X-Men vs Street Fighter/Wolverine

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Introduction

XvSFWolverine.png

Wolverine, with his unbreakable claws and mutant healing power, is one of the most dangerous X-Men. He is the best at what he does, and what he does isn't very pretty.

Move List

Normal Moves

Anti-air D.png + Mp.png
Anti-air D.png + Hk.png
Slide Df.png + Hp.png
Dive kick D.png + Mk.png (air only)

Special Moves

Berserker Barrage Qcf.png + P.png
Drill Claw Lk.png + Mp.png
Tornado Claw Dp.png + P.png

Super Moves

Berserker Barrage X Qcf.png + P.png P.png
Weapon X Dp.png + P.png P.png

The Basics

Advanced Strategy

Combos/Infinites

Beginner
1) D.S.LP , S.LK , S.MK , S.MK , S.HP
2) J.HP , S.MP XX Berserker Barrage X (FS)
3) J.HK , C.LK , C.MK XX Berserker Barrage (OTG)
4) J.MP , J.MP , S.LP , S.MP , S.HP
5) J.DN.MK XX Drill Claw [aimed diagonally down/forward]

Intermediate
1) J.HP , J.HK , C.MP , S.HK SJ SJ.LP , SJ.LK, SJ.MP , SJ.MK , SJ.HP (FS) 2) J.LP , J.LK , J.MP , D.S.LP , S.LK , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP , SJ.MK XX Drill Claw [aimed diagonally upwards]
3) Have enemy in corner. J.LP , J.LK , J.MP , D.S.LP , S.LK , S.MP , S.MP , C.HK XX Tornado Claw
4) SJ.DN.MK , SJ.HK , D.S.LP , S.LK , S.MP XX Berserker Barrage X
5) J.HP , J.HK , D.S.LP , S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP , SJ.HP (FS) , SJ.HK , C.LK (OTG) , S.MP , S.MP , S.HP

  **Note: This combo works even if you are fairly far from the corner.  The
          SJ.HP (FS) , SJ.HK sends you and your opponent flying
          towards the corner whereas a different combo wouldn't let you have
          the opportunity to hit the enemy with an OTG.

6) J.DN.MK , J.HP , J.HK , D.S.LP , S.LK , S.MP , C.MK , OC.HP (OTG) , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP , SJ.MP XX Drill Claw [aimed diagonally upwards]

Expert
1) Have enemy near corner. J.LP , J.LK , J.MP , D.S.LP , S.LK, C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP, SJ.MP , SJ.MK XX Drill Claw [aimed diagonally upwards],SJ.HK (FS), SJ.HK (FS) , J.LP , J.LK , J.MP , J.HK (FS) , C.LK (OTG) , S.MP , S.MP , S.HP , S.HK

  **Note: After the Drill Claw, time HK so that it hits IMMEDIATELY.

2) Have enemy near corner. J.LP , J.LK , J.MP , D.S.LP , S.LK, S.MP , S.MK XX Berserker Barrage X (FS), J.LP , J.LK , J.MP , J.MK , J.HP (FS) , J.HK (FS) , C.LK (OTG) , S.MP , S.MP , C.HP , S.HK

  **Note: Just hold up on the controller after the Berserker Barrage X and
          nail the falling body before it lands.  If you try and do all six
          hits in the Jumping part of the combo too quickly, the HP
          will miss.  Time the first four hits a tad bit slower than normal
          so that when the HP connects, the enemy is relatively above
          you.

3) Have enemy in corner. J.DN.MK , J.HP , J.HK , D.S.LP, S.LK , S.MP , S.MK , C.HP , C.HK SJ SJ.LP, SJ.LK , SJ.MP , SJ.DN.MK , SJ.HK (FS) , S.LP , S.LP , S.LK , S.MP , S.MP , S.MK , S.MK , S.HP , S.HK

  **Note: You have to manually cancel the C.HK by hitting Down, Up
          after it connects, and then IMMEDIATELY hit LP for the Super
          Jumping Air Combo.  After landing, hit the enemy quickly with the
          ground chain sequence (you REALLY have to know how to time the hits
          rather than mashing buttons until they come out to successfully
          land all 9 hits).  The last S.HK can be changed into a
          C.HK against characters heavier than Ryu, which lets you
          sneak in a throw right when the enemy lands, and it's hard to see
          coming.

4) Have enemy in corner. J.LP , J.LK , J.HK , D.S.LP , S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MP, SJ.LP , SJ.LK , SJ.MK XX Drill Claw [Aimed Straight Up], SJ.LP , SJ.HP (FS) , SJ.HK (FS) , C.LK , S.MP, S.MP , S.MK [2nd hit] , S.HP , S.HK

  **Note: When you land and begin the OTG part, make sure you hit MK
          Kick twice even though it hits once.  The first hit will miss but
          pressing the button twice causes the second kick to come out, which
          WILL connect.

Match-Ups