You Gotta Problem With Me, Bub? Wolverine Thread

I’m not sure why you’re putting L’s in between the MM and H in the air, unless it’s to be fancy. Plus L’s in your combos scale damage. Likely they’re also the culprit causing your Fatal Claw to drop. Remove the L’s (aside the very first, of course, on the ground). If that doesn’t work, then just cancel the drill claw faster.

On a seperate note, I find it funny the Wolverine thread is called “You got a problem with me, bub?” when so many bubs have a problem with Wolverine LOL I play Wolvie, so not hatin, myself. Just noticing the funny.

Finally finished my Wolverine Tutorial, after the 4th recording, 9 hour render, and 5 hour upload -_-.

Here it is: How to Logan by Sajam :smiley:

Thanks! I pulled the combo from the guide. I didnt know that the L’s scale the damage. I was finally able to pull the combo off by, like you said, canceling the drill claw faster. I will try the combo again without two air “L’s”.

Use air L AFTER your relaunch. Not only will the combo not drop on you, but you get 3000 more damage and you build a bit more meter.

So the combo looks like: :l::m::h::s:, super jump, :m::m::h:, forward drill claw, dive kick, :h::s:, super jump, :m::m::l::h:, forward drill claw, fatal claw… for 650K

PS, your combo does work though. I wouldn’t do it because it does do 5K less damage, and with Wolverine, you want a mother fucker dead quick.

Does anyone know how the welcome mixup (incoming character) works with jam Session? Someone told me Diago at EVO had a mixup that was unblockable, which seems impossible for a left/right, but even if it was just a hard-to-blockable, I’d still like to know how it works if anyone knows the specifics. Thanks!

In the interest of having the UMvC3 character threads be as awesome as possible, I am posting here to offer up my current Ultimate Dormammu Thread as a base skeleton to anyone who intends to manage a character thread, or something similar, in Ultimate. It is currently stripped of information, and will remain so until about a week before release. I am not attempting to toot my own horn, but rather offer to others what took me quite a bit of work to do, so that those who would rather not spend the time on such things do not have to.

I have received a lot of compliments to-date about the structure, and a few people have requested permission to use its structure for UMvC3, so I thought I would go around and make the offer to others who might not be aware that someone out there has already done the grunt work for them (haha). Because I am posting this in all the character forums, and this is time consuming on its own, I have not taken the time to check for how developed the thread I am posting on current is. Thus, I ask that no one be offended at my suggestion if your character forum is well constituted already - I mean no intrusion upon your methodologies!

Here is a link to the thread blueprint:

You can get an example of what it looks like when filled out here:

You are of course entirely welcome to change whatever you like if you want to incorporate this structure into your own thread. I have all of my posts saved as Word documents on my computer. If you would like these documents instead of having to copy/paste from the main threads, please feel free to PM me your email address, along with the character thread they will be used for, and I will gladly send them.

Highest Regards to All,
Karst

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the X-Men.

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as an alternative for default wolverine, mvc3 wolverine teams. imo, ryu has more overall synergy with wolverine than akuma.

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nice teams! shopping cart is arguably wolverine’s best overall assist.:tup: i still feel a better job could’ve been done with this frank alternate though.

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behold the power of wolverine and the sorcerer supreme. haha you’ve got a couple of options here.

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SUPER MONSTER TEAM! my favorite wolvie team.:tup:

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0_o this team has always left me absolutely dumbfounded. a fairly unusual wolverine team, it’s still very effective. however, ironfist is still garbage as a character. haha so be prepared for ole canuckle head and the six-legged freak to pull most of the weight with this trio.

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whats wolvie looking like in umvc3 ?

He’s 75% of his vanilla speed, its rumored that u can’t get full combo of counter hit dive, dive kick hit box is smaller and j.l, I think he got less life, invincibility gone on beserker slash and its slower. I am personnaly pretty mad he needed nerfs but I feel he got the worse nerfs in the game. And I’ve always thought that magneto was better especially wit the dhc glitch.

Can I get a link to something official saying he is 75% speed,cause I cant find that in any of the change logs or interviews. Sound bs

[LEFT][SIZE=18px]Wolverine[/SIZE][/LEFT]

• Hitbox on Dive Kick and jumping Light Attack have been decreased in size.

[LEFT]• Berserker Slash’s invincibility frames removed.[/LEFT]

[LEFT]• New move is titled Machine Gun Claw (Berserker Rage in North America).[/LEFT]

[LEFT]• Made it so that Berserker Charge has the lowest input priority amongst Wolverine’s Hyper Combos.[/LEFT]

[LEFT]• Wolverine’s mashable Hypers are Fatal Claw, Berserker Barrage X and Weapon X.[/LEFT]

[LEFT]they are the only ones i can find mate[/LEFT]

Ya I just played it and I guess those were the first build’s nerfs. And the official nerfs are the only ones I noticed when I played.

So this is a question on my sister’s behalf.

She loves wolverine but as a newbie she needs some beginner level combos with him. Now since I myself have never touched him I am unsure of what still works from vanilla, and am at a loss for giving her advice or beginner to mid level combos.

If someone could provide me with a few, or even give me a combo I could butcher to a simpler version I’d be appreciative.

I don’t no wat would be too simple but all the combos still work so do l,m,h,s,j.m,j.m,j.h,a+s,down h, land, h,s,j.m,j.m,j.h,a+s,fatal claw, or lmhs jump lmh drill claw(a+s) dive kick land s lmh drill claw fatal claw. Wolvie has a lot of freedom he could do a lot of random combos

if you have berserker charge power up super and hit a raw tag wolverine can confirm for full damage off of the tag.

i was abusing this last night by dashing up and faking a low w/ sent drones covering me and raw tagging out of dante into sped up logan for a full combo into kill.

edit:

numpad notation

5LM 2H S 29 jM jH toward drill claw air 2h, 5h S 29 jM jM jH 214ABC works pretty much on everyone everywhere on the screen.

double edit:

wolverine w/ jam session can do the following meterless combo, which sets up for an amazing reset situation.

i know because i play this team w/ sent on anchor.

numpad notation
5LM 2H S 29 jM jH toward drill claw air 2h, 5h S 29 jM jM jH jS, backdash + call dante, 3m slide 623H HHHHHHHHHHH (mash the uppercut, takes them all the way up to the top of the screen, letting you do some ambiguous crossunders and the like.)

Does like 600k.

for maximum meter building you can do an exchange (any direction, doesn’t matter really) into dante and do

5LM 2H S 29 jM jH toward drill claw air 2h, 5h S 29 jM jM jH toward drill claw exchange

airdash air236LL, call wolverine torando claw 623M, air 263LL 3HH 6H H+S 22S 236LL 623MM and it’ll get you a lot more bar and probably get you up to 700k meterless.

just sayin

logan’s st.M hit box starts at his back. i called tatsu assist on one side of a crouching wolvie before jumping over to other side for the cross up, and he just stuck out st.M as i landed and it stuffed tatsu from behind while getting a full combo on my point character. i had no idea what the hell had happened until i watched the replay in slow-mo; looked pretty crazy in real time. it’s not really useful tho, it was just a “wtf?” moment.

How do you combo off of Wolverines OTG slide with X assist character? I see people go into a hyper off of it all the time.

Timing is different for every assist but the jist is, you knock them down, you call your assist, and you slide. Some assists let you uppercut or barrage into super, others don’t.

:coffee:

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If I’m trying to do the whole call tatsu to high-low with cL vs jL, what’re the best ways, specifically, to set that up? Like, connected sL+tatsu? Dive kick call tatsu on way down? Etc. Basically, I’m trying to figure out the ideal sequence(s) to give me the best conditions for using the tatsu lockdown to have time to do the cL/jL without them being able to interrupt or escape (dealing with the mixup, they could always block correctly)

In a nutshell, I’m looking for the best exact times to press the tatsu button. “Any time you’re in close” is def not the answer. Also, if I hit with the jL (not raged or in xf), is the best confirm jLS xx drill xx dive? I know this is all 101 but I never really gave wolvie a serious shot with anything other than drones. But now that I’ve been reunited with my lost love tatsu-taskmaster, I’m wondering if wolve task akuma might not be amazing.