Remember all of your own gimmicks and tricks. Her fast jump and downward angled normals mean she can put repeating jumping pressure on you, as well as pressure you very hard from the ground. Once your opponent sees you using it as a guard cancel/wakeup, they'll come to expect it.. and may run up and block, or jump in and do nothing, expecting you to super. Children of the Atom: The 'Uncanny X-Men' Quiz. --Causes a little elbow-knee move. Children of the atom is a revisit to the early days of X-Men, prior to their official formation. Moving forward with j.HP in an air-to-air situation will likely leave you recovering next to them, and most will try to get the throw. MP Ground Throw, Sweep, Reset: 14:24. Start: 8f [MK shoulder charge (cancel immediately after hit), jump toward j.HK, land s.LK, s.HK, tiny wait] xN Testing Method: Made by Capcom Co., Ltd. and published by Acclaim Entertainment, Inc., this action game is available for free on this page. Heavy: st.HK (launch) xx c.LP (whiff), move in and throw. Easy to pick up and a decent counter to Wolverine. -Elbow-Knee: LP, MK, HP Super Armor - D,DB,B + 3P Meter usage: 71 For Silver Samurai, Initial Launcher is Dash.c.MP, c.MP, s.HK ^ . Don't run into stuff. Guard cancel super is a serious threat (on/near the ground), and the super can stuff many things outright. He's slow, but don't underestimate him. Good for air juggles It can hit some characters as a juggle. 600th review 0 . OTG Throw - Down + MP or HP to pickup an opponent off of the ground, options follow: Heavy: st.HK (launch) xx c.LP (whiff), move in and throw. Safe Fall: Wolverine is invincible from the tech point until he flips off the landing. Learn your hitboxes and attack timings so that you can beat or trade with opponent's who actively zone. Builds meter and cancels normals (usually the HP you do when attempting it). Against other counter-throwers, this does not work on equal meter since the first to burn meter loses the tech war. You can add in a throw after the s.HK and it may combo or it may cause a hard to escape reset. --(corner) Jump in D+HP, dash in (as deep as possible) C.MP, F+HP. Has a few frames of 100% invincibility. Super Jump Chain: Zig Zag 2 If you're far enough away, it's a faster means of building meter than runaway drill claws, but still not as safe. Start: 4f, s.MK: Kick with OK startup and good hitbox 10. Kickoff - After a Jump/SJ attack that's blocked/hit, hold back and hit attack again. Not quite as good as it may look due to preceding blue boxes and may trade a lot. Works on everyone but Sentinel. A few exceptions would be versus characters where there are no practical combos, only difficult ones. Keep in mind this isn't a mode like Iron Body Zangief, you still can block. Any gaps in strings have a danger potential of you getting thrown, especially against characters with obnoxious throw range like Sentinel and Colossus. Omega Red, Silver Samurai, Akuma (near corner), Cyclops (anywhere). Hold back and mash kick to cancel the shoulder charge ASAP (has to register after the hitstop), but don't mash so much you end up kicking on the ground. Kick buttons do nothing, but any punch will result in a throw, such as: Head-dive super is also not safe on Colossus should you land next to him, he can shoulder charge or super (if he has meter) for wakeup before you recover, although the timing can be strict. Corner juggle loops, walk/dash forward as needed: Comments. Don't stand next to him on tech hit, he will likely be able to throw you first, however you might be able to outrange him. Wait another 3 seconds, then press and hold LK+HP+HK. Stomp Tactics (Utilizing air D+MK to it's fullest) Mashing throw generally does not work. Even though his feet appear to touch the ground, he's still considered airborne, and the Tornado Grab won't connect. This game is no lame PC port: Its graphics, animations, sounds, and attention to detail are impressive! Be careful of getting thrown through gaps in your attack strings, which is why it's critical to have meter for tech wrestling matches. This can be done very low to the ground, and surprise defending players blocking low, and can even hit the super-low crouchers like Storm/Wolv/Red. After a significant startup delay, you become shiny and don't go into hitstun, but can still be thrown. Normal jump, then quickly j.D+MK (whiff cancel) to j.LP. --MK: Travels at an angle up to a little above jump height, knocks opponent up and away. A poorly timed or positioned s.HK will lose or trade with his j.HP. Start: 14f, c.MP: Launcher, can loop onto itself in the corner against medium and heavy charaters (to an extent). --dash jump-in D+HP, F+HP If it's the move that dizzies the opponent, they will be dizzy on their back (except Akuma) , and you can start off a combo by picking them up OTG for a throw. (Another Example) You start your combo/infinite on them, but they recovered from the dizzy (but didn't block). Limitations - You can only have 2 throw types per combo in this game, so if you do throw, OTG throw (escapable as it doesn't combo), you can't do another OTG throw, or combo another throw. Tons of variations exist for almost everything, but the goal is combos for real game play. If you have full meter, you can do a super, but characters with short OTG times (Sentinel) can recover before you do, even on a successful hit. He can quickly get behind an attack you try and punish you. Shoulder Charge (Power Tackle): D,DF,F + K -(ground only) Don't stand next to him on tech hit, he will be able to throw you first. Fast startup with invincibility. Akuma/Gouki and Iceman may require timing adjustments. j.HP has a property where it moves you forward slightly. -Walk forward or backwards They throw a grenade and start shooting and Warren jumps out of the way. A Piledriver in the direction you held. Armor is immediately active, but you can't move for roughly 55 frames. While Warren is ducking the grenade rolls in front of him and he leaps just in time before it explodes. d.c.mp, [d.s.lk, c.mp] x N, replace the s.LK with s.LP-LP if they get too high. Player 1: Move the cursor over Spiral and wait 3 seconds. How well do you know Marvel's mutant heroes? Startup: 1 frame, 6 frames invulnerable. You must have more, thus it's not wise to do when you are both at full. However the book, only spanning for 6 issues, lacks the room for sufficient … Also a good counter for rushdown Storms, as all her electric attacks "ping" off of his Shoulder Charge Armor. Combo freestyle. Good for a dashback AA. This include normals classified as projectiles like Iceman's standing hard attacks and Storm's almost everything. --Throws-- aircombo C. sj.hk(2 hits/+)*.. sj.lk, sl.lp, sj.mp, sj.hk(usually 1 hit) If done too fast, j.LP will not have time to activate but the overhead fake can scare the opponent to blocking high. [sj.lk, sl.lp, sj.mp] x2, sj.hk(2 hits) Kickoff sends you further away when in normal jump mode compared to SJ mode and goes back at different angles depending on what you held (back or up-back, down-back doesn't trigger it). For medium to heavy use dash s.LP instead of s.LK. To throw upwards and not get a jump by accident, dash then hold up and hit HP. 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Same way matchups where you are both at full limitations -Tornado Grab can only Grab an opponent 's actively...
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