’ll be able to throw out an attack, or move freely before they do. however, generally you need to take into account how close you are to your opponent when you cancel into b.charge and whether or not they pushblocked. if they pushblock, either before or after the flash, you can dash in and stuff any normal in the game with a cr.L; if they pushblock after the flash, you can even dash in and catch them with a low if they’re trying to escape the follow-up pressure by up-backing. if they don’t pushblock–and they’re not within jabbing range–your frame advantage isn’t plus enough for you to dash in and throw out a short if all they’re doing is mashing cr.L or whatever; st.H will beat it though.
divekick frame advantage depends on where it hits. aim for the opponents waist or lower and you should be safe; divekicking on top of someones head will get you thrown.
i’m going to keep this very short and simple… because i’m exhausted and don’t feel like writing an essay; i’ll probably do that next time tho. basically, at the very least, you always want to be in range to threaten with b.slash mix-ups and be close enough to abuse OS divekick and do a bunch of other shit. simple enough. what needs further explaining (probably) is how to play his neutral once you’ve been pushed out of that range, especially against morridoom. also, you should watch more j.wong. he’s a more patient wolvie, and IMO, the best wolvie. or maybe i just mean the best player who uses wolvie…bedtime.
I have a noob question, I play Pr Balrog team (wolverine/doom (plasma)/Vergil (slash)) I really love the team, how it works, the sinergy, the mix ups, etc, but there is something really easy that i cant get, when you combo with wolverine after the relaunch, when you end with MMHS I cant OTG with rapid slash, any tips? i know its a very stupid question but I just cant get the timing, I can do it sometimes, but most of the time i have to make a TAC doom infinite because I cant otg into the fatal claw loop
Thanks