Msf-okay

Date started: 99.8.25
Last Revised: 00.12.13

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 IV. The Other Characters
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These are the characters I use for fun or simply don’t use.  In other words, these are not the characters I use when I want to kick some ass and get 20 wins.

A. Street Fighter characters
1. Ken
2. Shadow
3. Dark Sakura
4. Bison
5. Zangief

B. Marvel Characters
1. Wolverine
2. (Armored) Spiderman
3. Omega Red
4. Hulk
5. Cyclops
6. Shuma-gorath
V. How to kill Wolverine!

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A. Street Fighter characters
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1. Ken
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Assist: HP Shouryuken
Counter switch: HP Shouryuken
Double super: Shouryu Reppa

I really liked Ken in XSF, but in MSF he got the shit end of the deal from Capcom.  First of all, Ken’s Hadokens no longer go across the screen – they dissipate halfway.  What the hell, is he trying to be like Dan or something!  Because of this, Ken can no longer play keepaway cuz his Hadokens will simply not reach the opponent.  And what is up with Ken’s spinkick!  That thing just leaves him so vulnerable, it is pretty much useless!  And to top it off, the damage that Shouryu Reppa does is pathetic now!  Grrr!  I don’t see why Capcom had to weaken him so much.  I guess the one good thing they did give Ken was Shippu Jinrai Kyaku because the opponent can be OTGed.  But if the opponent isn’t in the corner, there’s really no point in using it.  However, I hate it when this super comes out when I got the direction wrong for doing a Shinryuken after a launcher.  He is better off without this show-off super.  Because of the faults Ken has now, I hardly ever use him in MSF now.
I love using Ken’s Shouryuken assist against super jumpers.  However, it can’t nail an opponent otherwise – the horizontal range is really crappy.  Ken’s counter switch is pretty much the same as Cap’s, which is enough said.  The double super is best when Ken starts it and connects with it.  Don’t do a double super with Ken just to switch out unless you have Ryu or Omega Red (his coils should push the opponent far away enough).

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Combos:
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1. D. C. LK, C. MK à Hadoken
I use this combo when I don’t have a super bar or my opponent blocked my kicks.

2. C. LK, C. MK à Shouryu Reppa
3. D. C. LK, C. HP /\ Air combo
4. C. HP /\ Air combo
5. C. HP à Shiryuken

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Advantages:
---------------------

 Ken’s main advantage is his ability to link his supers Shouryu Reppa and Shinryuken easily and his launcher gives him excellent air defense.  Shouryu Reppa can be linked off any normal attack except for the sweep, S. HK, and launcher.  If the opponent jumps at Ken, just launch him and do Shinryuken.  Ken is also very good to use when linking a double super.

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Disadvantages:
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 Since Ken’s Hadoken only goes half the screen now, Ken cannot play keepaway.  This means that Ken has to go on the offensive.  There is also a glitch with Shouryu Reppa against Spidey – it doesn’t get all the hits in all the time.  His Spinkick can no longer can be used to chip at the opponent because it flies upward, leaving Ken extremely vulnerable.

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2. Shadow
====================

 Shadow is weakened version of Charlie from XSF.  He can no longer combo his supers as easily as in XSF because they all have a start up delay now – he does some stupid blink.  The supers can’t even connect in time when a character switches in!  The only choices are to dash in and do an air combo or link the Shadow Justice after any HP or HK.  The damage is pathetic tho.  Charlie can no longer follow his LP Sonic Boom anymore because it travels too fast now (Alpha 3 speed).  The delay on Charlie’s flash kick was also increased.  I admit that Shadow was a little too powerful in X-men vs Street Fighter, but Capcom weakened him way too much.
 Shadow is a decent partner.  The Sonic boom assist can be followed from behind, while the counter switch is very nice and not too vulnerable after a fireball.  The double super is kind of dependent on the partner, but overall Shadow is not a bad partner.

Assist: LP Sonic boom
Counter switch: MK Somersault Kick
Double super: Shadow Justice

Combos:

1. D. S. LK, S. HP/HK à Shadow Justice
2. (into the corner) C. LK, C. HK à Shadow Justice or Team super

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3. Dark Sakura
====================

 Dark Sakura is kinda like Akuma – she can do Ashuma warp, throw fireballs diagonally down, do Shun Goku Satsu, and even dash like Akuma.  Her Ashuma warp is better because she can block afterwards.  Unlike normal Sakura, Dark Sakura’s fireballs go forward and her Shinkuu Hadoken is a beam like Ryu’s.  Dark Sakura’s Shinkuu Hadoken can combo off any normal attack and OTG too.  Normal jump Hadokens can be cancelled with Shunpuukyaku.

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Special Moves:
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Hadoken: QCF + P

 Sakura throws a Hadoken the size of Ken’s fireball in the air and on the ground.  All of her Hadokens dissipate like Ken’s except the HP version, which goes all the way across the screen.  This move has bad recovery time.

Shoouken: DP + P

Sakura does her Shoouken from the Alpha series.

Shunpuukyaku:

 Same as normal Sakura’s.

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Universal Moves:
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Variable Assist: HK Shunpuukyaku

Counter switch: HP Shoouken

Be aware that this version of the Shoouken does not have as much priority as normal Sakura’s Shoouken.

Double super: Shinkuu Hadoken

 Sakura does a Shinkuu Hadoken just like Ryu except that it does not last as long.
A very nice way to do a safe switch out.

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Combos:
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1. C. LK, C. MK à HP Hadoken

2. C. LK, C. MK à Shinkuu Hadoken

3. C. MK, C. HK à Shinkuu Hadoken
This combo works nicely against Armored Spiderman as long as he doesn’t roll.

4. Air Kick Throw à Shinkuu Hadoken
This will connect as long as the opponent doesn’t roll.

5. C. HP /\ SJ air combo: LP, LK, MP, MK, LK Shunpuukyaku
Only finish with the LP Shunpuukyaku cuz the MK and HK don’t connect.  The LK version will hit a couple times.  I’m not sure if the Hadoken or Shoouken will connect.

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4. Bison
====================

 I like using Bison because hardly anyone uses him and I like to surprise people by kicking their ass with Bison combos and strategies not many people know about.  The key to winning with Bison is using linking the Pyscho Crusher – this super does 35 to 40% damage.  Two of these supers will put almost every character near death.
 Bison’s best jump-in is the J. HP – I think his the glow around his arm is his entire attack area.  Bison also throws the opponent pretty if s/he is too close.
 Bison’s best keepaway attack is his S. MK.  This attack should be used to poke at the opponent as if you were playing Street Fighter 3.

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Special Moves:
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Psycho Shot: QCF + P

This move sucks – the fireball comes out too slow and is hard to do.  I don’t use it.

Psycho Field: HCB + P

I like this move because it can cross the opponent up and is good defense.  However, don’t do it at close range because Bison can get knocked out of the move.

Head Stomp: \/, /\ + K

This move isn’t that great because Bison can’t block afterwards.

Scissor Kick: HCF + K

This move leaves Bison vulnerable if it is blocked.  I only use it to travel to the other side of the screen over a super or such.

Flying: QCB + KK

This move is good for evading a super or special move.  After evading the move, Psycho Crusher and Scissor Kick would be the best counter.  This move can also be used when you are sure of victory and just want to full around.

Teleport: DP + P/K

The button pushed determines where Bison will appear.

Variable Assist: MP Psycho Shot

The fireball comes out too slow.

Variable Counter: Scissor Kick

This is a decent counter because it will nail the opponent if it was a direct attack.

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Supers:
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Psycho Crusher:

This super rocks because it does 35-40% damage and can be comboed fairly easily.  Ram the buttons for maximum damage.

Nightmare Kneepress:

 This super sucks because the start up time is horrible.  I use it only to chip a near dead opponent.

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Combos:
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1. C. LK, C. HK à Punch Stomp
The Punch Stomp doesn’t combo, but it cancels the delay on the sweep.

2. S. LK, S. MK à Scissor Kick

3. J. HP \/ C. LK, C. MP/MK à Psycho Crusher
This is the main combo I go for.  I usually do C. LK, C. MP because the MP makes the opponent catch on fire, making it visually easier to confirm the hit.

4. C. LK, C. MK à Variable Assist
I call the Variable Assist when the opponent blocks this Psycho Crusher attempt.

5. D. C. LK, S. HK à Psycho Crusher
This combo isn’t the safest because the S. HK can be ducked.

6. S. HP /\ SJ Air combo: LP, MP, HP/ Psycho Crusher

7. (in the air into the corner) Psycho Crusher, MP, Psycho Crusher

8. LP Psycho Field, attack
I usually just do combo #1 or do Psycho Crusher.  Just make sure the opponent is not close or Bison will get hit out of the move.

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5. Zangief
====================

 Zangief is only fun to do if you know how to do the piledriver motion with him.   Or, you can just do the infinite, which is hella cheap.
 
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B. Marvel characters
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====================
1. Wolverine
====================

 Wolvie is the cheapest character in the game because he can build up 3 super bars in ten seconds, his Fatal Combo does 40-50% damage, and his Berserker Rage can be continued infinitely.  However, he does not have a good jump-in attack.

Assist: MP Berserker Barrage
Counter switch: MP Berserker Barrage
Double super: Berserker Barrage X

 Unlike everyone else, when I use Wolverine I don’t just aim for the Fatal Claw combo or do the speed up to do insane damage.  I usually aim for an air combo or try to link Berserker Barrage X after a C. HP.  I like his super jump and good reach.  Wolverine has the best super jump in the game; he can move everywhere in the air and can position himself exactly where you want him to go.  His reach is very good for a small character – he can beat out all of the Shotokaners.
 Wolverine’s assist and counter switch are average, while the double super is terrible unless Wolverine starts it or Chun-li starts it because her Kikosho will keep the opponent where they are.

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Combos:
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1. D. C. LK, C. HP, C. HK à Berserker Barrage
This is a good way to build up a super bar.

2. D. C. LK, C. HP à Berserker Barrage X
This is the standard super combo I go for.

3. D. C. LK, C. MK, C. HP, C. HK à Fatal Claw
This is Wolvie’s most lethal combo.  If your opponent can pull this combo off, watch out.

4. S. HK /\ LP, LK, MK, MK MK à Drill Claw
5. Berserker Rage, D. S. LP, S. LK, C. HP, Repeat or Berserker Barrage X or Double Super
This is the most cheapest combo in the whole game.  If you get hit once, you’re finished.  Try to super Wolvie once you see him activate the super.  Otherwise, stall and stay off the ground if possible.
 

====================
2. (Armored) Spiderman
====================

 Spidey is the best character in the game because all of his moves have excellent priority.  His J. HK can only be beat by a dragon punch move and almost nothing can beat Spidey’s S. HK launcher.
 I used to use Spiderman in “Marvel vs Capcom” and actually got 21 wins with him and Gambit.  However, I don’t use him anymore because all you can do with him is just the same old air combo all day or do a sweep à Crawler Assault or Double Super, which can be rolled.  I’ve also noticed he’s not as good in MSF as he is in “Marvel vs Capcom” - his launcher combo is more difficult to ddo, for example.

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Combos:
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1. D. C. LK, C. MK, S. HK /\ SJ Air combo: LP, LK, MP, MK, HK
2. J. HK \/ C. LK, C. MK, S. HK /\ Air combo
3. J. LP, J. MP \/ C. MK, S. HK /\ Air combo
4. S. HK /\ Air combo
5. C. LK, C. HK à Crawler Assault or Double super
6. J. HK \/ HP Throw (F + HP)
This combo is good against turtlers.

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3. Hulk
====================

Hulk is the most powerful character in the game.  He is excellent at punishing mistakes.  Although his moves have bad recovery time, he can cancel them all with special moves.  However, he is very slow and can’t do anything about keepaway.
The best partner for Hulk is someone who has an assist projectile.  That way Hulk can cancel out of a S. HP or C. HP.

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Combos:
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1. S. LP, S. HP à Ground Wave or Variable Assist
2. C. LP, S. HP à Ground Wave or Variable Assist
3. S. LK, S. HP à Ground Wave or Variable Assist
4. J. HK \/ S. HP à Ground Wave or Variable Assist
5. C. HP /\ SJ Air combo: LP, MP, HP
6. C. HP à Gamma Crush

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4. Cyclops
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 The main thing I like about Cyclops is his Variable Assist - it is excellent air defense for anybody because it flies horizontally, multi-hits slowly, and doesn’t fly too high into the sky, allowing Cyclops to leave the screen earlier (compared to Ken).  Other than that, I like his chipping combos and chipping ability.  Not only is he a good  keepaway character, his attacks do a lot of damage.  However, because most of his move leave him very vulnerable, it took me a long time to learn how to use him.

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Normal moves:
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S. LK:

 I love this move because it can double hit.  I dash with this move often and use it to set up the S. HK combos.

C. LK:

 For some reason, Cyclops can keep hitting an opponent indefinitely with this move.

C. MK:

 This is Cyclops’ mini-launcher.  After it hits, it can be followed up with a S. HK.

HP:

 Cyclops shoots a projectile from his eye.
 The delay for this move can be cancelled with a Variable Assist, super, or Optic Blast.

J. HK: any direction but \/ and HK

 Cyclops does a quick flash kick in the air.
 I like to use this to knock jumpers out of the sky.  It has very good priority and is very quick.

J. HK: D + HK

 Cyclops does a diagonal down kick with both of his feet.
 This is the main jump-in attack I use because it has good priority.

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Special moves:
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Optic Blast: D, DF, F + P

 Cyclops shoots a beam from his eyes which reaches the end of the screen instantly and goes through all projectiles.  LP shoots low, MP shoots at chest level, and HP shoots at 45 degrees up.  This hits multiple times, also doing a couple ticks of block damage.  There is huge delay after this move is done.
 This move should only be done when you know the opponent can’t hit you afterwards or the opponent is forced to block it.

Jean Splice: F, D, DF + P

 A typical dragon punch move.  If it connects, the punch can be hit repeatedly to do more damage.

Cyclone Kick: D, DB, B + K

 Cyclops does a hop kick that OTGs.
 This move can OTG after the sweep or combo.  However, Cyclops can be abused if it is blocked, so I don’t use this move.

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Supers:
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Mega Optic Blast: D, DF, F + 2P

 This super does a good 1 bar of block damage if you ram the buttons and circle the joystick.  It does 30-40% damage if it hits.  However, watch out if the opponent jumps over the super, cuz Cyclops will be completely vulnerable.

Super Optic Blast: F, DF, D + 2P (ground or air)

 This is Cyclops’ safest chipping super because it can be directed anywhere.  It can also be comboed after the S. HK.

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Combos:
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1. S. HP à LP Optic Blast
Because the delay on the Optic Blast is horrible, I only do this combo when the opponent has normal jumped from far away or to cancel a projectile.

2. C. MK, S. HK, S. HK à LP Optic Blast
This is one of the best way to counter jump-ins because the C. MK has very high priority.  The LP Optic Blast should only be done if the S. HK made contact.  Otherwise, Cyclops will be left very vulnerable.

3. S. HK, S. HK à LP Optic Blast
This is good air defense.  Will combo perfectly on the ground.

4. D. S. LK, S. LK, S. HK à Super Optic Blast
To get maximum damage, first point the joystick diagonally down at the opponent and immediately lift it towards the opponent.  The exception is Wolverine – point it diagonally down all the way for him cuz he’s too small.

5. S. HK, S. HK à Super Optic Blast
I only go for this combo when I know it’s gonna connect because the S. HK can go over a crouching opponent.  It combos better than combo #4 because of the reach of the HK.

6. S. LK, S. MP /\ SJ Air combo: LP, LK, MP, MK, HK

7. HP à Mega Optic Blast
I throw the HP just to make sure my opponent doesn’t super jump over the super.

8. C. LK, C. LK, C. HK à Cyclone Kick

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Advantages:
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 Cyclops is very good at doing chip damage.

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Disadvantages:
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 It is very difficult to link Cyclops supers.  Also, most of his moves have huge lag time which leave him vulnerable.

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5. Omega Red
====================

I think Omega Red is cheap because all he does is drain your life and play keepaway with his damn coils which not only drain your life but do good damage.
His double super is a good switch out for anybody.  His weakness is that he is kinda slow.

LP

His LP has hella reach, which should be used for dash-in combos.

HK

Omega Red shoots some coils into the ground which appear out of the ground depending on the direction of the joystick.

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Special moves:
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Coil grab: QCF + P/K

 Omega Red throws a coil from his arm in a direction determined by the button pushed.  The coil will stretch farther if the button pushed is held down.  If the coil makes contact, the opponent can be drained by pushing the same button and thrown by pushing the lever in a direction with a button.  This move can also be done in the air.
 The punch coil grabs drain life, while the kick coil grabs drain the super meter.

LP/LK Coil grab: horizontally straight.
MP Coil grab: diagonally up
MK Coil grab: diagonally down
HP Coil grab: Directly up
HK Coil grab: Directly down

Omega Strike: QCF + K

 Omega Red flies across the screen feet first in a direction determined by the button pushed.  Pushing kick and the joystick backwards will make him contract back to his original position.

LK Omega Strike: horizontally straight.
MK Omega Strike: Diagonally up
HK Omega Strike: Directly up

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Combos:
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1. D. S. LP, S. MP /\ SJ Air combo: LP, LK, MP à LP Coil Grab, a direction + HP, (in the corner) HP or Carbonadium Smash
This is the only combo Omega needs.

2. J. LP, J. HP
I do this against opponents that normal jump at me.

Advantages:

 Omega Red’s main advantages are that he can drain life and add it to his own and can do a lot of damage in a single air combo or coil grab.  This makes Omega Red excellent for making comebacks, even if he is at very low life.  His double super is also excellent because it covers the entire screen.

Disadvantages:

 Omega Red does not have a good anti-air move, so beware of characters that jump at him.  I like to pick an anti-air assist (Cyclops or Ken) to counter jump-ins to cover for this disadvantage.

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Versus Omega Red:
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 Don’t dash at him because he’ll just hit you with a S. LP and launch you for a cheap air combo.  Omega’s damn coils do a good job at grabbing normal jumpers, so I usually just super jump at him and go for a combo or throw.

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6. Shuma-gorath
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I don’t like Shuma because he is a cheap keepaway character that just runs away.  He doesn’t have cool combos, can’t link supers, and can’t do instantaneous damage.
Only jump in at Shuma with a high priority attack.  Otherwise, he will beat you with his C. MK.  Also watch out for the Mystic Stare and Chaos Dimension.
 
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Norimaro
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 A special character that can only be played at the arcades in Japan or on Playstation or Sega Saturn.  I think he is some kind of stand-up comedian in Japan.  Although he makes a lot of goofy poses, Norimaro is a decent player to play.  His fireball attack gives him an okay projectile, and his Magical Treasure Super gives him an okay long-range chipping super.  I think he should be used when you feel like fooling around.

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Special moves
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Super Fantastic Treasure: QCF + P

Norimaro pulls out a random object from his bag, like a ruler or doll, and pitches it horizontally across the screen.  This can also be thrown in the air.
This projectile isn’t the best so it should be used more to taunt the opponent into charging you when he or she is far away, like on the other side of the screen.  It takes a while for Norimaro to dig into his bag and throw his object, and once thrown it can be dodged.  It doesn’t travel super slow like Charlie’s Sonic Boom nor does it go super fast like Gambit’s Kinetic Card, so it should be used sparingly.

Rolling Powerful Arms: QCF + K

 Norimaro rushes forward while wildly swinging his arms, similarly to Sakura’s move in Pocket Fighter.  This move leaves Norimaro vulnerable afterward.
 This move does good chipping damage, but since he is vulnerable afterwards it’s not a good idea to use it for that purpose.  I would only use this move when you know it is going to hit.

Great Fighting Jump: DP + Kick

 Norimaro does a jumping knee attack at a 45 degree angle.  This move is very similar to Adon’s knee attack.

Quadrupal jump:

Yup, Norimaro can do up to four jumps in the air if you push WK, MP, & HK when you select him at the character select screen.

Launcher: Standing HK

 Norimaro slips and does an imitation of Charlie’s Flash Kick which doesn’t leave the ground.  If blocked, Norimaro slips on a banana peel and falls on the ground, leaving him vulnerable for a split second.
 I don’t like this launcher simply because of the fact that if it is blocked, Norimaro is vulnerable.  It doesn’t have that much range either.  I have tried canceling the delay of a blocked launcher with the Variable Assist, but I’m not sure if it actually cancelled because I’ve only tried Norimaro against the computer.  If Norimaro is still vulnerable, a human player should be able to destroy him.

====================
Supers:
====================

Hyper Strong Miracle Treasure: QCF + 2 Punches

 Norimaro digs into his bag and throws out a lot of random objects.  Can only be used on the ground.
 I like this super because it is a long-range chipper.  However, it takes a while for Norimaro to dig into his bag, so during that time the opponent could super jump into the air and completely avoid the super.

Ultra Variety Private Memories: QCF + 2 Kicks

 An auto combo super.

Ultimate Grand Champion Jump: DP + 2 Punches

Ending

 Basically, Norimaro takes over the world after defeating Apocalypse.  Here are the lines from an arcade machine in Japan.  Please note that I am reciting this from memory so it may not be completely accurate:

“Norimaro wa Apocalypse o taoshita ato, choushi ni notte sekai o seifuku shita.  Sono nochi, Norimaro wa kyoukasho de gakusei-tachi o kurushimeta to iwareteru.”

 
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 V. How to kill Wolverine!
===========================================================================

 And now for the section we’ve all been waiting for: how to kill Wolverine!  I’ve  discovered a major weakness for each of Wolvie’s most lethal moves, the Fatal Claw and Berserker Rage.  Now that you’re familiar with all of my killer combos, I’ll tell you how I kill Wolverine with them.

======================
1. Fatal Claw’s “Fatal Flaw”
======================

 First of all, I’ll describe what Wolvie’s ‘Fatal Flaw’ is.  This one guy that I play often, Twan, likes to go for the Fatal Claw combo: C. Short, C. Foward, C. Roundhouse à Fatal Claw.  When it is blocked, he cancels the C. Roundhouse with a LP Berserker Barrage.  In attempting to counter this combo, I figured out that if the C. Roundhouse is push blocked, Wolvie can be hit after he finishes the LP Berserker Barrage.  However, you must be quick about this – I miss with Cap’s S. Fierce sometimes because I didn’t do it fast enough.  Here are the combos I’ve annihilated Wolvie with:

Switch
 I haven’t tried this yet, but theoretically it should be fast enough unless you’re using Zangief!

Cap:

1. S. Fierce
2. Double Super

Ryu:

1. D. S. LK, S. HP à Shinkuu Hadoken or Double Super
I do this combo when I have a super bar.  I usually just do the Shinkuu Hadoken because I mess up sometimes entering the double super command and just do a normal switch.

2. D. C. LK, C. HK à Double Super or Shinkuu Hadoken
I think it would be preferable to save this combo for double supers because if you mess up entering the double super command, you’ve done a safe switch.  Also, even if the sweep is rolled, your partner should prevent a counter because he or she will hit your opponent from behind.

3. D. C. LK, C. HP /\ Air combo, Shinkuu Hadoken
I try for this combo when I don’t have a super bar.  I don’t go for this when I do have a super bar because the launcher doesn’t reach all the time and combo #1 does more damage.  But I have to admit, it’s more psychologically damaging cuz your opponent has to sit there the whole time while you execute the coolest super air combo in the game!

Akuma:

Messatsu Gou-Shouryu

Chun:

1. D. S.Short, S. Fierce à Senretsu Kyaku
2. D. C. Short, C. Roundhouse à Double Super
I haven’t tried this combo yet, but it should work.

 So far, it looks like I’m the only one at my arcade who has figured out this ‘Fatal Flaw’ to the Fatal Claw combo.  I hope everyone finds out about this and begin destroying cheap Wolvie users!

====================
2. Berserker Rage
====================

 This super can be used to do the second most nastiest combo next to Cyclops’ XSF infinite.  Fortunately, this super has one major weakness – Wolvie is vulnerable during the activation pose.  Use this opportunity to blast him with a long range super or even dash up to him and destroy him!  Wolvie will still have some time left over, so super jump and stay off the ground.  When I’m using Ryu or Akuma, I throw the fireballs in the air.  Sure, Wolvie will probably super jump and hit me with an air combo, but that damage is nothing compared to what he could do on the ground.  Also, another way to make Wolvie waste time is to pull off a safe super and force him to block it.  The only problem is that if Wolvie keeps building his super bars all day with the MP, you won’t have enough super bars to keep up unless you are also using Wolvie.

====================
3. Infinite SJ. MP
====================

 When your opponent tries to build up his super bar with this cheap tactic, throw a fireball on the ground towards Wolvie.  This will help prevent a few SJ. Strongs cuz Wolvie will have to block.  If he didn’t see it coming, he’ll most likely get hit by the fireball.  I know this works cuz this the computer has done this to me.
 
 
 

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