Marvel Super Heroes VS Streetfighter FAQ v1.97
by ice-cube (
[email protected]) 24/9/1997
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KEY:
JP = jab punch MP = strong punch FP = Fierce punch
SK = short kick MK = forward kick RK = Roundhouse kick
b = back d = down u = up f = forward
QCF = quarter circle forward (d,df,f) QCB = quarter circle back (d,db,b)
HCF = half circle forward (b,db,d,df,f) HCB = half circle back (f,df,d,db,b)
DP = Dragon punch motion (f,d,df)
A = only can be done in the air
G = only can be done on the ground
A/G = can be done in the air or on the ground
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WOLVERINE
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Not much of a change from the his previous version in X-men vs
Streetfighter. A couple of new Super moves and some changes in normal moves.
Other changes are in terms of the game. No infinity combos this time.(except
for an trick that doesn't last too long)
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Normal moves:
Standing Jab/Standing Short
Combo starters. Always dash in with Standing Jab/Standing Short to start a
well-linked combo.
Standing Strong
Wolverine's Standing Strong has good range, and can be chained
together! Just keep pressing Standing Strong repeatedly for a quite a
hits. There isn't much pause either.
Standing Forward
Wolverine does a knee bash. It has short range, but is very quick.
If you press Forward again, he will do a kick with his other leg,
doing two hits. Connects well with Berserker Barrage X after the two
hits.
Standing Fierce
Great move! Wolverine does a huge slash with both of his claws
that covers his entire front. This move does good damage, and is
great for defense and also assaults when you dash
in with this. This has great range and doesn't have that much lag
time.
Standing Roundhouse
Wolverine sticks his claws in to the floor and does a hand stand
kick with both of his legs. This move is an air launcher, and it is a great
air counter. Although it has short range, it is pretty useful when
inserted in a combo or when used as an air counter. It has some delay,
but not much.
Ducking Jab/Ducking Short
Swift and good to chain when opponent is not duck blocking.
Ducking Strong
When he does his Ducking Strong, he twists and does an upwards slash
while on the floor. This hits them into the air a bit towards Wolvie,
which is excellent to chain in a launcher or a Super move. It acts
sort of like a mini-launcher. It is a useful air counter and can
also be used in a combo. There isn't much pause here.
Ducking Forward
Wolverine does a decent ranged sweep. This knocks the opponent
over, setting them up for a Berserker Barrage! There isn't much
pause, being the quick character that Wolverine is.
Ducking Fierce
Wolverine scoots forward a little and slashes outwards with both
of his claws. It has a bit of a pause at the end, but not much.
You can do this to keep foes away or to suprise hit them. It can be
connected with the launcher if you dash in or very near to the opponent.
Ducking Roundhouse
Wolverine pauses for a bit and then launches himself forward
with his claws, and does a kick. It is like a slide, but he
isn't on the ground and is a bit above the ground. This can
catch the opponent off guard, because of its speed. Connect this
move with a Berserker Barrage X and this will nail the opponent if he
tries the counter you.
Jumping Jab/Jumping Short
The Jumping Short is done quickly right after the Jumping Jab before
landing to do two hits. This can be use to get the opponent, because they
tend to block low after the fist hit.
Jumping Strong
Wolverine's Jumping Strong is similar to his Standing Strong,
where he does a side swipe. These can link in to another Jumping
Strong, and that can link in to another one, and so on. In an air
combo, you can link up to 5 Jumping Strongs! The range is good and
there is hardly any lag time. End the combo with Jumping Forward
and then Drill Claw.
Jumping Forward
This move has a short range, and it seems like it hardly hits, but
it can be used for defense in air attacks.
Jumping Fierce
Wolverine throws both of his claws downward while doing a flip.
This has great range, and doesn't have much pause. You
aren't very susceptible to attacks because of the sheer range
and the slash waves.
Jumping Roundhouse
Wolverine spins around while doing kicks. This has pretty good
range. Use this to trick the opponent by jumping over him with the
Roundhouse, he should block the other way and get hit by the move.
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Special Moves:
Berserker Barrage: [QCF + punch] <G> (keep tapping punch for more hits.)
Wolvie charges opponent slashing wildly 4 to 9 times
A very decent move that ends most Wolvie ground combos and chips away
large amounts of life if the opponent is blocking. This will leave you
open to attack.
Tornado Claw: [DP + punch] <G> (keep tapping punch for more hits.)
This is a good staple move in combos, and as an anti-air defense.
Of course if the incoming guy is blocking, you'll just push them away from
you. If you Tornado Claw someone on the ground and they block, Wolverine
will fall from the sky with one of his arms hanging lazily above
his head. This is generally not an effective way to win.
Drill Claw: [Any direction + MP + SK] <A/G> (Without hold the direction
will cause Logan drill forward.)
This move can be done in the air. However, if Wolverine is on the ground
he cannot Drill Claw away from his opponent.
When Wolverine drills into walls or the ground, he can rebound by holding
the the buttons and any direction.
Overhead boot: [d + RK] <A>
Wolverine will defy the laws of and suddenly drop straight down
This move replaced the Diving Kick from X-men VS Streetfighter,
making the moves less useful, because it cannot be linked with
other moves. It can be linked with Drill Claw to do suprise
attack. It can also use for quick landing.
Sliding claw: [df + FP] <G>
punch. Wolverine will slide along the ground with his claws extended.
This can be used to go under most projectile weapons and beams.
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Super Moves:
Note - All Supers of Wolverine are done with one level meter.
Fatal Claw : [DP + 2 kicks] <A/G>
Wolverine leaps into mid-air releasing energy from his body in the
pattern of a X. Anything within range gets sucked in. This looks like
the ending part of Weapon X.
This super can be use in an air-combo, errr?... sort of. End
an air-combo with a jumping foward and then with this super.
Note that the super doesn't actually connects, because of the
delay. But it can sometimes confuse your opponents and
they will not block (works on CyberAkuma!), and even if they do,
they will suffer heavy block damage. Heavier and bigger opponents have
a higher possibility of getting hit. This super can be chained after the
launcher.
Berzerker Rage : [QCB + 2 punches] <G>
Wolverine's original level one from X-Men. He slashes once in the air
and then shadow images of himself appear and making
him really fast for a few seconds.
Short delay after moves, even special moves.
* Hit the opponent by pressing ducking fierce punch repeatedly until
the Berzerker Rage ends. This will act sort of like an infinity combo.
Berserker Barrage X : [QCF + 2 punches] <G>
Wolverine charges at you slashing rapidly for 18 hits.
Use wisely on this super, using it on a blocking foe will usually
leave you open for attacks (SUPERS!). This super is great for countering.
Weapon X : [DP + 2 punches] <G>
Wolverine dashes at the opponent and this can go through most projectiles.
After connecting he does a 13 hit combo and finishes with a X-slash. Nail
with this, opponents who try to "fireball" you.
Combos :
Create your own!
Credits :
Nobodyelse but me - icecube (
[email protected])
Email me for comments or quries.
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