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
HYPER SPECIAL COMBOS
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
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)
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