SNIKT!!: Wolverine Combo, Reset, and Opener Thread

Mr.NannieMr.Nannie Friends with Kl'rtJoined: Posts: 1,689
This will be our new thread for compiling and discussing Wolverine combos of all types and the best openers for landing damage.
Please feel free to post your assist specific combos, team specific combos, resets/mixups, DHC combos, character specific combos and solo wolvie combos here. No Xfactor combos, unless its something earthshaking, we all know that a lvl3XFC BNB will go for 100%, we just dont need to see all the variations.
Try to include notation and data or a video.
I will maintain this thread regularly.
Thanks


Link to old combo thread:
http://shoryuken.com/f387/danger-room-session-wolverine-combo-thread-265615/
Wolverine Basics:

*Some combos will be listed with all possible normal attacks, sometimes this will result in less overall damage but gain more meter. So it will be up to you to cater the combo to you specific needs. Damage, Meter or Style.
*Combos ending with air Drill Claw xx Fatal Claw can have Fatal Claw replaced by Dive Kick or an Aerial Exchange. This can give you more damage with Dive Kick when you dont have meter or give you options to extend the combo with Aerial Exchange.

LEGEND:
:l: - Light Atk
:m: - Medium Atk
:h: - Hard Atk
:s: - Launcher
:atk: - Any Atk other than :s:
:b: - Back
:d: - Down
:f: - Forward
:u: - Up
^ - Super Jump Cancel from Launch
j - Jump
sj- Super Jump
jc - Jump Cancel
IOH - Instant Over Head
~ - Link(combos), Approximate(data)
xx - Cancel
[ ]x# - brackets will be used to enclose sequences that are repeated, with multipler for # of reps
Drill Claw - :atk::s: (can be done in 8 directions by holding a direction, neutral direction will auto-track your opp)
Dive Kick - :d::h:
Barrage - :qcf::atk: (specific atk will be noted, medium Barrage will apear as :m:Barrage)
Barrage(r) - rapid press Barrage for extra hits, light rapid press Barrage will apear as :l:Barrage(r)
Slash - :qcb::atk: (specific atk will be noted, medium Slash will appear as :m:Slash)
B.Charge - :d::d::atk::atk:
Fatal Claw - :qcb::atk::atk:
B.Barrage X - :qcf::atk::atk:
Weapon X - :dp::atk::atk:




SOLO COMBOS:

This old thing: (with extra hits for meter and demonstation of what normals are possible):

cr:l::l::m:cr:m::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h: xx Drill Claw xx Fatal Claw (or end with Dive Kick or Aerial Exchange)
Damage: ?
Meter: ?

Trag:

cr:m::h: xx Drill Claw ~ Dive Kick, land j:uf: j:m:j:m:j:s: land :m::s: ^ j:m:j:m:j:h: xx Drill Claw xx Fatal Claw
Damage: ~629k
Meter: +1bar(combo) -1bar(hyper)
Net Meter: Zero!!!


(Corner Only) :m:cr:m::h: xx Drill Claw ~ j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ j:h: xx Drill Claw xx Fatal Claw
Damage: ~694k (when i did this I got ~735k)
Meter: ?

http://www.youtube.com/user/trag13#p/u/8/chMCHiCSjmQ
cr:l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h: xx Drill Claw xx Fatal Claw, land ~ :s: ^ j:m:j:m:j:h:j:s: land dash :df::m:
Damage: 646k
Meter:
(I just stumbled onto this today (IDK how I missed it) so I havent tested what might be possible at the end, but with the right assist you may be able to end it with; Assist + :df::m: ~ :h: xx Hyper)

USMCOGRE:

j:m:j:m: land j:m:j:s: xx :df:Drill Claw ~ Dive Kick, land :m::h::s: ^ j:m:j:m:j:h: xx Fatal Claw
(Obviously we can expand on this combo in many ways, but whats significant about it is the Overhead loop performed on a normal sized character)
Damage: ?
Meter: ?




MIX UPS/ RESETS/OPENERS:

Alot of these resets should set you up for an easy throw. Off of any throw, Air or Ground, Wolverine can dash in OTG his opp with :df::m:, and potentially go into a variety of options if he has the proper assist to keep them in hit stun until he can recover and begin attacking.
Food for thought... Im sure we can come up with some nifty stuff with that.

Dime: (resets and mixups)
(any standard BNB starter) :l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick...
Dive Kick will track the opp regardless of how they recover (forward, back or neutral)
Dash to plink Dash will auto correct to whatever direction your opp recovers
* land :l: dash, plink dash, any Mix-up
* land :l: dash j:atk::s: :d::h:
Or, in the corner, after :d::h: pause (akwardly long) dash, plink dash Mix-up (can add assist while dashing)
This will create the same autocorrect for the dash so you can stay on top of your opp regardless of there recovery direction.

KOH: (B.Charge loop to Air Throw Reset)
cr:l:cr:m::h: xx :l:Slash xx B.Charge ~ [:l:Barrage(r)]x7 cr:l: j:uf: Air Throw (follow with dash, Assist, :df::m:, possible combo ender)

Killtz: (Reset from Fatal Claw)
BNB, :s: (slight delay) ^ j:m:j:m:j:h: xx Drill CLaw xx Fatal Claw, land :l:, Reset
(you have to slightly delay your sjc after the launch as well as the timing between your j:m:s and j:h: in order to bring your opp up toward the top of the Fatal CLaw hitbox, this allows you enough time to land the :l: into reset)

Reset Options: (Obviously you can do anything you want, but here are some options)
*Throw
*cr:l: etc...
*IOH(just about any air atk will work on standing chars except j:h:, but you can combo :df:Drill Claw out of j:s:)
*Cross-up slash
*Block and punish mashing
*Back dash and punish wiff

Openers
*j:s: xx :df::atk::s: ~ :d::h: (ground bounce) BNB, or any of the above resets/mixups

*Projectile Assist, :m: or :h:Slash(cross-up), :h::s:, etc...
(with the proper assist this can be done without B.Charge)

*Throw(air or ground), dash, Assist, :df::m:, :h::s:, etc...
(this is going to be assist and timing specific. The time between assist and :df::m: is going to vary from one assist to another: information on applicable assist located below in Character Specific section)

*While watching the MegamanDS v Fanatiq matches I noticed these guys really taking advantage of their characters potential in the air, during Aerial Exchanges. I noticed that, with Wolverine, MegamanDS was making sure to gave himself an opportunity too get a full combo by tagging in with the following moves:
Aerial Exchange Opener:
Aerial Exchange to Wolverine, j:l:j:h: xx Drill Claw ~ Dive Kick, ground bounce, (Reset or BNB)





BESERKER CHARGE COMBOS:
There are alot of B.Charge loops, but I dont want to include much of the XFC stuff, so If you have a nice loop that you used XFC for turn it in and Ill include it here. Or if I get enough Ill create a XFC section

Trag:

(Corner) :m:cr:m::h: xx B.Charge ~ :h: xx Drill Claw ~ j:h: xx Drill Claw~ :df:Dive Kick ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ j:h: xx Drill Claw xx Fatal Claw
Damage: ~735k
Meter: ?
(Midscreen) Slash xx B.Charge, :h: xx :l:Slash ~ cr:m::h: xx :m:Slash ~ cr:m::h: xx :m:Slash ~ :h::s: ^ j:m:j:m:j:h: xx Drill Claw xx Ender (Fatal Claw, Dive Kick or Aerial Exchange)
Damage:

KOH:
B.Charge Loops :
:m::m::h: xx :l:Slash xx B.Charge ~ [:m:Barrage(r)]x7 ~ Fatal Claw
Damage: ~607k (hard to see on youtube)
Meter: ?
Barrage Loop and Cross up Reset:
:m::m::h: xx :l:Slash xx B.Charge ~ [:m:Barrage(r)]x7, :m:Slash(cross-up Reset) xx B.Charge ~ [:m:Barrage(r)]x7 ~ cr:l:, Reset

InsayNe:

cr:l:cr:m::h: xx :l:Slash xx B.Charge ~ :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, j:uf: j:m:j:m:j:h:j:s: land :m::h::s: ^ j:m:j:h: xx Drill Claw xx Fatal Claw
Damage: ~706k
Meter: ?

cr:l::m:cr:m::h: xx :l:Slash xx B.Charge ~ j:uf: j:m:j:h:j:s: land j:uf: j:m:j:h:j:s: land :m::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h:Barrage(r) ~ Fatal Claw
Damage: ~691k
Meter:

TCSyd:
Slash xx B.Charge, dash (:m:):h::s: ^ j:h: xx Drill Claw ~ Dive Kick, land :h: xx :l:Slash ~ cr:m::h: xx :l:Slash ~ :h: xx [:m:Barrage(r)]x3 xx Fatal Claw
Damage: ~613k (w/out Fatal Claw)




X-Factor Combos

MurderfaceTokido:
Throw, :df::m: XFC :m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h:j:s:, land :a1: :df::m: ~ :h:Barrage(r) xx B.Barrage X
(Use an assist that allows you to combo from an OTG :df::m:; i.e. Tatsu)
(I took this combo from the DMG PR Rog v Murderface matches , @8min20sec. Tokido's combo ended after the j:s: because his opp died; so everything after that is simply what I assume he would do)

Generic:
j:s: xx :df:Drill Claw ~ Dive Kick, :h::s: ^ j:m:j:m:j:h:j:s: land, dash :df::m: XFC :m::h: xx :m:Slash xx B.Barrage X
(Honestly I dont even know if this will work but Im just trying to get things started with some XFC combos, and I wanted to use the :df::m:)

Weapon X Plus:
Any combo leading to Weapon X, dash :df::m: XFC, combo ender




CHARACTER SPECIFIC

Instant Over Heads
j:l:j:s: xx Drill Claw ~Dive Kick, etc:
Works on all standing opps except:
Ammy
Arthur
Viewtiful

Crouching opp:
Hagger
Tron
Thor
Hulk

j:l:(slight pause)j:l:j:s: xx (Drill Claw ~Dive Kick) or (land :l:), etc:
Works on all standing opps except:
Ammy
Arthur
Viewtiful

Crouching opp:
Hagger
Tron
Thor
Hulk

(j:m:j:m:j:h:j:s: land)x3 :l:, etc:
Sentinel

[j:l:j:m:(slight pause)j:m:j:h: land]x2 :l:, etc:
Sentinel




ASSIST/TEAM SPECIFIC COMBOS:

HagenNORKANOIA: Wolvie/Doom(Hidden Missles)
:l::m::l::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :a1: + :s: ^ j:m:j:m:j:h:j:s: land, Hidden Missles OTG, combo ender or Reset
You can end the combo however you like, but you will run out of hit-stun very fast, so make it short and powerful (i.e. reset, :l:Beserker Barrage(r) ~ Beserker Barrage X, :m:Slash xx Fatal Claw, or Weapon X)
Damage: ~890k w/ Weapon X ender

Wikum: Wolvie/Dante(Jam Session) 1

:l::m::l::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :m::h::s: ^ j:m:j:m:j:h:j:s: land :a1: (slight pause) :df::m: ~ Fatal Claw

MurderbyDeath: Wolvie/Dante(Jam Session) 2
:m::h::s: ^ j:m:j:m:j:h: xx DrillClaw ~ Dive Kick, land :h:[:s:+:a1:](slight pause) ^ j:m:j:m:j:h: xx :uf:DrillClaw xx Fatal Claw
Damage: ~675k

flightflightflught: Wolvie/Ryu/Chun (Tatsu, Lightning Legs)

:l::m::l::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :a1::h: (wait for last hit of Tatsu) :s: ^ j:m:j:m:j:h:j:s: land :a2: (slight pause) :df::m: ~ Fatal Claw
Damage: ?
Meter: ?

InsayNe: Wolvie/Ammy (Cold Star)

cr:l:cr:m::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land j:uf::m:j:h:j:s: land :a1: (slight pause) :df::m: ~ :dp::h: xx Fatal Claw(cancel late for max height) land :dp::h: xx Fatal Claw
Damage: ~812k
Meter: ?

Titan44: Wolvie/Iron Man(Repulsor Blast)

(Corner):l::m::h::s: ^ j:h: xx Drill Claw ~ j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h:j:s: land :a1: (slight pause) :df::m: ~ :m:Slash xx Fatal Claw
Damage: ~724k

Vegit814: Wolvie/Doom/Akuma (Hidden Missles, Tatsu)
(burly stuff, so much meter might be considered impractical, but still rad)

cr:l:cr:m::a1::h: xx :m:Slash(r) xx Fatal Claw (Hidden Missles hit) sj j:m:j:h: xx Drill Claw ~ Dive Kick, land :h:Barrage(r) xx Weapon X, dash xx wave dash :a2: :df:m: ~ :h:Barrage(r) xx Fatal Claw
Damage: 1,150k+
Meter: -5bars(hypers) +1bar(combo)
Net Meter: -4bars

WolverineMaster: Wolvie/Sent/Mags (Drones/Grav)

:l::m::a1::h: xx :m:Slash ~ :m:Slash ~ :m:Slash xx B.Charge, dash :m::a2::h: xx :m:Slash ~ :h::s: ^ j:h: xx Drill Claw ~ Dive Kick land :m:Slash xx Beserker Barrage X ~ Weapon X
(omit lvl3 Hyper for practicality)
Damage:~1,200k w/ Weapon X; ~700k w/out Weapon X
Meter:

TCSid:
Wolvie/Wesker/Akuma (Samurai Edge, Tatsu)
(Corner) j:s: land :h::s: ^ j:h: xx Drill Claw ~ j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:h: xx :u:Drill Claw ~ j:h:j:s:, land :a1: ~ :h::s: ^ j:h:j:s:, land :a2: :df::m:, :dp::h:(rapid press) xx Fatal Claw
Damage: ~855k

Wolvie/Assist(must allow you to combo from :df::m:)
:l::m::d::m::h: xx :l:Slash ~ :l::m::h::s: ^ j.:h: xx Drill Claw ~ j.:h: xx Drill Claw ~ Dive Kick, Land :h::s: ^ j.:m:j.:m:j.:l:j.:h:j.:s:, land Assist + Dash, :df::m: ~ B.Barrage X
Damage: 534k (before :df::m: + Assist, Hyper)

Wolvie/Akuma/Chun Li (Tatsu/Hyakuretsu)
Slash xx Berserker Charge ~ Dash (:m:):h::s: ^ j.:h: xx Drill Claw ~ Dive Kick, Land :h: xx :l:Slash ~ :d::m::h: xx :l:Slash ~ :a1::h: xx :l:Slash ~ :h::s: ^ j.:h:j.:s:, land :a2: :df::m: ~ :h::s: xx tk:h:Barrage(r) xx Fatal Claw (can replace final :h::s: with :d::m::h:, does less damage)
(if you tiger knee the input for B.Barrage from :s: it will cancel the jump cancel!, and go straight into B.Barrage, and the opp will still be grounded because of Chun Li's assist)
Damage: ~703k (w/out Fatal Claw)

Wolvie/Akuma (Tatsu)
BNB ~ Dive Kick, :a1::h: xx :l:Slash, dash :h::s: ^ etc
BNB ~ Dive Kick, j:uf::m:j:m::a1:j:h:j:s: land, dash :h::s: ^ etc

Dannkk: Wolvie/Hulk (Gamma Wave)
(Corner) :l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~Dive Kick, land, j:uf::m:j:m:j:h:j:s::a1:, land :h:Barrage(r) xx B.Barrage X
Damage: ~649k (w/ B.Barrage X) ~457k (w/out Hyper)

MurderfaceTokido: Wolvie/Akuma (Tatsu)
Throw, dash :a1: :df::m: ~:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h:j:s:
Damage:
Meter:

Trag: Wolvie/Assist(must allow you to combo from :df::m:)
http://www.youtube.com/user/trag13#p/u/8/chMCHiCSjmQ
cr:l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h: xx Drill Claw xx Fatal Claw, land ~ :s: ^ j:m:j:m:j:h:j:s: land dash + assist, :df::m: ~ Hyper
(The assist and final hyper are not apart of anything that Trag does in the vid but I think its a def possibility with the right assist)

*There are many Assist that will work for these situations were OTG :df::m: is applicable. Check the list below.

*The following is a work in progress
Assist that connect after OTG :df::m:
Dante: Jam Session
Iron Man: Smart Bomb
Taskmaster: Straight Arrow
Trish: ?
Akuma: Tatsu
Ammy: Cold Star
Ryu: Tatsu
Mags: Hyper Grav?
Tron: Gustav Flame
Chun Li: Lightning Legs
Spencer: Armor Piercer, Slant Shot
Arthur- Daggers
Deadpool- Quick Work
Zero- Shipuuga
Chris- Gun Shot
Wesker- Ghost Butterfly
Pheonix- TK Shot

Assist that allow you to continue a combo after OTG :df::m:
(the manor by which you continue your combo will vary from one assist to another)
Ammy- ColdStar
Dante- Jam Session
Deadpool- Quick Work?
Chun Li- Lightning Legs
Chris- Gun Shot
Wesker- Ghost Butterfly
Pheonix- TK Shot
Akuma - Tatsu
Mags- Hyper Grav?
Spencer- Slant Shot
Ryu- Tatsu
Taskmaster- Front Arrow
Tron- Gustav Flame
Arthur- Daggers
Zero- Shipuuga

^I need help completing these two list, so if anyone wants help that would be great, just post what you find in this thread.




DHC/GLITCH COMBOS:

Storm/Wolvie:

KingD:
cr:l:cr:m:cr:h: jc:uf: :df::atk::s:, land :m: jc:uf: :df::atk::s: land :m::s: ^ j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge ~ cr:m::h: xx :l:Slash ~ cr:m::h: xx :l:Slash ~ :m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h:j:s:
(I imagine you could get a Drill Claw xx Fatal Claw inplace of the final j:s:, or at least a :df::m: after the hard knockdown)
Damage: 1,014k (as listed)
Meter: only needs 1.15bars to start combo

MrNannie:
Starting with Storm:
cr:m:cr:h: jc:uf: :df::atk::s: land :m:cr:h: jc:uf: j:h: adf j:h: land :m::h::s: ^ j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge (slight pause) j:uf::m:j:h:j:s: land j:uf::m:j:h:j:s: land :s: ^ j:m:j:h: xx Drill Claw xx Fatal Claw (or if there is no meter for Fatal Claw, link a Dive Kick or attempt an Aerial Exchange)
Damage: 1,000k+
Meter:
Starting with Wolvie:
(I like this one because Wolvie can build more meter in the initial combo)
cr:m::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ :d::s:(or any aerial exchange) j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge (slight pause) j:uf: j:m:j:h:j:s: land j:uf: j:m:j:h:j:s: land :s: ^ j:m:j:h: xx Drill Claw xx Fatal Claw (or if there is no meter for Fatal Claw, link a Dive Kick or attempt an Aerial Exchange)
Damage: 1,000k +
Meter:

Trag:
(Wolvie/Storm/Wolvie)
:l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h: xx :d::s:(or other Aerial Exchange) j:m:j:h:j:s: land Elemental Rage, DHC B.Charge :m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ j:h: xx Drill Claw ~ Dive Kick (or xx Fatal Claw)
This combo can be started with 0 meter and do 1,000k damage, if you can land the :d::s: Aerial Exchange and end with Dive Kick

(Any DHC Glitch starter/Wolvie)
(Midscreen) Any BNB combo leading into DHC Glitch, B.Charge ~ :h: xx :l:Slash ~ cr:m::h: xx :m:Slash ~ cr:m::h: xx :m:Slash ~ :h::s: ^ j:m:j:m:j:h: xx Drill Claw xx Ender (Fatal Claw, Dive Kick or Aerial Exchange)
Damage:
Meter:


Spencer/Wolvie:

Mr.Nannie:
j:s: cr:m::h::s: ^ j:m:j:m:j:h:j:s: land :qcf::uf::h:(tk down grapple) j:s: land :qcf::s:(Armor Piercer) xx :qcf::atk::atk:(Bionic Manuvers), DHC B.Charge (pause) j:u: j:m:j:h:j:s: land j:uf: j:m:j:h:j:s: land :s: ^ j:m:j:m:j:h: (ender)
Damage: ~1,121k(end with j:s:)
~1,139k(end with Dive Kick)
~1,308k(end with Fatal Claw)
Meter: +0.75bars(combo) -2 to -3bars(hypers)
(this could be hit for hit someone elses combo but its just something I came up with in training last night)


Dante or Mag/ Wolvie:

Diveman: (Dante or Magneto/Wolverine)
Mag or Dante Combo, DHC B.Charge st:h: xx :l: slash, [cr.:m: st.:h: xx :l: slash] x3, :s:, delayed jump j.:m: j.:m: j.:h: xx Drill claw, Divekick, land (berserker charge ends) :h: barrage xx Fatal Claw
Damage:
Lead in combo + 626k (w/ out Fatal Claw)
Lean in combo + 808k (w/ Fatal Claw)


Ammy/Wolvie:
Trag:
(Midscreen) Ammys Solar Flare ~ Veil of Mist, DHC B.Charge ~ :m:Slash ~ (:h: xx :m:Slash)x4 ~ :h: xx :h:Barrage(r) xx Fatal Claw
Damage:
Note: This B.Charge combo is Veil of Mist specific
(Your only reseting the damage from Solar Flare but its still worth alot of damage, and its super stylish.)

These B.Charge routines should work for after any of the DHC Glitch starters, so long as your opp is put into spin state.

IMPRACTICALS

MrNannie: (Storm/Wolvie DHC Damage/Hit Stun Reset Loop)
(Involves too many Aerial Exchanges to be practical, and to make it past more than 2 reps you need to do :d::s: aerial exchanges or have alot of meter saved so you can all but forget about this combo in real matches)
(Wolvie/Storm/Wolvie)cr:l::m:cr:m::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ :d::s:(or any aerial exchange) j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge (slight pause) j:uf: j:m:j:h:j:s: land j:uf: j:m:j:h:j:s: land :s: ^ j:m:j:h: :d::s:(or any Aerial Exchange) j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge etc...
Damage: More than ever needed
Meter: More than anyone can afford
*If we could figure out a B.Charge combo that will last until the B.Charge state ends then it would be possible to loop it back to B.Charge.

DandyDLC:

(Super High Damage, but requires XFC and lvl3 Hyper)
:h:Slash xx Weapon X ~ dash :df::m: XFC :m::h::s: ^ j:l:j:l:j:m:j:h: xx Drill Claw xx Fatal Claw
Damage: ~1,302k
Meter: all of it

Ultimate FTW
:a1:+:a2: XFC dash back, taunt
(So deadly, it will actually cause you opps console to shut down)
AV by Savaii64
«13456711

Comments

  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    *There are many Assist that will work for these situations were OTG :df::m: is applicable. Check the list below.

    *The following is a work in progress
    Assist that connect after OTG :df::m:
    Dante- Jam Session
    Iron Man- Smart Bomb
    Taskmaster- Straight Arrow
    Akuma- Tatsu
    Ammy- Cold Star
    Magneto- EMD, Hyper Grav (wont connect after relaunch)
    Ryu- Tatsu
    Tron- Gustav Flame
    Chun Li- Lightning Legs
    Spence- Armor Piercer, Slant Shot
    Arthur- Daggers
    Deadpool- Quick Work
    Zero- Shipuuga
    Chris- Gun Shot
    Wesker- Ghost Butterfly
    Pheonix- TK Shot & Overdrive

    Assist that allow you to continue a combo after OTG :df::m:
    (the manor by which you continue your combo will vary from one assist to another)
    Ammy- ColdStar
    Dante- Jam Session
    Deadpool- Quick Work?
    Chun Li- Lightning Legs
    Chris- Gun Shot
    Wesker- Ghost Butterfly
    Pheonix- TK Shot & Overdrive (if midscreen: can only combo into :h: or B.Barrage)
    Akuma - Tatsu
    Mags- Hyper Grav (wont connect after relaunch)
    Spencer- Slant Shot
    Ryu- Tatsu
    Taskmaster- Front Arrow
    Tron- Gustav Flame
    Arthur- Daggers
    Zero- Shipuuga

    ^I need help completing these two list, so if anyone wants help that would be great, just post what you find in this thread.
    AV by Savaii64
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    DHC/GLITCH COMBOS:

    Storm/Wolvie:

    KingD:
    cr:l:cr:m:cr:h: jc:uf: :df::atk::s:, land :m: jc:uf: :df::atk::s: land :m::s: ^ j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge ~ cr:m::h: xx :l:Slash ~ cr:m::h: xx :l:Slash ~ :m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h:j:s:
    (I imagine you could get a Drill Claw xx Fatal Claw inplace of the final j:s:, or at least a :df::m:after the hard knockdown)
    Damage: 1,014k (as listed)
    Meter: only needs 1.15bars to start combo

    MrNannie:
    Starting with Storm:
    cr:m:cr:h: jc:uf: :df::atk::s: land :m:cr:h: jc:uf: j:h: adf j:h: land :m::h::s: ^ j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge (slight pause) j:uf::m:j:h:j:s: land j:uf::m:j:h:j:s:land :s: ^ j:m:j:h: xx Drill Claw xx Fatal Claw (or if there is no meter for Fatal Claw, link a Dive Kick or attempt an Aerial Exchange)
    Damage: 1,000k+
    Meter:
    Starting with Wolvie:
    (I like this one because Wolvie can build more meter in the initial combo)
    cr:m::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ :d::s:(or any aerial exchange) j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge (slight pause) j:uf: j:m:j:h:j:s: land j:uf: j:m:j:h:j:s: land :s: ^ j:m:j:h: xx Drill Claw xx Fatal Claw (or if there is no meter for Fatal Claw, link a Dive Kick or attempt an Aerial Exchange)
    Damage: 1,000k +
    Meter:

    Trag:
    (Wolvie/Storm/Wolvie)
    :l::m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, land :h::s: ^ j:m:j:m:j:h: xx :d::s:(or other Aerial Exchange) j:m:j:h:j:s: land Elemental Rage, DHC B.Charge :m::h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ j:h: xx Drill Claw ~ Dive Kick (or xx Fatal Claw)
    This combo can be started with 0 meter and do 1,000k damage, if you can land the :d::s:Aerial Exchange and end with Dive Kick

    (Any DHC Glitch starter/Wolvie)
    (Midscreen) Any BNB combo leading into DHC Glitch, B.Charge ~ :h: xx :l:Slash ~ cr:m::h:xx :m:Slash ~ cr:m::h: xx :m:Slash ~ :h::s: ^ j:m:j:m:j:h: xx Drill Claw xx Ender (Fatal Claw, Dive Kick or Aerial Exchange)
    Damage:
    Meter:

    Spencer/Wolvie:

    Mr.Nannie:
    j:s: cr:m::h::s: ^ j:m:j:m:j:h:j:s: land :qcf::uf::h:(tk down grapple) j:s: land :qcf::s:(Armor Piercer) xx :qcf::atk::atk:(Bionic Manuvers), DHC B.Charge (pause) j:u: j:m:j:h:j:s:land j:uf: j:m:j:h:j:s: land :s: ^ j:m:j:m:j:h: (ender)
    Damage: ~1,121k(end with j:s:)
    ~1,139k(end with Dive Kick)
    ~1,308k(end with Fatal Claw)
    Meter: +0.75bars(combo) -2 to -3bars(hypers)
    (this could be hit for hit someone elses combo but its just something I came up with in training last night)

    Dante or Mag/ Wolvie:

    Diveman: (Dante or Magneto/Wolverine)
    Mag or Dante Combo, DHC B.Charge st:h: xx :l: slash, [cr.:m: st.:h: xx :l: slash] x3, :s:, delayed jump j.:m: j.:m: j.:h: xx Drill claw, Divekick, land (berserker charge ends) :h: barrage xx Fatal Claw
    Damage:
    Lead in combo + 626k (w/ out Fatal Claw)
    Lean in combo + 808k (w/ Fatal Claw)

    Ammy/Wolvie:
    Trag:
    (Midscreen) Ammys Solar Flare ~ Veil of Mist, DHC B.Charge ~ :m:Slash ~ :)h: xx :m:Slash)x4 ~ :h: xx :h:Barrage(r) xx Fatal Claw
    Damage:
    Note: This B.Charge combo is Veil of Mist specific
    (Your only reseting the damage from Solar Flare but its still worth alot of damage, and its super stylish.)

    These B.Charge routines should work for after any of the DHC Glitch starters, so long as your opp is put into spin state.

    IMPRACTICALS

    MrNannie: (Storm/Wolvie DHC Damage/Hit Stun Reset Loop)
    (Involves too many Aerial Exchanges to be practical, and to make it past more than 2 reps you need to do :d::s: aerial exchanges or have alot of meter saved so you can all but forget about this combo in real matches)
    (Wolvie/Storm/Wolvie)cr:l::m:cr:m::h:cr:h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ Dive Kick, :h::s: ^ j:m:j:m:j:h: xx Drill Claw ~ :d::s:(or any aerial exchange) j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge (slight pause) j:uf: j:m:j:h:j:s: land j:uf: j:m:j:h:j:s: land :s: ^ j:m:j:h: :d::s:(or any Aerial Exchange) j:m:j:h:j:s: land OTG w/ Elemental Rage, DHC B.Charge etc...
    Damage: More than ever needed
    Meter: More than anyone can afford
    *If we could figure out a B.Charge combo that will last until the B.Charge state ends then it would be possible to loop it back to B.Charge.

    DandyDLC:

    (Super High Damage, but requires XFC and lvl3 Hyper)
    :h:Slash xx Weapon X ~ dash :df::m: XFC :m::h::s: ^ j:l:j:l:j:m:j:h: xx Drill Claw xx Fatal Claw
    Damage: ~1,302k
    Meter: all of it

    Ultimate FTW
    :a1:+:a2: XFC dash back, taunt
    (So deadly, it will actually cause you opps console to shut down)
    AV by Savaii64
  • DannkkDannkk Joined: Posts: 1,761
    Add Ryu's tatsu assist to possible OTGs with df+M. There's a few others that I'm pretty sure work, but I'll test them before posting.

    Great thread. Could you add some touch of death combos?
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
    My Mods - http://s138.photobucket.com/albums/q250/Dannkk/Dual%20Mods/
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    Add Ryu's tatsu assist to possible OTGs with df+M. There's a few others that I'm pretty sure work, but I'll test them before posting.

    Great thread. Could you add some touch of death combos?

    No prob, get me all the assist you can find that will hit, and if you could seperatly list the assist that will allow Wolvie to continue his combo after the Assist and :df:m: connect.

    I will be adding more stuff all day, some of which are 'touch of death' combos. but I dont want to list the lvl3XFC combos that do 100% with a normal BNB. We can just all infer that any standard BNB in LVL XFC will kill anyone.
    But I have some impracticals, lvl3 Hyper, and DHC glitch combos that will deal the full 1,000k.
    AV by Savaii64
  • P. GorathP. Gorath @ButtonMashLA Joined: Posts: 6,764 ✭✭✭✭✭ OG
    another section could be characters that wolverine's instant overhead air S works and combos into drill claw launcher without berserker charge or x-factor. sentinel, hulk, she-hulk, doom, etc.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    ok no prob. Do you have a full list of chars that the IOH :s: will work on.
    and by combos into Drill Claw launcher; are you talking about something like this:
    j:s: :df::atk::s: :d::h: :h::s: ^ air combo styles?

    Ill add this stuff to the Character Specific Section, sound good?
    AV by Savaii64
  • SausagephiliacSausagephiliac Salsa? Joined: Posts: 18
    Damn Nannie, can you manage the Storm Combo Thread too? That shit is scattered crazy.

    Reaaaaallly nice layout.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    I want to but the original poster said that he would do it.
    Maybe I will just take it over, because your right, its terrible.

    I want to do the same setup there.
    So much good stuff just buried in youtube links and bad notation, and of course the op never gets updated

    thanks by the way; labor of love
    AV by Savaii64
  • InsaynNeInsaynNe Joined: Posts: 80
    i know spencers armor piercer assist can combo after the OTG. ill see if i can think up a combo to show it
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    ok thanks. I also worked out a DHC glitch combo between Spencer and Wolvie last night as well

    I would like to seperate the assist that connect after :df::m: into 2 catagories: those that simple hit after :df::m: and those that allow you to continue comboing after :df::m:. As the 2nd catagory has alot more potential uses
    AV by Savaii64
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    another section could be characters that wolverine's instant overhead air S works and combos into drill claw launcher without berserker charge or x-factor. sentinel, hulk, she-hulk, doom, etc.

    Ok so I may be alitlle confused about what your mentioning here.
    From what I gathered your talking about an instant overhead with j:s: comboed into :df::atk::s:, :d::h: etc...

    If that is infact what you were refering to, IDK if it is char specific. I only say that because when I was testing it last night I was able to get it to work on char like Spider-Man.

    Anyway hit me up with some insight into this.

    Thanks
    AV by Savaii64
  • DannkkDannkk Joined: Posts: 1,761
    Tron Bonne - Flame assist - full combo
    Arthur - Dagger assist - This ones interesting. The daggers connect either way, but if Arthur is powered up, you can do a full combo.
    Chun Li - Legs - full combo

    Arthur's is actually really nice, because it works sorta like tatsu. Just call it when you land and slide. With Chun's you have to wavedash to land it midscreen, but it's not bad and works really well in the corner. Tron's I could only hit in the corner.

    edit: Just noticed you got two of those already lol...
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
    My Mods - http://s138.photobucket.com/albums/q250/Dannkk/Dual%20Mods/
  • CoolerCooler Joined: Posts: 98
    To the Wolvie/Doom(Hidden Missles) combo it would be better to add HS after the dive kick to buy more missile time. Also I found out on the second air combo after MMHS you can drill claw left after you call a bit and fatal claw to connect the combo, it just looks funny.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    Ive made some updated and revisions to the original post today.
    keep the info coming guys
    AV by Savaii64
  • NuezNuez Joined: Posts: 17
    I've been trying to find a way to use Deadpool's Quick Work assist to extend Wolvie combos like shoto Tatsus. Anybody feel like experimenting with it and see if they can come up with something better?

    You can do whatever to launch S > jc follow > MMLH > Drill Claw > dive kick > ground bounce > s. H, s. S > jc follow > MLHS > call deadpool > df M slide > assist hits > ???

    at that point I kno s. S can launch a 3rd time but the hit stun scaling is so screwed after that that when u jc follow all i can connect reliably is j. MS

    what im trying to do after the assist is something reliable into any hyper to start a big damage sequence or possible DHC's or whatever

    only thing i can think is during the initial launch i can end the air sequence with S to ground them and go into assist > relaunch, then end second air combo with dive kick for ground bounce and do something else, but ive had trouble connecting the dive kick in this case

    DP's assist would be an awesome alternative to tatsu extenders if it can get a similar result since it doubles as a low assist to create unblockables

    can anybody with better execution than my clumsy ass give some input?
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    you likely wont be able to do anything other than a :h: xx B.Barrage X or other Hyper, not gonna be enuf hit stun for anything else.
    This would be especially nice after a DHC glitch combo that ends with Wolvie. Plus you can start the DHC glitch with Deadpool's cuttin time DHC to B.Charge do your BNB end with j:s:, land, Assist(Quick Work), :df::m: ~ :h: xx Hyper.
    Ill be you'll go well over 1,000k. Downside is that you'll need meter, because you wont build it while in B.Charge state.

    Work something out and post it up. It doesnt need to be the most extravagant combo ever, just something reliable and effective is ideal.
    AV by Savaii64
  • NuezNuez Joined: Posts: 17
    that sounds awesome actually! thanks =)

    but in the case of wolvie on point, ive tried connecting s. H as well as forgoing a normal altogether and just going into b.barrage and i can't seem to get anything to connect

    Things ive connected out of quick work assist are: s.S, s. M, c. M, and i THINK i managed to connect dp + L xx Hyper B. Barrage once but i may have been sleepy lol ... i just dont get much time to test crap out but im sure ill come across an answer to that problem eventually

    thanks for the DHC glitch tip!
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    Np.
    Well if you can connect a :m: or cr:h: cant you chain into a :h: and cancel into your Hyper.
    And if you have Wolvie on point you should try to aerial exchange to Deadpool, combo into cutting time, DHC to B. Charge and go to town. The number of ground bounces you'll be able to do after teh DHC will be determined by how many you used in your preDHC combo with Wolvie. But even if you've used up you ground bounces you can still get a strong B.Charge combo after the DHC with something like this:
    (Note: I dont know Deadpool's combos)
    start with wolvie: cr:m::h::s: ^ j:m::m::h: xx Drill CLaw ~ Dive Kick, land, j:uf::m:j:h:j:s: land :s: ^ j:m:j:h: xx Aerial Exchange, (enter Deadpool) j:m:j:h:j:s: land Kata-Rama ~ Cuttin Time, DHC B.Charge, j:uf::m:j:h:j:s: land j:m:j:h:j:s: land :s: ^ j:m:j:h: xx Drill Claw ~ Dive Kick or Aerial Exchange (or you can cancel into Fatal Claw if you have meter)
    This is just a theoretical combo, im at work so I cant test it.
    AV by Savaii64
  • DannkkDannkk Joined: Posts: 1,761
    Try going straight to you hyper combo from the OTG. That's what I've got to do with my bnb when I use golden armor Arthur's dagger assist. I slide and then do the hyper, and it starts while the opponent is still getting hit by daggers, so it connects. Try anything else and they pop out.
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
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  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    Try going straight to you hyper combo from the OTG. That's what I've got to do with my bnb when I use golden armor Arthur's dagger assist. I slide and then do the hyper, and it starts while the opponent is still getting hit by daggers, so it connects. Try anything else and they pop out.

    What about after a Throw, Daggers, :df::m: are you able to connect more than just a Hyper after this setup?
    AV by Savaii64
  • SajamSajam Superman Sajam Joined: Posts: 60
    Drill claw reset options: (ignore berserker charge nonsense)

    For dash reset after drill claw: If they tech forward, a heavy B slash with cross up. If they tech back, a light slash crosses up.

    With the right reactions it makes this reset ridiculously hard to deal with.
    Wolverine Tutorial and random SSF4 sound good? Check Here then :D
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    you say dash reset after Drill Claw, but did you mean after Dive Kick.
    Also when you use a Slash to cross up, do you forgo the dash?

    Hit me back so I get this clear and Ill put it in the OP.
    I had it there originally, but I rewatched it(without sound, so Im not sure if your explaining things) and I got confused as to what you where demonstrating, I didnt see any cross up slashes.
    AV by Savaii64
  • SajamSajam Superman Sajam Joined: Posts: 60
    you say dash reset after Drill Claw, but did you mean after Dive Kick.
    Also when you use a Slash to cross up, do you forgo the dash?

    Hit me back so I get this clear and Ill put it in the OP.
    I had it there originally, but I rewatched it(without sound, so Im not sure if your explaining things) and I got confused as to what you where demonstrating, I didnt see any cross up slashes.
    I'll record it again with a better demonstration.

    I'll link it when it's done.
    Wolverine Tutorial and random SSF4 sound good? Check Here then :D
  • TCSydTCSyd Joined: Posts: 34
    In corner: After connecting :df::m:: Dash, Chun-Li Assist (Hyakuretsukyaku), :d::l:(:d::l:).

    This setup covers most options after tech roll, no matter which direction, the main exception being moves with invincibility.

    If they try to jump, they will eat a low. If they call an assist during their roll, it will likely be stuffed by either Chun-Li Assist or Wolverine's :d::l:(s).

    The assist maintains enough pressure to dash in and mixup with high/low.

    EDIT: I'm sure there are other assists that can be used in this way (to varying degrees of effectiveness), so go experiment!
  • toiletface2022toiletface2022 Joined: Posts: 174
    I think we should add the OTG df+m, Xfactor combos here as well as the berserker charge berserker barrage/slash loops. Also, just for kicks I got 8 drill claws in a combo last night and think I could get more. :) I'll post when I'm finished.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    ive got a bit of the :df::m: information in here already but I need to test all the assist that will allow you to combo off of it.
    As far as X-factor combos, post them up and ill make a section.

    Or, are you talking about :df::m: XFC combo. I put one up that Tokido used, if you have more ill post them.

    Also Id like to know that 8 drill claw combo, for kicks
    AV by Savaii64
  • KilltzKilltz Joined: Posts: 111
    Wolverine Reset

    Any BnB that ends in :s: scj. j.:m:j.:m:j.:h: xx Drill Claw xx Fatal Claw can turn into a reset by simply delaying the sj, then each hit aside from the :h: into Drill Claw (and obviously into the Fatal Claw). When done correctly, the opponent will be hit toward the top of the Fatal Claw hitbox quite high in the air, allowing Wolverine to land with enough time to poke with :l: into an air throw attempt.

    Input:
    (xxx) ~ :s: (small pause) sjc. j:m: j.:m: j.:h: xx Drill Claw xx Fatal Claw (land) :l: (air throw attempt)


    Also, I would like to add that Spencer's Slant Shot allows Wolverine to combo after an OTG :df::m:
  • TCSydTCSyd Joined: Posts: 34
    Solo Instant Overhead (j.:l:) Combos

    j.:l: j.:s: xx :df:Drill Claw ~ Dive Kick

    Works on:
    Hulk (Anywhere)
    Tron (Corner Only)

    j.:l: j.:l: j.:s: (xx :df:Drill Claw ~ Dive Kick) OR (Land :l:, etc.)

    Works on:
    Haggar (Corner Only)
    Hulk (Anywhere)
    M.O.D.O.K. (EDIT: Anywhere; please see the "NOTE" below)
    NOTE: Delay before the second j.:l: in order for Dive Kick to connect.
    Thor (Corner Only)
    Tron (Anywhere)

    EDIT: For this combo, you can delay between the first and second j.:l:'s against:
    Hulk (Anywhere)
    M.O.D.O.K. (Anywhere)
    Tron (Corner Only)
    This affords you more time to followup (this is particularly useful for connecting "Land :l:, etc." consistently).

    As for Sentinel, any aerial can IOH, but j.:l: is the most effective because of its speed and combo options.
    There are several possible combo progressions. I use: j.:l: j.:m: Delay j.:m: j.:h:, Land Dash j.:uf: j.:l: j.:m: Delay j.:m: j.:h:, Land :l:, etc.

    P.S. I didn't test EVERYONE, just the characters I figured it would work on. If anyone has any additions, please post them.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    Any BnB that ends in :s: scj. j.:m:j.:m:j.:h: xx Drill Claw xx Fatal Claw can turn into a reset by simply delaying the sj, then each hit aside from the :h: into Drill Claw (and obviously into the Fatal Claw). When done correctly, the opponent will be hit toward the top of the Fatal Claw hitbox quite high in the air, allowing Wolverine to land with enough time to poke with :l: into an air throw attempt.

    Input:
    (xxx) ~ :s: (small pause) sjc. j:m: j.:m: j.:h: xx Drill Claw xx Fatal Claw (land) :l: (air throw attempt)


    Also, I would like to add that Spencer's Slant Shot allows Wolverine to combo after an OTG :df::m:
    Solo Instant Overhead (j.:l:) Combos

    j.:l: j.:s: xx :df:Drill Claw ~ Dive Kick

    Works on:
    Hulk (Anywhere)
    Tron (Corner Only)

    j.:l: j.:l: j.:s: (xx :df:Drill Claw ~ Dive Kick) OR (Land :l:)

    Works on:
    Haggar (Corner Only)
    Hulk (Anywhere)
    M.O.D.O.K. (EDIT: Anywhere; please see the "NOTE" below)
    NOTE: Delay before the second j.:l: in order for Dive Kick to connect.
    Thor (Corner Only)
    Tron (Anywhere)

    EDIT: For this combo, you can delay between the first and second j.:l:'s against:
    Hulk (Anywhere)
    M.O.D.O.K. (Anywhere)
    Tron (Corner Only)
    This affords you more time to followup (this is particularly useful for connecting "Land :l:" consistently).

    As for Sentinel, any aerial can IOH, but j.:l: is the most effective because of its speed and combo options.
    There are several possible combo progressions. I use: j.:l: j.:m: Delay j.:m: j.:h:, Land Dash j.:uf: j.:l: j.:m: Delay j.:m: j.:h:, Land :l:

    P.S. I didn't test EVERYONE, just the characters I figured it would work on. If anyone has any additions, please post them.




    ok thanks ill update
    AV by Savaii64
  • TCSydTCSyd Joined: Posts: 34
    What Berserker Slash xx Berserker Charge combos are people using?

    I'm using (without assists): 613,400 without Fatal Claw

    Slash xx Berserker Charge ~ Dash (:m:):h::s: ^ j.:h: xx Drill Claw ~ Dive Kick, Land :h: xx :l:Slash ~ :d::m::h: xx :l:Slash ~ :h: xx [:m:Barrage(r)]x3 (xx Fatal Claw)

    (With assists): 703,300 without Fatal Claw

    Slash xx Berserker Charge ~ Dash (:m:):h::s: ^ j.:h: xx Drill Claw ~ Dive Kick, Land :h: xx :l:Slash ~ :d::m::h: xx :l:Slash ~ :a1: (Akuma Tatsu) :h: xx :l:Slash ~ :h::s: ^ j.:h:j.:s:, Land :a2: (Chun-Li Hyakuretsu) :df::m: ~ :h::s: xx JCC (:d::df::f::uf:) :h:Barrage(r) (xx Fatal Claw)
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    I do B.Charge, j:m:j:h:j:s: land j:m:j:h:j:s: land :s: ^ j:m:j:m:j:h: xx Drill Claw etc..
    From here this combo can end in many different ways.
    Typically I only do BCharge combo after a DHC glitch from Storm after an air combo; so I wont get an bounce off of Wolverines Dive Kick; their for My BCharge combo typically end after the first Drill Claw, with any of the following:
    *Aerial Exchange
    *Dive Kick
    *Fatal Claw

    Though I think that I should probably convert to the Barrage reps
    AV by Savaii64
  • Flying_VFlying_V Tournaments are BYOP Joined: Posts: 382
    for a DHC gltich combo that involves Magneto/Wolverine i do:

    cr.:l:, cr.:l:, cr.:m:, cr.:h:,:s:, sj.:h:, adf, j.:m:, j:h:, land, j.:h:, adf, j.:m:, j:h: (x3), :h:, :l: hyper grav, tempest xx B. Charge (you have to cancel before any of the rocks come out), u/f drill claw, j.:h:, drill claw ~ dive kick, :h:, :s:, j :m: :m: :h:, drill claw xx fatal claw.
    This does 1.047 million for a net meter of -2 since you get over a meter doing the magneto BnB

    Video:

    EDIT: corrected the combo because i remembered it wrong and for correct damage
    EDIT2: added Link to video
    Me: "Bitch, why you running out there by yourself. You know you gonna get raped."
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  • SAPhoenixSAPhoenix Best lurker on SRK Joined: Posts: 43
    My apologies if this was already posted. This is a corner-only combo that leads to 743,000 damage:

    j.:s:,:l:,:m:,:l:,:h:,:s:,sj.:h: xx Drill Claw,:m:,:m: xx Drill Claw~Dive Kick,:s:,sj.:m:,:m:,:l:,:h: xx Drill Claw xx Fatal Claw
  • TCSydTCSyd Joined: Posts: 34
    My apologies if this was already posted. This is a corner-only combo that leads to 743,000 damage:

    j.:s:,:l:,:m:,:l:,:h:,:s:,sj.:h: xx Drill Claw,:m:,:m: xx Drill Claw~Dive Kick,:s:,sj.:m:,:m:,:l:,:h: xx Drill Claw xx Fatal Claw

    This combo only does 675,300. It does 743,000 with damage set to "High."

    As for corner combos, (after :s:),

    ^ j.:h: xx Drill Claw ~ j:h: xx Drill Claw ~ Dive Kick, Land :h::s: ^ j.:h: xx :u:Drill Claw ~ j.:h: (xx Drill Claw xx Fatal Claw) OR (j.:s:, Land etc.)

    is the most damaging and consistent ender I've found. It's possible to do, (after :s:),

    ^ :u:Drill Claw ~ j.:h: xx Drill Claw ~ j.:h: xx Drill Claw ~ Dive Kick, etc.

    but the second Drill Claw in the second air combo will likely whiff (j.:s: will still connect).

    NOTE: This progression encounters problems if hitstun scales unnaturally (i.e. after assists), but is still possible. You'll have to adjust it to specific starters and assists.
  • KilltzKilltz Joined: Posts: 111
    I'm slowly realizing the synergy Spencer and Wolverine have with each other more and more. If Spencer touches you, he's getting a bar and pushing you into the corner before DHCing into Wolverine to tick off the leftovers. If Wolverine touches you, he can DHC into Spencer, who DHC's back for the kill. Why did I not see this synergy before?

    Wolverine as the starter:

    :l::m::d::m::h::s: sjc. :m::m::h: xx Drill Claw ~ Dive Kick (land) :h: xx :h:B. Barrage (mash) xx Fatal Claw (DHC) Bionic Maneuvers (DHC) B. Charge into Mr. Nannie's B. Charge ending.

    It blows 3 meters, but it's guaranteed death on anyone for touching them once. Best part is, you can kill anyone in one go for touching them with either character.



    EDIT:

    My apologies. I forgot that you can't simply DHC from Wolverine to Spencer and directly back to Wolverine without a combo in between. Simple fix.

    :l::m::d::m::h::s: sjc. :m::m::h: xx Drill Claw ~ Dive Kick (land) :h: xx :h:B. Barrage xx Hyper B. Barrage (DHC) Bionic Lancer ~ Armor Piercer (or OTG :h:Grapple (j.:s:) Armor Piercer, although less consistent) xx (~?) Bionic Maneuvers (DHC) B. Charge -> Mr. Nannie's B. Charge ender.

    Now, it's important to note that in order to link Bionic Lancer to Armor Piercer for optimum damage and ease of comboability, Bionic Lancer has to hit at a very specific height. Refer to this video for a visual:

    With some time in the lab, the timing can become almost second nature, but you do have to put in the time.

    The Armor Piercer will wall bounce, however, so you must time your Bionic Maneuvers for when they cross back over you.

    This now takes 4 bars instead of the previously estimated 3, but it's guaranteed to kill. A tad impractical, but if you really need, for example, a Hulk or Thor dead (due to XF, bad match-up, character hatred, etc.), this can be your go-to combo mid-to-late game. Plus, it's flashy as hell. Combofiend, eat your heart out :cool:

    I'll see about recording this at some point. I don't have the equipment to do it myself, but I have a friend that does.
  • TCSydTCSyd Joined: Posts: 34
    Wolverine/Spencer (Slant Shot):

    Call :a1: (Slant Shot) :df::m: ~ (Slant Shot Hit) drags the opponent back down into standing.

    This is an excellent opportunity to reset into:
    :l:Slash (Crossup)
    Backdash :l:Slash (Crossup Fake)
    Backdash :m:Slash/:h:Slash (Crossup)

    NOTE: These are INTENDED for use in the corner. They can be used midscreen as well, but I'm not sure if they work 100% across cast.

    You're probably better off mixing between the second and third options, since it's much more ambiguous. Plus, you don't have to delay at all.

    Keep in mind you're going to have to cancel into Berserker Charge to get a combo since your assist will not have had a chance to recharge yet. But with Wolverine's meter gain, this shouldn't be a problem.

    Hope this helps.
  • DannkkDannkk Joined: Posts: 1,761
    Not sure if this has been posted yet, but I'm pretty sure I saw someone asking if you can use Hulk's otg assist(gamma wave) to continue combos. I found a way, and it works pretty well. You can only combo after in the corner, but if you do it midscreen, it does corner them(just have to dash behind as they fly across the screen), so it's not all bad.

    :l::m::h::s: xx super jump :m::m::h: xx drill claw, :d::h:, land, short jump, j.:m:j.:m:j.:h:j.:s:, call assist, land, berzerker barrage H xx super. (649,000 ending with Berzerker Barrage X. 457,000 with no super)

    Instead of launching again, just going for the air combo after ground bounce, gives you a ton of time to call an assist. You can also call assists during your jump attacks, because it's not a super jump. You even land before you opponent. I think this would work for a lot of the slower OTGs. Could try Akuma's demon flip dive kick assist, maybe. That one might even work midscreen.
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  • TCSydTCSyd Joined: Posts: 34
    I follow-up ground bounce (from Dive Kick) with: :a1: (Akuma Tatsu) :h: xx :l:Slash ~ (Dash) :h::s: ^ etc.

    I used to use (from Dive Kick): j.:uf: j.:m:j.:m: :a1: (Akuma Tatsu) j.:h:j.:s: ~ (Dash) :h::s: ^ etc, but it's significantly less damage.

    Akuma's Tatsu assist works particularly well because it's fast, travels very far, and allows plenty of time to followup.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689
    Sorry I havent updated yet, itll get done by the time this weekends over.
    Thanks alot for all of you additions lately guys
    AV by Savaii64
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,689

    Slash xx Berserker Charge ~ Dash (:m:):h::s: ^ j.:h: xx Drill Claw ~ Dive Kick, Land :h: xx :l:Slash ~ :d::m::h: xx :l:Slash ~ :a1: (Akuma Tatsu) :h: xx :l:Slash ~ :h::s: ^ j.:h:j.:s:, Land :a2: (Chun-Li Hyakuretsu) :h::s: xx JCC (:d::df::f::uf:) :h:Barrage(r) (xx Fatal Claw)

    Im confused by the part I highlighted in bold.
    could you spell that out for me in plan english. haha
    IDK what a JCC is or how to tk a BBarrage out of it. :)
    AV by Savaii64
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