SPECIAL MOVES


Berserker Barrage(g)- QCF+P, tap P
Tornado Claw(g)- DP+P, tap P
Stomp Kick (a)- D+FK
Drill Claw (g/A)- Any direction+SK+SP

Note:Wolverine CANNOT go backwards if he uses the Drill Claw while he's on the ground. Also, this move when used as an AC Finisher will allow Wolverine to hit the opponent again because he bounces upward after the move. I've found a cool trick with this move to psych out your opponent if you're cornered. Since Wolverine can use the Drill Claw backwards in the air and then bounce from the wall and move down or in any other direction afterwards, I've found out that you can jump up and then do the backwards Drill Claw bounce from the wall go down and then forward after he bounces off the floor!

HYPER SPECIAL COMBOS

Let's go bub!! Berserker Barrage X (g)- QCF+2P Weapon X (g)- DP+2P

COMBOS


Ground Magic:Zigzag
Air Magic:Zigzag
Super Jump Magic:Zigzag
Aerial Rave Launcher:S.Roundhouse
AC Finishers:
1)FP or RK
2)Drill Claw
3)Strong Air Throw
Things You Might Want To Know First!

This Information is provided by James Chen's X-Men vs. Street Fighter Site!

-=Details about the Air Combos=-

-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.

-=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.

-Wolverine can slide if he holds Offensive Crouch and presses Fierce.

-Wolverine also has the ability to jump off of the back wall by pressing away from the wall while next to it.

BEGINNER COMBOS

1)S.Jab, S.Short, S.Strong, S.Forward, S.Fierce

2)S.Jab, S.Forward, C.Fierce XX Berserker Barrage

You can either use the normal Berserker Barrage with any button or the Berserker Barrage X!

3)S.Jab, S.Short, C.Forward, C.Roundhouse XX Fierce Tornado Claw

The C.Roundhouse will send the opponent flying diagonally upwards so you'll need to use the fierce Tornado Claw to catch him before he goes any farther.

4)J.Fierce \/ D.S.Jab, S.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce

Basic air combo for a basic player! Wolverine's C.Strong air launcher will setup his real launcher nicely, so super jump after that and perform the basic 5-hit air combo.

5)J.Fierce \/ S.Strong XX Berserker Barrage X (FS)

6)J.Roundhouse \/ C.Short,C.Forward XX Berserker Barrage (OTG)

7)J.Strong,J.Strong \/ S.Jab,S.Strong,S.Fierce

8)J.DN.Forward XX Drill Claw [aimed diagonally down/forward]

(combos 5-8 all came from JC's X-Men vs. Street Fighter Site)

INTERMEDIATE COMBOS

1)J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.Strong, SJ.Forward XX Drill Claw (aim towards opponent)

This combo works against most opponents, but the best against the large ones. Since Wolverine can chain 3 strong punches into themselves, he is able to get a lot of hits in a single air combo!

2)Corner yourself:Srong Throw, D.C.Short (OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Strong Air Throw

Like with most of the characters with air throw combos, Wolverine also has one of his own! Remember to pause slightly before the air throw so that the Strong throw does not just come out to be a strong punch and count as a hit. Well, you want the throw to count as a hit, but that is a little tough to do. Remember to hold back to air throw the opponent and just do one strong punch in the air combo or else your opponent you will end too high up in the air and the air throw will miss.

3)In the corner:J.Short, J.Strong, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Short, C.Forward, OC.Fierce, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.Forward XX Drill Claw (FS), SJ.Roundhouse, SJ.Roundhouse, C.Short (OTG), S.Strong, S.Fierce

Ok, this is one big combo but it does work on some of the charactes and it works fine on large characters! The jump-in is a bit tricky, after the stompkick (J.DN.Forward) you might want to hold down on the joystick/D-Pad so that Wolverine can make the J.Roundhouse connect and does not end up bouncing off the opponent afterwards. When you land, immediately do a S.Jab, S.Short into the C.Forward so that the opponent tripped. Now, instead of doing just a C.Fierce, do an offensive C.Fierce (down/forward+FP) to make Wolverine do his Claw Slide move and after that hit the opponent with a S.Roundhouse to launch them into the air. You have to do this pretty quick! Now for the air combo, the Drill Claw will initiate the Flying Screen, and Wolverine will bounce off the opponent upwards. During this, hit the opponent with a Roundhouse to initiate the Flying Screen and then hit him with another Roundhouse on your way down so that he stays in the air and Wolverine will land first. You want this to happen, because then Wolverine will recover and you can get ready for the 3-hit OTG. The OTG should be easy for you expert players!

4)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, S.Forward, C.Fierce XX Berserker Barrage X (FS), J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse

This combo is a bit easy and a bit tough, it all depends on how good you are with Wolverine and how fast you can press buttons as well. Well anyways, skip the S.Forward for smaller characters because then you can have the C.Fierce connect and cancel into the Berserker Barrage X. Now, this super will initiate the Flying Screen but since both of you are in the corner then your opponent will have nowhere to go but up. Jump and do the 5-hit chain before your opponent lands. Trust me, it is possible if you are quick enough!

5)In the corner:J.Short, J.Storng, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Short, S.Forward, C.Fierce XX Berserker Barrage X XX Weapon X

I already explained how the jump-in works, so you should already have tried it by now. Since this combo is for the EX Edition of X-Men vs. Street Fighter, then having the Berserker Barrage X cancelled into the Weapon X would not be a problem. All you have to do is cancel the first super into the next at the right time and your opponent will be left stunned long enough for the second super to connect. Pretty simple, but challenging for those who are not used to EX Cancel combos.

6)In the corner against large characters ONLY:J.Short, J.Strong, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Storng, SJ.Forward XX Drill Claw (aim diagonally upwards and towards opponent), SJ.Jab, SJ.Roundhouse, SJ.Roundhouse, C.Short, C.Strong, S.Fierce

Ok, this combo has been tested on Sabretooth and Juggernaut only so I am not really sure if it will work on Zangief at all. Well anyway, you should now be able to get the jump-in right so I am not explaining that again. The air combo part is the same as in #11 only that you now have an even greater chance of getting the SJ.Roundhouse to connect after the Drill Claw because you have a SJ.Jab right after it, but not only after the Drill Claw not the SJ.Roundhouse. You should have the rest of the combo figured out by now, right?

EXPERT COMBOS

Note:From now on, I suggest you try these expert combos on Juggernaut first because you will have a 50-50 chance of making them work since he is the largest character in the game and most of the hits in each of these combos will connect.

1)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, S.Forward, C.Fierce, C.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Drill Claw (aim diagonally upwards and towards the opponent), SJ.Jab, SJ.Short, SJ.Forward, SJ.Roundhouse (FS), C.Short (OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Drill Claw, SJ.Jab, SJ.Short, SJ.Roundhouse, SJ.Roundhouse, C.Short (OTG), C.Strong, S.Fierce

Ok, this is an extremely long combo in my opinion! Personally, I do not even know how you are supposed to be able to jump and air combo the opponent after a C.Roundhouse at all, but trust me cuz I have seen it done by other people and I have watched many XM vs. SF combo movies to prove it. In this combo, you get the privilage of air comboing your character twice since theoretically you can jump up and air combo your opponent after a C.Roundhouse (although that is not his launcher). The air combo is repeated again after you otg your opponent and cancel into his real launcher. If I were you, I would e-mail James Chen and ask him how this combo works cuz I really have no clue at all!

2)In the corner and against Juggernaut ONLY:J.Short, J.Strong, J.Forward, J.Roundhouse \/ D.S.Jab, S.Short, C.Strong, C.Forward, OC.Fierce, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Drill Claw (aim diagonally upwards and towards opponent), SJ.Jab, SJ.Short, SJ.Roundhouse, SJ.Roundhouse, C.Short (OTG), C.Strong, S.Fierce

Ever since I pulled off this combo I was shocked that I was even able to do it! The 4-hit jump-in does work, but not if you use a Jab and instead of a short, so just use a J.Short ok. When you land, immediately do a S.Jab,S.Short, and then a C.Forward into an offensive C.Fierce into the S.Roundhouse to launch Juggernaut into the air. This part is very hard to get used to and it only works on Juggernaut for reasons beyond my understanding. Well anyways, if you get the ground part of the combo then good because now you can just do the air combo that is similar to the others I have shown previously (except for #15 that I am having trouble with).

Note:The following combos are from James Chen X-Men vs. Street Fighter Combo Site. And like before, I will continue to refer to him as JC ok!

3)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], SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/ J.Jab, J.Short,J.Strong,J.Roundhouse (FS) \/ C.Short (OTG),S.Strong, S.Strong, S.Fierce , S.Roundhouse

After the Drill Claw, time Roundhouse so that it hits IMMEDIATELY.

4)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.Forward,J.Fierce (FS),J.Roundhouse (FS) \/ C.Short (OTG), S.Strong -> S.Strong -> C.Fierce -> S.Roundhouse

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 Fierce will miss. Time the first four hits a tad bit slower than normal so that when the Fierce connects, the enemy is relatively above you.

5)In the corner:J.DN.Forward,J.Fierce,J.Roundhouse \/ D.S.Jab, S.Short,S.Strong,S.Forward,C.Fierce,C.Roundhouse /\ SJ.Jab, SJ.Short,SJ.Strong,SJ.DN.Forward,SJ.Roundhouse (FS) \/ S.Jab, S.Jab,S.Short,S.Strong,S.Strong,S.Forward,S.Forward,S.Fierce, S.Roundhouse

You have to manually cancel the C.Roundhouse by hitting Down, Up after it connects, and then IMMEDIATELY hit Jab 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 just mashing buttons until they come out to successfully land all 9 hits). The last S.Roundhouse can be changed into a C.Roundhouse against characters heavier than Ryu, which lets you sneak in a throw right when the enemy lands, and it's hard to see it coming.

6)In the corner:J.Jab,J.Short,J.Roundhouse \/ D.S.Jab,S.Short, C.Strong,S.Roundhouse /\ SJ.Jab,SJ.Short,SJ.Strong,SJ.Strong, SJ.Jab,SJ.Short,SJ.Forward XX Drill Claw [Aimed Straight Up], SJ.Jab,SJ.Fierce (FS), SJ.Roundhouse (FS) \/ C.Short,S.Strong, S.Strong,S.Forward [2nd hit],S.Fierce,S.Roundhouse

When you land and begin the OTG part, make sure you hit Forward 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.

(Combos 17-20 all came from JC X-Men vs. Street Fighter Combo FAQ)

7)I did this combo in my Play Station version of X-Men vs. Street Fighter! I was playing with Wolverine vs. Juggernaut for a while and all the sudden I pulled off this 72hit combo on him!!!

In the corner vs. Juggy: J.Short, J.Strong, J.DN.Forward, J.DN.Roundhouse \/ /\ J.Jab, J.Short, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, C.Forward, Claw Slide (d/f+Fierce-OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Diagonal up Drill Claw, SJ.Jab, SJ.Short, SJ.Roundhouse (FS), SJ.Roundhouse, land, jump straight up+ J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, land and jump straight up+J.Jab, J.Short, J.Strong, J.Forward, J.Fierce, J.Roundhouse, land, juggle Juggy before he lands on the ground with S.Jab, S.Short, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Diagonal Up Drill Claw, SJ.Jab,SJ.Short, SJ.Roundhouse (FS), SJ.Roundhouse on your way down, land, jump straight up+J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, land and jump straight up+J.Jab, J.Short, J.Forward, slight pause (1/2 sec), J.Fierce, J.Roundhouse, land jump straight up with J.Jab, J.Short, J.Strong, J.Forward, J.Fierce, J.Roundhouse, land and juggle Juggy before he lands on the ground with S.Jab, S.Strong, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strongx3, SJ.Forward XX Up Drill Claw

Ok, this combo needs a very long explanation because its obviously a 72hit combo! Start off by having Juggernaut in the corner. Now comes one of the tricky parts where you have to do a 4hit double jump and that is accomplished by jumping in with J.Short, J.Strong, and then J.DN.Forward for the Stomp kick and keep holding down and do J.DN.Roundhouse so that Wolvie can land. But right as you land, jump towards Juggy again with a 2nd jump-in that inludes J.Jab, J.Short, J.DN.Forward for the stomp kick again and then keep holding down on the d-pad/joystick again so that you can do J.DN.Roundhouse and allow Wolvie to land on the ground once again. Now right when you land, dash in and do a D.S.Jab, C.Forward for a sweep kick, otg with the down/forward+Fierce Claw Slide and then the S.Roundhouse to launch Juggernaut into the air. Now the way you super jump for the air combo is kind of weird to explain. You have to kind of super jump straight up into the air and have Wolvie arc a little towards Juggy. What I mean by arc a little is to slightly get closer to Juggernaut so that all the SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Diagonal-Up Drill Claw can connect. Now right after the Diagonal-up Drill Claw, Juggernaut will still be stunned so do SJ.Jab, SJ.Short, SJ.Roundhouse for a Flying Screen. But since you're both in the corner, the Flying Screen will only make Juggernaut go upwards after the SJ.Roundhouse and then come back down. As you(Wolverine) are falling down right below Juggernaut, do another SJ.Roundhouse as your falling. This will keep Juggernaut in the air while you land, recover and jump straight up again to hit him with J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse. After these 5 hits, land on the ground and jump straight up again with J.Jab, J.Short, J.Strong, J.Forward, J.Fierce, J.Roundhouse. Now comes the hard part! You must somehow juggle Juggernaut before he even touches the ground with S.Jab, S.Short, S.Forward, S.Roundhouse to launch him into the air again. This is very hard because you have to time your hits in order to keep Juggernaut from falling into the ground and cause another otg. So now that you have launched Juggernaut into the air for a second time, super jump with the same sequence as the first air combo (SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Diagonal-up Drill Claw, SJ.Jab, SJ.Short, SJ.Roundhouse-FS, SJ.Roundhouse as you're falling for FSD), and then jump straight up with J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, then land and jump straight up again but change the sequence by doing J.Jab, J.Short, then J.Forward and pause for a 1/2 second, then J.Fierce and J.Roundhouse. Pausing for a 1/2 second after the J.Forwardwill prevent Juggernaut from falling to the ground to fast, so now jump straight up one more time and do J.Jab, J.Short, J.Strong, J.Forward, J.Fierce, J.Roundhouse. Now comes the 2nd hard part of the combo, but its similar to the first! This time you juggle Juggernaut before he lands on the ground with a S.Jab, then a S.Strong (instead of the S.Short), S.Forward, and then a S.Roundhouse to launch Juggernaut into the air a 3rd time! Now finish this combo by super jumping and doing SJ.Jab, SJ.Short, SJ.Strongx3, SJ.Forward into Straight up Drill Claw for a total of 72 hits without the need of using a single hyper combo (supers)!!

8)My Wolverine Psudo Infinite on Juggernaut:In the corner, J.Short, J.Strong, J.Forward, J.Roundhouse \/ D.S.Jab, S.Short, S.Forward, C.Fierce XX Berseker Barrage X (FS), J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, land, jump again and do J.Jab, J.Short, J.Strong, J.Forward, J.Fierce, J.Roundhouse over and over again

The first jumping air chain after the Berserker Barrage X CAN ONLY BE 5 HITS LONG! I mean that, if you don't do it then the rest of the combo won't work. For the rest of the combo, you have to chain each of 6 hits slowly so that they will all connect and Juggernaut will not be too high for any of them to miss (you don't want this to happen, trust me!).

9)In the corner against Juggernaut:J.Short, J.Strong, J.Forward \/ J.Short, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Short, C.Fierce XX Berserker Barrage X, Psudo Infinite!

This one has a fancy setup! What I did is I jumped back up again with a J.Short and then did the headstomp (J.DN.Forward) so that I can get back down to the ground by holding down and Roundhouse. Then I was on the ground, so I dashed in and did a S.Jab, S.Short, C.Fierce into his Bersersker Barrage X!

10)In the corner vs. Juggernaut: J.Short, J.Strong, J.DN.Forward, J.DN.Roundhouse \/ J.Jab, J.Short, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Short, C.Fierce XX Berserker Barrage X (FS), jump straight up+J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, land, juggle Juggy before he lands on the ground with S.Jab, S.Strong, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward XX Diagonally-Up Drill Claw, SJ.Jab, SJ.Short, SJ.Roundhouse (FS), SJ.Roundhouse on your way down (FSD), land and immediately jump straight up with J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, then land do C.LK(OTG), C.MP, S.FP, S.FK (or infinite sequence: J.Jab, J.Short, J.Strong, J.Forward, J.Fierce, J.Roundhouse over and over after the FSD!).

Ok, this combo is WIERD!!! Jump in with the J.Short, J.Strong and then do a J.DN.Forward for the Dive Kick and keep holding down for J.Roundhouse so that Wolvie can land. But immediately after landing you have to jump towards Juggy again and do another 4 hit jump-in by changing the first 4 hits into J.Jab, J.Short, J.DN.Forward and then J.DN.Roundhouse for an 8hit jump-in! Then on the ground you do S.Jab, S.Short, C.Fierce into Berserker Barrage X super for the FD. After the super ends, immediately jump straight up and do J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse. Now land again and juggle Juggy before he even lands on the ground with S.Jab, S.Strong, S.Forward, S.Roundhouse to keep him in the air and then do a launcher. Now after the launcher, super jump and do SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Diagonally-Up Drill Claw, then SJ.Jab, SJ.Short, SJ.Roundhouse for the FD. Then as you're falling, do another SJ.Roundhouse to keep Juggy above you. Then when you land, immeidately jump straight up (normally) and do J.Jab, J.Short, J.Strong, J.Fierce, J.Roundhouse, land, C.LK (OTG), S.Fierce and then finally S.Roundhouse for a huge combo. The most difficult part of the combo is after the Berserker Barrage X because you have to time the next 5 hits perfectly, then land and still be able to keep Juggernaut in the air by juggling him with the 4 ground hits that end with the launcher. Then the rest is pretty simple! If you get the last few parts right, then you could even substitute the C.LK otg with my Psudo Infinite!!

11)In corner vs. Juggernaut:
J.Short, J.Strong, J.DN.Forward, J.DN.Roundhouse \/ J.Jab, J.Short, J.DN.Forward, J.DN.Roundhouse \/ S.Jab, S.Short, C.Strong, C.Forward, OC.Fierce (claw slide otg), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Jab, SJ.Short,SJ.Strong, SJ.Forward XX Up/forward Drill Claw, SJ.Jab, SJ.Roundhouse, SJ.Roundhouse as you fall \/ (land) J.Short, J.Forward, J.Roundhouse infinite (just keep repeating this sequence!)





Don't know what I'm talking about? Go to the Legend & Definitions Page


If you're into Infinite Combos, go to:Shoryuken.com


Game Secrets
Character Select
Back to main page
Back to JJ's Fighting Game Realm

Hosted by www.Geocities.ws

1