X-Men vs. Street Fighter Wolverine FAQ v1.0 by Shinkuu Doogie (doogiet@telusplanet.net) 06/23/97 Disclaimer: This is my latest contribution to the internet videogaming world. I started to write it a long time ago, but then lost interest. Well, I've decided to finish it. So enjoy... I'm writing this FAQ at a time when my best female friend suddenly decided never to speak to me again. (What did I do?) So if it has misogynist undertones, you'll know why. This FAQ will probably undergo several revisions before I release it to the net. It's to help people learn that Wolverine can be played stylishly; he's not just the button-pounding newbie magnet that many people think of. Wolvie can be used with skill, finesse, and panache. This FAQ is dedicated to getting players away from Ken and Ryu (but not Akuma), and into the X-Men. And if you're going to use an X-Men, who better to start with? If you're interested in either Rogue or Akuma for X-Men vs. Street Fighter, check out the FAQs I wrote for them: www.ucalgary.ca/~dmtruema. But enough about me. Let's talk about you. What do you think of me? ;) Bah, on to our topic. Epigraph: "I'm afraid Robert Goulet hasn't arrived yet, sir." "Very well. Begin the thawing of Jim Neighbours." Statistics Codename: Wolverine Real name: Logan (he doesn't seem to have a last name) Also known as: Patch Age: Unknown (but he's apparently over 100 years old) Height: 5'3" Weight: 195 lb. Eyes: Brown Hair: Black First appearance: Incredible Hulk, issue #180, 1974 History: "Who is Wolverine?" I'm sure you're all wondering. Go ahead. Admit it. You're wondering who he is. Well, that's what this section is for. In the Marvel Universe, Wolverine (his real name is Logan) was a member of CSIS (Canadian Secret Intelligence Service) before he "volunteered" for the Weapon X project, in which the Canadian Government fused the miraculous metal called Adamantium to his skeleton. Adamantium is indestructible once it has been set; accordingly, Wolverine's bones cannot be broken. Wolverine was chosen because his mutant ability is a healing factor which allows him to recover from wounds at exponential rates; he was the only person the Canadian Government thought would be able to withstand the trauma of having Adamantium fused within his body. (But we Canadians all know that this story is bull. *We* would never do that. But the *American* government does this type of thing in its sleep.) The most noticeable feature of Wolverine (other than the fact that he'll laugh at you if run him over with a truck) is that three razor-sharp Adamantium claws can be extended from each forearm by him at will. Because Adamantium is indestructible, Wolverine can use these claws for a variety of purposes: he can use them to climb stone walls, pick his teeth, peel an orange, or disembowel anyone he doesn't like (this is generally what the readers like to see). The origin of his claws are a source of much debate. For years, Marvel insinuated that he obtained his claws when he was infused with Adamantium. However, after Magneto viciously ripped the Adamantium out of his body in the Fatal Attractions series, Wolvie discovered that his claws were actually bone to begin with; he only discovered them after he was fused with the Adamantium, and consequently thought that they were metal. Many readers hate this idea. Regardless of where they came from, though, Wolverine currently only has bone claws left. This sucks. Like they'd be an effective weapon. They'd chip, splinter, crack, etc. What was Marvel thinking? But, due to the loss of his Adamantium, he's becoming more feral then ever before. Wolverine can no longer control his berserker rages to the degree that the once could, and because his healing factor no longer has to compensate for the foreign Adamantium in his system, he now heals insanely fast. If you were run him over with a truck, he'd be good as new by the time the rear tires left his body. Aside from his claws and his healing factor, Wolvie has mutant enhanced physical attributes and senses. He can track people endlessly through smell, hear the slightest noise, and perform all sorts of gymnastic maneuvers to better bear his claws on his opponents. What a guy. ;) Wolverine Miscellany: He hates Sabertooth, loves Jean Grey, smokes cigars, and lost a hand in the Age of Apocalypse storyline. Oh! You want miscellany from the game! I was just getting to that. (Sheepish grin) To select Wolverine, simply place the character select icon over Wolverine and press an attack button. If you've chosen correctly you'll be rewarded with a voice that says, "Wolverine." Isn't Capcom clever? ;) 1p colour: Blue and Yellow. (press punch) 2p colour (press kick) Brown and Yellow. (both colours feature the same colour claws, though. Unlike Sabertooth, who sports an effeminate set of pink talons as his 2p colour. And he calls on a chick with a gun for a super. What a wimp. "Laaaa!") Entry pose: He releases his claws and says, "Let's go, bub." Exit pose: He says, "Rookie", and then sprints away. Victory pose #1: Takes off his hood and says, "Rookie." (My favorite) Victory pose #2: He hits his claws against each other and smiles as he listens to the lovely metal-on-metal sound. Victory pose #3 (perfect): He runs his claws down a blackboard that materializes behind him. (Just kidding) ;) Victory pose by time: Unleashes his claws like #2. (Snikt!) Taunt: Same as pose #2. Victory quote #1: "Now my claws are gonna do the talking." (lame) Victory quote #2: "Now let's get down to some slicin' and dicin'." (better, but still lame) Victory quote #3: "Don't mess with the big boys, bub." (not bad) Victory quote #4: "The sum of the square roots of any two sides of an isosceles triangle is equal to the square root of the remaining side." (He's really talking about a right triangle, but that's okay.) ;) Victory quote #5: The one word that just says it all: "Rookie!" (I was never good in math.) Victory quote #6: "I didn't even use my healing factor." This I find to be an odd thing to say, and attribute it to Capcom's ignorance of Wolverine's mutant power. It's involuntary. He can't turn it off or on at will. Victory quote #7: "You're outta your league, bub." (No problems here) Wolverine's ending: Jubilee runs up to him as he's shaking hands with Ryu and says, "Hey, Wolvie! You kicked some serious butt back there. What's up with that Ryu guy? Is he hard-core or what?" Then Wolverine says, "It don't matter about his fame or attitude, kid. Ryu is (wait for it) an 'honourable fighter with great honour'. And I respect him for it." Then Wolvie and Jubilee walk off into the sunset, necking. ;) What's up with Capcom? Don't they know English? Even if the game was made by Capcom of Japan, doesn't their translating team know how to *translate*? That's what they're there for, right? Wolverine *himself* speaks better English. But enough bitching. Capcom's given us all years of quarter-crunching entertainment. Yay, Capcom. Wolverine's Moves I'm not going to lay out the usual "1=jab, 2=strong" scheme that so many FAQ writers do. If you don't know what which buttons do what, go talk to someone in your arcade. This is basic, *basic* 1990's popular culture. This is "The earth is round" stuff. I'm still waiting for Capcom to get its own category on Jeopardy. I can see the questions now: "$200: The two most popular fighting game characters in Capcom history. $1000: The motion for Akuma's Raging Demon move. Daily Double: The number of games Capcom made between Street Fighter 2 and Street Fighter 3 that have the words "Street Fighter" in their title." (Check the end of the FAQ for the answers.) Special Moves Berserker Barrage: Fireball motion and punch (keep tapping punch for more hits, maximum of eight) Tornado Claw: Dragon punch motion and punch (keep tapping punch for more hits, maximum of six) Drill Claw: Any direction and Strong Punch and Weak Kick. This move can be done in the air. However, if Wolverine is on the ground he cannot Drill Claw away from his opponent. It's not like he ever would, either. Wolverine running away from a fight? Never. Diving kick: When he's in the air, press down and forward kick. Wolverine will defy the laws of physics, and suddenly drop straight down with a leg extended, no matter what he was doing previously. Sliding claw: While on the ground, press down/forward and fierce punch. Wolverine will slide along the ground with his claws extended. This can be used to go under most projectile weapons and beams, Ryu's fireball excluded. (of course) Air control: Like Chun Li and Vega, Capcom's original flying fighters, Wolverine can jump off the arena walls and the sides of the screen. Just hold away from the wall when you approach it. Air Launcher: Roundhouse kick (no controller direction.) Wolverine will plant his claws into the ground and to a double kick to the sky, launching whoever doesn't happen to be blocking. Mini Air Launcher: Down and strong punch. He claws upwards in a circular motion, launching his opponent just above the ground. More on this later. Dash: Tap twice in the direction you want to dash. See Wolvie run. Run, Wolvie, run. Throw #1: "Trip 'n' Slash" Press forward or away and fierce and watch as Wolvie slashes the guy's feet out from under them, assumes a mounted position (like Royce Gracie) and cuisinarts their face. Throw #2: "Flip 'n' Slash" Press forward or away and strong and watch as Wolvie assumes a reverse guard position on the guy's back (like Royce Gracie) and turns the back of the guy's neck into a scratching post. He then flips them over his head. (Technically that should make it "Slash 'n' Flip", but then it wouldn't rhyme with the first throw. And as we all know, if something rhymes it must be true.) ;) Air Throw: "Defy gravity 'n' slash" Press forward and strong while next to your opponent in the air. Wolvie and his victim will pull a David Copperfield, with Wolvie examining the guy's teeth with his claws. (Brush after every meal) Super Moves: Berserker Barrage Super: Fireball motion and two punches. Weapon X Super: Dragon Punch motion and two punches. Using Wolverine's Special Moves Berserker Barrage: This move is best employed in combos, or in literally scraping away the last few ounces of your opponent's life. It has horrendous recovery time. Basically, if your opponent blocks this move, he can leave the arcade, go to a comic book store, read the entire Wolverine series, return, and still have time to retaliate. Generally, if you use this move and it's blocked, you'll be thrown. You might eat a super as well, but I find that throws work well on opposing Wolvies when this is blocked. If you have a clean shot at your opponent and you don't have a super charged, this is a safe bet. It comes out moderately fast, and if you get all eight hits to connect, you initiate the "flying screen." When this happens, the opponent will fly rapidly away from you, and Wolverine will come sprinting up shortly thereafter. This is very useful in the corner for adding additional hits, because your opponent cannot fly away, and will instead end up bouncing off the wall. When this happens your opponent cannot block until they land on the ground for a brief period of time. So, if you can hit him or her off the ground right after they land, you can add more hits. More on this in the combo section. The berserker Barrage, in my humble opinion, is best employed if you use Wolvie's sliding claw (down/forward and fierce) to go under a fireball, or to hit an enemy that's blocking high. One the sliding claw hits, cancel it with the Berserker Barrage and keep tapping fierce. Be sure to let the joystick recenter, or you'll do a Tornado Claw instead. Not that that's such a bad thing, but if the guy blocks you're in trouble... Of course, the whole idea of blocking Wolvie's Berserker Barrage is garbage. That also goes for any of his claw attacks. Like covering your face with your arms while some crazed guy slashes at you with razors is going to be effective. ;) Tornado Claw: 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, as your opponent will probably nail you with a super. So don't use this move unless you're moderately sure it will connect. However, it can be effectively employed in the traditional Shotokan jumping fierce, fierce, dragon punch combos. Do this and watch as your opponent gets some serious shaving nicks. ;) Drill Claw: This move has a few uses that might not immediately come to mind. Firstly, you can use it to hit opponents. (Well, this one is kind of obvious.) Secondly, because it can be done in the air, you can use it to change Wolverine's direction in mid-flight and dodge supers, fireballs, and dragon punches. Furthermore, this move has very short recovery time, so you can use it with near impunity. If you Drill Claw someone on the ground and they block, keep tapping fierce as you land. The sight of a ball of hair with six claws spinning wildly should convince your opponent not to attack. Thirdly, you can use this to psyche your opponent from the air. You can jump fireballs and Drill Claw diagonally downward to hit them where you might normally miss. You can also do this in the air in general, to nail unsuspecting opponents from awkward angles. (Damn that word, 'awkward.' I had the most romantic experience in my life with a girl who later labeled the whole thing as 'awkward.') :( Finally, you can (and *should*) use the Drill Claw in air combos. It if hits in an air combo it does decent damage and initiates the flying screen. Don't forget to end all air combos with a Drill Claw. Diving kick: Wolverine's diving kick is another good psyche move. It can be used to throw off your opponent's expectation of how you move in the air. If it hits a guy on the ground, immediately go into a combo. If it's blocked, Wolverine will bounce backwards off the guy's head, but he bounces blocking. So use it to play with your opponent's mind. It's also good to escape from blocking damage from air fireballs, and other awkward situations. (Damn! There it is again.) Sliding Claw: As previously mentioned, it can go under projectile and beam attacks (except for supers, and Ryu's fireball). Cancel this move with a Berserker Barrage, or a Berserker Barrage super for solid damage. Because it hits low, anyone blocking high will (obviously) be hit. But like they'd ever walk again. Man, Wolverine should win this whole game just by showing up. Well, then again, Magneto could throw him around like a rag doll. And he couldn't hurt Rogue, anyway. Hmm... In somewhat related tactics, Wolverine's small size allows him to crouch under Cyclops's, Magneto's and Charlie's (Guile's) projectiles. So don't bother blocking them. Just crouch and laugh at your opponent as their attack flies harmlessly overhead. But don't try to do this to a super, or your opponent will laugh as Wolvie gets bounced by multiple hits. Sniff. Air Control: You can use Wolverine's bounce off the wall move to escape from awkward situations. Fuck. That's it. I'm getting my thesaurus... Let's see here [flip, flip]: "Synonyms of "awkward": Clumsy, ungraceful, uncoordinated, bumbling, bungling, gauche, inept, maladroit, unpolished. Fine. Let's try this again. Air Control: You can use Wolverine's bounce off the wall move to escape from gauche situations. However, if you are continually holding back in the air to block (which is always a good idea) you may find yourself losing control of Wolvie and rob yourself of an ideal attack situation. So keep this in mind when blocking and approaching a wall. Air Launcher: This is the keystone of pissing off your opponents with endless claws strikes in air combos. Just press roundhouse when you're near your opponent and he's not blocking. However, if you're facing Juggernaut, you have to hit him with another move before the launcher. Anything will do, but jabs are the way to go. I'm going to include a huge combo section further on. You can scroll down to it, or you can [click here] to access it now. No, wait. This isn't an HTML file. Damn. Mini-Air Launcher: This is best preceded by a low jab (so that you're already holding down when you press strong) and followed by a standing roundhouse. Not too much more on this. But check the combo section later. Dash: This has no tactical use in and of itself, but it's great for moving Wolvie on the screen. And if you dash and then attack, your momentum will carry you further over your opponent's sprite, so more hits will connect. Throw #1: "Trip 'n' Slash" This is a great move to use to piss off your opponent. It comes out instantly, and is *very* difficult to tech hit out of. This is a far cry from Rogue's throw, where she can have already carried you halfway up the screen by the time you notice, and then escape. Because this move comes out so quickly, you can use it to cheap your opponent. Walk up to them and tick them with a jab, then throw. Or jump in without attacking, and then throw. But employ these tactics with discretion. I've been punched for doing too many Raging Demons... Throw #2: "Flip 'n' Slash" This move is best employed when your Wolverine is in the corner. If you throw the guy with this move, you'll slash him, and then flip *him* into the corner. As soon as you've done this, do a Berserker Barrage, or a Berserker Barrage super. However, if the opponent rolls when they land, or tech hits the throw, you'll go charging blindly into the corner with your opponent behind you. This is a very ungraceful situation to find yourself in. So be careful. Using Wolverine's Supers Berserker Barrage Super: This is, in my opinion, one of the best supers in the game. It comes out instantaneously, sprints across the floor, does massive damage, and initiates the flying screen afterwards. The *moment* you complete the fireball motion and press two punches, the screen goes dark, and Wolvie begins diving towards the opponent. This is very different from many of the other supers in the game, where there's a long initiation time. For example, Cammy's Lock On super has a start time that's so pathetic it can't be used as a counter. It's great for anticipatory attacks, but not for countering. The Berserker Barrage Super, on the other hand, is tied with Juggernaut's HeadCrush for the best counter move in the game. The best way to use this super is to harass the hell out of your opponent on the ground, once you have a super charged. If your opponent jumps, he's a coward. (I'm quoting Donovan Bailey here.) Basically you want to tick at your opponent until he attacks you with either a fierce or roundhouse type move that either whiffs or is blocked. Generally, regardless of whether or not it's blocked or it his, once the move is recovering, he's dead. Examples: If Ryu throws a fireball at close range and you block it, do the super. If he does a roundhouse sweep, block it and do the super. This is true of almost any character's low roundhouse. Wolvie's Berserker Barrage Super comes out so fast that he can block the attack and counter with a super before the opponent can even blink an eye. In these types of situations, you *don't* want to push the opponent back. Just block the hit and super. Block, super. Uma, Oprah. Furthermore, if you have good reflexes and can recognize most of the character's attack animations, it's possible to use this super to interrupt your opponents attack. This will result in a major counter and will float your opponent. Follow up with a senbon punch and a dragon lance combo. No, wait... The Berserker Barrage Super can be employed in much the same manner aggressively as it can be defensively. If you're close to the guy, keep ticking at him. If you see him flinch, do the super. But this isn't always the best tactic to use if you've got slow reflexes. You may end up eating a lot of unnecessary hits if this is the case. In this instance, use it to counter a blocked attack. Finally, a few caveats on this move. The Berserker Barrage Super has a *very* limited range. Sure, it comes out fast and travels fast, but the distance it covers is moderate. Keep this in mind. Don't use this move if your opponent is more than a few character lengths away. It recovers faster than the normal Berserker Barrage, so you won't be *that* dead if you miss. Just keep all these things in mind. The Weapon X Super (It slices! It dices! It's the X-o-matic!) Despite the fact that this super isn't as useful as The Berserker Barrage Super, I find it to be more aesthetically pleasing: Wolvie almost teleports across the screen in one hell of a rush, knocks the poor victim up into the air and begins clawing the !@#$ out of them. After eleven hits that do moderate damage, he does a forward flip and viciously double claws the opponent's entire body; Wolvie's entire physique shakes from the sheer power he exerts. The twelfth hit finishes the combo, and does *massive* damage. And, if you kill someone with it, you get to see Wolvie gut his victim as the huge X flashes on the screen. ;) This super, Ken's Shinryuken, Rogue's Goodnight Sugah, and Akuma's Raging Demon (of course) are my favorite super moves in the game. While we're at it, I like Omega Red's Tentacle Frenzy in X-Men: Children of the Atom, as well. Despite the fact that if this super should instantly kill any opponent, its uses are somewhat limited. :( But there are a few places where it becomes practical. For one thing, this move has one of the highest priorities in the game. As far as I know, it's second only to the dragon punch. It will cut through *any* other attack, including fireballs, sonic booms, beam attacks, sweeps, etc. In the most extreme example, I was once playing this guy's Magneto. I was on the leftmost side of the screen, and he was a little over 2/3rds to the right. So he decides to do Magneto's Magnetic Tempest. (Which is generally a foolish thing to do at the best of times; what was he thinking?) So he starts the Tempest, and I start the Weapon X Super. Wolvie extended his claws, made the usual, "Let's go, bub" retort, and then proceeded to run through the entire screen while it was full of Magneto's attack. I don't know exactly what Magnus shoots, but they were everywhere. Unheeded, Wolverine ran through them as if nothing was there, and proceeded to whale on the poor guy. Eric Magnus Lensherr died a tragic death, and then my Wolvie destroyed the subsequent Ryu. So let this be a lesson to you: this move rocks! The Weapon X Super is not without its problems, however. The biggest one is the tremendous lag time between when you've keyed in the command, and when Wolvie actually starts to run. Of course, if there were no lag time at all the move would be far too powerful: you could basically kill someone if they made the slightest mistake. As far as using it goes, I've only found there to be two main uses. The first is when you opponent does something that leaves them really open (like missing a Shinryuken, or blocking a Royal Flush), or using it as an anti-air counter. When you first start using this move, you'll be appalled at how long it takes to start. For example, if you want to use it to punish a blocked Shinryuken, you have to enter the command before Ken is even on the screen when he's landing. (!) Any later and he'll have time to block. Because of the Weapon X Super's priority, it will cut through any jumping-in attacks and suck the guy into its whirling cuts. However, you have to really anticipate. I mean, *really* anticipate when the guy's going to jump in. And furthermore, don't use it like you would a dragon punch. If you stand where your opponent's going to land and enter the motion, 9.9 times out of ten you'll be hit before it starts. So stand just out of range and enter the command. Wolvie's extreme speed will more than get him there on time. One final note about this move: it's recovery time is pretty much instantaneous. If you miss with this move, or it's blocked, you're not as dead as you might think. Just in case, be sure to hold away when Wolvie's running. And if you think you're going to be thrown, try to tech hit your way out of it. One other thing to note: for some odd reason, it won't go through Chun Li's Fireball Super. But her recovery on that move is so long that you can block it, push her back, and still counter with the Weapon X super. Wolverine Combos "I'm the best at what I do" Wolverine's repeated claim to fame is that no one else can run into a room full of thugs, kick everybody's ass, and come out unscathed. With the possible exception of Sabertooth, this is probably true. So, if you want to play Wolvie the way that he would want to be played, you have to attack relentlessly. ;) No retreating or regrouping. The only time you should not be attacking is when you're off the screen healing. This works well for harassing your opponents. Kick hacking at them with those claws until they do something stupid, and then throw, nail them with a super, or a devastating combo. The other way to play Wolvie is to play a very laid back, mostly-blocking game where you take little shots at your opponent. I've played a few games like this with Alan Tran's Wolvie, and they're very intense. In these types of games one mistake can often change the course of the game because you can usually land a huge combo. So, to help you better slash your opponent to pieces, this section is dedicated to the art of combos. I have to admit that I'm not the best at figuring out which move can combo into another move, but fortunately, James Chen figured them all out for me. ;) He wrote a *terrific* combo guide. His email address is jchensor@ucla.edu, so if you have any questions concerning combos, he's the guy to ask. Rather than paraphrase everything he wrote about combos, I'm just going to include his Wolverine section here: [Enter James Chen] Wolverine's Air Combo is one of the smoothest, quickest ones there is. His Launcher launches the enemy at a very convenient height, and the timing of his Super Jumping Magic Series is very simple and consistent. Wolverine can actually use the Strong attack in the air more than once in a row. By pressing it many times, he will chain one slash into a second slash that will combo, and that second slash will chain back into the first slash. Any of these slashes can still be chained into a Forward, Fierce, or Roundhouse. So as a result, he can add more hits in the air with the Strong button. His air combo finishers are fierce, roundhouse, and the Drill Claw. Miscellaneous Information Wolverine's Standing Strong also can chain into itself, just like the Jumping Strong. It can repeatedly chain into itself and can also chain into any moves further in the chain. His Standing Forward can also be made to hit twice if you press the button twice. His Crouching Strong will knock the enemy off the floor and actually drag them closer towards him, making it easier for him to chain into his Launcher, even against smaller enemies. [Exit James Chen. Thank you, James. How's the wife and kids?] The combos themselves: This section is also from James's FAQ, complete with a legend so you can understand what he's talking about. Ready? Here we go: Legend: -> means chain into J means jumping S is standing SJ is super jump \/ means you've landed /\ means you're jumping after the guy C means crouching FS means flying screen OTG means you can hit the guy off the ground X means Super Move XX means Cancel into Basic Combos 1) D.S.Jab -> S.Short -> S.Forward (2 hits) -> S.Fierce 2) Jumping Fierce \/ S.Strong XX Berserker Barrage X (FS) 3) J.Roundhouse \/ C.Short -> C.Forward XX Berserker Barrage (OTG) (FS) Intermediate Combos 1) J.Fierce -> J.Roundhouse \/ C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 2) J.Fierce \/ D.S.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw (aimed Diagonally Upwards) (FS) 3) Have enemy in corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> S.Strong -> S.Strong -> C.Roundhouse XX Tornado Claw 4) J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> C.Fierce XX Drill Claw Difficult combos that will freak out your opponent and please the crowd: ;) 1) Have enemy near corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw (aimed Diagonally Upwards) (FS), SJ.Jab -> SJ.Short -> SJ.Roundhouse \/ C.Short (OTG) -> C.Strong -> S.Roundhouse **Note: After the Drill Claw, the enemy will fall past you in the air. Do the SJ.Jab -> SJ.Short -> SJ.Roundhouse there. Against smaller enemies, skip the SJ.Short in between the Jab and the Roundhouse. 2) Have enemy near corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> S.Strong -> S.Forward XX Berserker Barrage X (FS), J.Jab -> J.Short -> J.Strong -> J.Roundhouse \/ C.Short (OTG) -> C.Strong -> S.Roundhouse **Note: Just hold up/forward on the controller after the Berserker Barrage X and nail the falling body before it lands. Wolverine's Nasty Mid-Air Combo: I'm actually somewhat surprised that James didn't put this mid-air combo in his FAQ. It's straightforward, simple to pull off, and rather deadly. You jump at the guy with a jab (which stays extended for a rather long period of time, and has extremely high priority), then chain it into three or four strongs, then end with a drill claw. And, of course, if you're next to the wall, follow up with additional hits after the flying screen. The reason that this combo is so effective is because it does admirable damage, and the jumping jab has nearly total priority over all other air moves. (If two Wolvie's do this, they both get hit by the respective jabs, and fall away.) If you get tired of blocking jumping attacks, or tired of your opponent in general, nail him out of the air with this a few times. ;) Finally, Wolvie's jumping jab can even be used to knock a Shotokaner out of his spin kick and let you air combo them. Isn't that great? ;) Regardless of whether your opponent is caught in a mid-air combo, or an air combo that started from the ground, it's possible to abort the usual hits and go for an air throw. This does moderate damage, is very hard to escape, but is somewhat hard to do. Wolverine's Infinite Combo What would a FAQ on Wolverine be without his infinite combo? Although I never use it (basically, because I didn't know it existed), it's here now for your goring pleasure. Get the guy in the corner, and nail him with the Berserker Barrage Super. After the twelfth hit, he'll be launched upwards. Follow him up with a regular jump, and do the full jab to roundhouse chain. You must do this on the way up, finishing just beyond the peak of your jump. If you time this right, the fierce air combo finisher will be interrupted by the roundhouse combo finisher, which will launch your opponent horizontally, so he bounces his head off the screen. Wolvie will land first, at which point he can again jump up and perform the same combo. Repeat this until your opp onent is dead, or until he beats you up for being cheap. It should be noted that the timing of the jump is somewhat crucial, so don't feel bad if you can't get it easily. Secondly, this is somewhat of a hard combo to practice because you must start it with the Berserker Barrage Super, which (around here) does massive damage. You'll find you're already at Apocalypse and you still need practice. :( But that's life. Credits: Me! Doug Trueman, Wolverine lover and all around great guy. I'm generally goring the local competition with Wolvie, but that doesn't say much. And if you though the X-men vs. Street Fighter competition sucks, you should see the VF competition. :( But I've won the whole game with Wolvie without switching to my backup character once. ;) You can email me at dmtruema@acs.ucalgary.ca. Tyler Lawson: Should have proofread this by now, but hasn't. Bastard. But he has a gorgeous sister who models. Email me if you want a picture of her. ;) (Tyler's not gonna like this, but hey, he had his chance.) Holly Lawson: Tyler's gorgeous younger sister, who answered my repeated late night phone calls to see if Tyler had bothered to read my FAQ. (He hadn't.) Onaje Everett: Provided me with info on the Infinite Combo. He's quite a smart guy, too. ;) You can email him questions on it at oeverett@rohan.sdsu.edu. Alan Tran: A great guy, and great competition. Alan, if you read this, email me. I lost your address. :( James Chen: Writer of the X-men vs. Street Fighter combo FAQ. If you have a question about this game, he's the guy to ask: jchensor@ucla.edu. Alan Quan: Keeper of the R.E.A.L.M. Wolverine web page, *the* place to go to if you want Wolverine info: http://www.smartlink.net/~falcon/comics/wolverine.html. No thanks to: Kathryn Batycki, for repeatedly standing me up. :( Dylan Haveron, for repeatedly calling anything game related a 'nerd activity.' The U of C arcade staff, for charging $1.00 a game, and having the damage settings outrageously high. (Answers to Jeapordy! questions) 1. Ken and Ryu. 2. Jab, jab, forward, short, fierce. 3. Street Fighter 2 CE Street Fighter 2 CE Turbo Super Street Fighter 2 Super Street Fighter 2 Turbo Street Fighter Alpha Street Fighter Alpha 2 Street Fighter vs. X-men So, the answer would be, "What is 7?" Ciao! -- --Shun-goku-satsu doogie-- Check out my home page: http://www.ucalgary.ca/~dmtruema/