This is an old post… If I would have seen this I would have replied a long time ago.
You have the perfect remedy for Pheonix’s runaway game, Sentinel.
Sentinel’s j:s: can break Pheonix’s :h:fireballs, the homing ones.
It doesnt matter if she is normal, dark or x-factored.
So let her run and just break up her fireballs, until she comes in or slowly dies, muh hoo hahahahahaha.
Ya but she can teleport behind u when u do it and its over. I super jump a lot and beserk slash wit wolvie. But I don’t think there is a good way that’s what makes her so damn strong
Ok so it looks like we have been abandoned by the original poster of the Wolverine Combo Thread, and Im gonna take it upno myself to start a new one.
I just wanna to give everyone a chance to either give me there blessing or give me a reason why me and the combo thread should not be joined in holy matrimony.
I have to move tomorrow but I will begin compiling a proper Combo thread on Thursday after 4pm.
I intend to include the combos in proper notation with damage and net meter.
I think the “3B Slide - OTG” thread should be re-opened. It is an integral part of wolverine’s game that I think deserves its own thread. It would be good to put a list in there of every assist which OTG’s after the throw - slide and have it easy access.
Maybe we can list it in a special section as a part of the combo thread.
Like list all the combos that require :df: Assist to OTG the opp and continue the combo, and then list all of the assist that are capable of fulfilling this requirement.
As someone newly interested in Wolverine, I would value a list that displays this and also shows a list of all characters he can combo out of Berserker Slash with without the aid of canceling it into Berserker Charge. I was surprised to find that it works with both Dark Hole and Peekaboo.
Alright, I have some actual work today to do at… work, so Im probably gonna get started on the new Wolverine combo Thread tomorrow. possible tonight if I finish up early.
@Karsticles- I intend to include information such as this
EDIT:
I compiled about 30 combos so far to post up in the new Wolverine Combo thread.
I will work on it tomorrow while im at 'work’
Plz post your combos, or post links to combos that you think should be listed. Even if there isnt notation im sure we can figure it out.
Check it out and plz post any thing I missed or make me aware of any mistakes I’ve made.
There are a number of combos that I still havent got Damage or Meter usage for so any help would be appreciated.
Also for the character Specific combos and Assist required combos, plz help me compile the appropriate chars for those list.
I’m just throwing it out there. I have the guide, I know his bnb, I know berserker slash’s priority, I know how to make a good assist for -that-, but generally my sniktbub ranges from a wildcard (entire team down, kills 2 1/2 lifebars, when x-factored but I attest this to his speed advantage) to an easy loss. I can’t seem to get in with him for the life of me. Projectiles punish and a super jump dive kick is too predictable.
Low jabs are easily push blocked, drill claw from anywhere but within minimum range is easily punished, same with berserker barrage and dive kick. What has insane priority? What’s a good opening setup for most characters? I get completely thrashed by zeros and ammys namely when it comes to using sniktbub. He’s the weakest link on any of alternating team members.
Use your assists to help you get in and keep you safe. I use wolvie and hulk, then ryu or arthur at anchor. If I want to get in and I’m at least in range for hulk’s gamma wave assist, I’ll call him then jump and drill claw straight across(arthurs daggers work for this too). If I’m closer, I’ll call tatsu assist and then berzerker barrage and the tatsu keeps them in block stun while I’m recovering. Super jumping is good, but call an assist before you jump, and if you know they’re blocking, don’t dive kick. Just jump at them and block. Do an instant overhead or throw them when you land. When they pushblock you, call your assist and get back in there.
I like to call dooms beam assist then beserker slash. Or u could just superjump forward w/o dive kick. Or call ur assist than super jump. This is usually the hardest part of my matches. Once I’m in there is really nothing they could do there already dead . If u don’t think they re reacting to ur jabs than act like ur gonna attack then do a low dive kick and punish they’re button presses. Or act like ur gonna attack then. Back of a little bit and punish the whiffed move. Reacting to a low jab seems really really hard but when I start to get push blocked I usually call and assist that makes them block then mix up
Thanks for the advice, it appears my issue is synergy.
ATM, phoenix is my constant factor (not simply for DP, though that factor does have an impact on how much super I need) this makes it really hard for me to use wolverine to full potential (as his basic bnb usually will always lead to his mandatory fatal claw super)
I figured I needed an assist to let wolverine get in, but I came quick to learn it certainly was not fellow rushdown characters. I guess I just need to bite the bullet and put sent back on my team, don’t really want to, but thanks for the advice guys.
You don’t have to end with fatal claw. Should really only do that if you’ve got their assist or it will kill their point character. Just knock them to the ground with S after your second air combo and pop them up into an assist with df+m. Should do around 500k.
Don’t use Sent if you don’t like him, imo. There are other options. Doom, Iron Man, Arthur, tatsus, Hsien Ko, Tron, Haggar…all kinds of good assists out there. Maybe even try Morrigan for meter for you Phoenix.
well Im scoring the interwebs trying to find more tricks and treats for Wolverine.
If anyone has something that I havent posted in the Combos thread let me know.
Or if you have any links to new vids of Wolvie styles, be sure to post them in the vid thread so we can keep ourselves on the up and up.
Obviously we dont get the biggest bag of tricks with Wolvie so its up to us to be inovative and tricksy.
For me, im still earing most of my bread with Assist covered cross up Slashes and j:s: xx DrillClaw ~ DiveKick shenanigans and big damage from DHC into B.Charge combos.
I also feel like with the ability to double launch our opps very easily we have an even better chance of landing Aerial Exchanges by mixing up the direction we use as well as weither we do it on the first or second launch.
I think we need more resets and ways to combo off of throws with the help of :df: and a good assist.
Just watched some Murderface vids and saw him use the following:
Air throw, dash :df: XFC :h::s: ^ BNB (im not a fan of posting anything XFC related but this is relavent)
Hmm, I came in here to ask one quick question and it’s kinda sorta being addressed above. The question: if I want to play Wolverine, is there ANY reason not to play Akuma too? Strategically I mean. I’d kinda rather not play Akuma, but the duo seems SO powerful, I’m just not sure if any other assist can offer Wolvie what Tatsu does. Continuation from throw to combo and lockdown for instant overheads are the 2 main ones I’m looking for, though there are probably other tatsu benefits. I’m willing to play Akuma, I guess, but if I can use someone in my repertoire I’d much rather. Thoughts?