m (slowly working on this) |
(think this is done, gonna move it on over) |
||
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{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content=''' | {{Content Box|content='''Wolverine (Adamantium)''' is a grounded rushdown machine who can use his fast attacks and great movement to mix his opponent up until they fall. His main strengths are his great frame data and strong lockdown but his weaknesses are his extremely low health. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | * '''Rushdown:''' Wolverine has fantastic movement speed on the ground, with fast attacks and great mixups. | ||
* '''Solo Instant Overhead Conversion:''' While it's small, instant overhead j.LK into Drill Claw is a rewarding open up sequence. | |||
* '''Berserker Charge:''' Speeds up Wolverine, which takes his absurd movement speed and frame data and makes it even ''more'' absurd. | |||
* '''Lockdown:''' Using assists can give Wolverine an an ability to stick to the opponent which makes his pressure even harder to deal with. | |||
|cons= | |cons= | ||
* | * '''Health:''' Wolverine takes a whopping 25% more damage than most characters, meaning he dies much faster than most. | ||
* '''Poor Air Movement:''' No flight, air dash, or double jump makes Wolverine a far more grounded fighter in a very air focused game. | |||
* '''Zoning:''' Getting zoned out SUCKS as Wolverine has almost no response to get around projectiles. | |||
* '''Assists:''' Wolverine's assists aren't all that great, making him a point or middle character only. | |||
}} | }} | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube> | <center><youtube>3gY43XEwZXY</youtube></center> | ||
}} | }} | ||
}} | }} | ||
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|AlphaCounter= | |AlphaCounter= | ||
|TeamHyperCombo= | |TeamHyperCombo= | ||
|description= | |description= Wolverine's Expansion assist is a bit underwhelming as he doesn't do any mashing so it's always two hits. Can give a ''tiny'' bit of lockdown, but it's not great at that. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|AlphaCounter= | |AlphaCounter= | ||
|TeamHyperCombo= | |TeamHyperCombo= | ||
|description= | |description= Wolverine's Anti-air assist is probably his best assist, which still isn't saying much. Functions much like Cyclops' Anti-air assist, being fast and sets up for combos afterward, but without any of the invincibility. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|AlphaCounter= | |AlphaCounter= | ||
|TeamHyperCombo= | |TeamHyperCombo= | ||
|description= | |description= Wolverine's Dash assist is his most niche by far, and would only ever see use in combos like Storm's Lightning Attack assist. Even more risky because Wolverine can die very easily, so this takes some real lab work. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does a jumping claw stab. Air combo starter, and that's about all it's good for. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does a jumping claw swipe. Air combo filler. The last of your normals to have an optional followup. This one is pretty niche as it can sometimes put you out of the way for your ender to hit, so it's limited in it's uses. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does a double claw swipe. Air combo finisher and has a nice hitbox for jumping in with. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does a fast kick. Crucial air normal for Wolverine and the crux of his mixup game, as this hits as an instant overhead on a large majority of the cast and combos into Drill Claw, or more with assists. Extremely important and very nice to have. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does an upward kick. Air combo filler. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does a spinning kick. Spins twice before entering recovery. Has a hitbox on either side of him which can make some tricky crossups possible and mashing on defense. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine does a low profiling slide. Knocks down on hit, and moves forward pretty substantially during the move with plenty of active frames. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine's divekick. Unfortunately worse than in Marvel 1 as it cannot be cancelled out of and it's pretty punishable even on hit. Still nice for getting to the ground faster than normal. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine's universal launcher is exactly the same as his 5HK. Just putting something here for consistency. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine jumps behind his opponent, stabs them with his claws, then flings them away. Always swaps sides. Can be mashed to do far more damage than letting the throw play out normally. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. Basically the same thing as Punch throw, except it doesn't swap sides and gives a hard knockdown. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. The air throw is almost the same thing as Punch throw, except it doesn't swap sides and gives a bit better oki. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= It's a raw tag. Good hitbox with very nice priority. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Wolverine's Snap Back is based on his 5HP, which is really nice because it's his longest range normal with a great hitbox. A rare instance in which the snapback is actually ''slower'' than the normal it's based on, but the hitbox saves the one frame it gives up. | ||
}} | }} | ||
}} | }} | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine dashes forward, slashing with his claws. Good for lockdown and chip in combination with the right assists, and can combo into super in the right connects. Mashable for more hits, with the LP version limited to 4 hits and the HP version to 8 hits. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine rises into the air with a spinning claw attack. Does not have invulnerability like a normal DP. Pretty underwhelming, but has some niche uses in chip and assist setups. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine dashes toward the opponent and swipes with his claws. LP goes about a quarter screen, HP goes about two-thirds screen. If he's close enough to the opponent, he'll pass through them, but he won't swap the direction of his attack. Can be useful with assists where the assist can crossup and Wolverine can continue a combo, but a risky thing to do since there will always be a gap. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine spirals toward the opponent with his claw. Can be angled with the stick; up, forward, or upforward on the ground, and fully directionable in the air. Nice for adding onto combos, mixups, and moving around the screen, so this one sees quite a bit of use. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine does a souped up version of his Berserker Barrage, with higher damage and more hits. Not invulnerable on startup, but after the flash the first 4 hits are invulnerable. His main combo super, and finds some frequent use. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine dashes toward the opponent and performs a flurry of attacks, then ends with a soaring X strike. His strongest super for damage, but the long startup makes this a bit tricky to combo into. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine jumps into the air and emanates energy in the shape of an X. The most niche of his supers as it takes quite a bit of setup to go into. It does do nice chip damage though, so can be useful to close out a game. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Wolverine does a swipe with a hitbox. After the animation is over, Wolverine gets a temporary speed boost that increases his movement speed and shortens his attacks' startup and recovery. The super that's going to be used most often as it has a very short activation time and the buff he gains is very strong. This actually opens the door to some high damage combos and even some infinites that are otherwise inaccessible, but do note he accumulates double the undizzy with all of his normals, so they may end a bit sooner than expected. Get used to controlling sped up Wolvie, as this is a mode you're gonna ''love'' to be in. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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== Other == | == Other == | ||
Revision as of 22:34, 25 September 2024
Introduction
James Howlett, sometimes known as Logan or his code name Wolverine, is a character from the X-Men series by Marvel. A mutant with an incredibly fast healing factor and martial arts mastery, as well as his trademark adamantium claws from the Weapon X program, Wolverine fights for the X-Men as a brash lone wolf to protect the world from villains.
In Marvel Vs. Capcom 2, Wolverine is the epitome of a grounded rushdown character, with incredible movement, frame data, and freedom in his magic series. Wolverine has one of the fastest ground dashes in the game, a great wavedash, and many forward advancing special moves to lock the opponent down with chip while assists can continue your pressure. Wolverine's buttons are very fast, and usually pretty safe on block, as well as having a nearly full magic series, which makes his stagger pressure very good. He also has some decent air mobility too in his wall jump and Drill Claw. He also has his ace, the Berserker Charge, which gives him a temporary speedup, making both his movement and frame data even faster.
The main problem with Wolverine is his pitiful stamina. Wolverine takes way more damage than most characters, meaning he will die far faster than most. Wolverine is also somewhat weak to pushblock and invincible assists, as he has no real way to stick to his opponents safely. He also has no projectile and struggles greatly against zoning characters, and characters with great keepout game. Still, Wolverine is a good choice for someone who wants to work their way in, and then mix their opponent to death with constant buttons. If you like a fast paced, high octane grounded rushdown character, then sharpen your skills with Wolverine.
Gameplay
Wolverine (Adamantium) is a grounded rushdown machine who can use his fast attacks and great movement to mix his opponent up until they fall. His main strengths are his great frame data and strong lockdown but his weaknesses are his extremely low health.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Berserker Barrage (Mashable)
+
or
- Tornado Claw (Mashable)
+
or
- Berserker Slash
+
or
- Drill Claw (Air OK)
- Direction +
+
- Berserker Barrage X
+
+
- Weapon X
+
+
- Fatal Claw (Air OK)
+
+
- Berserker Charge
+
+
- Type α - Expansion Type
- Assist:
Berserker Barrage
- Counter:
Berserker Barrage
- Combination: Berserker Barrage X
- Type β - Anti-air Type
- Assist:
Tornado Claw
- Counter:
Tornado Claw
- Combination: Fatal Claw
- Type γ - Dash Type
- Assist: Drill Claw
- Counter: Drill Claw
- Combination: Fatal Claw
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Wolverine's Expansion assist is a bit underwhelming as he doesn't do any mashing so it's always two hits. Can give a tiny bit of lockdown, but it's not great at that. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Wolverine's Anti-air assist is probably his best assist, which still isn't saying much. Functions much like Cyclops' Anti-air assist, being fast and sets up for combos afterward, but without any of the invincibility. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Wolverine's Dash assist is his most niche by far, and would only ever see use in combos like Storm's Lightning Attack assist. Even more risky because Wolverine can die very easily, so this takes some real lab work. |
Normal Moves
-When grounded, Wolverine has the Modified Hunter type Magic Series, meaning he can follow the >
>
>
>
/
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a quick stab with his claw. Fastest normal in your kit, and becomes tied for the fastest normal in the game when in Berserker Charge. Great normal for starting pressure and checking with a quick poke, though it's range is a little small. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine swipes with his claw. Combo filler. The first of three buttons to have a unique followup by pressing the button again. MP's is ok, but generally makes the series have too much pushback to be useful, so reserved for niche situations. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a double claw swipe. Enormous hitbox with a ton of priority that knocks the opponent away on hit. In Berserker Charge, this can be looped with dashes for an extremely damaging combo. Great normal, but it's a bit unsafe on block, so use with caution. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a leg kick. Pretty good range for it's speed. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a knee. Combo filler medium. The second normal in your kit to have an optional followup. MK's is pretty nice, as the followup will basically never miss due to having 0 frames of startup and lower pushback. Scales the combo though, so be cautious about what routes you use this in. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a two legged upward kick. Your main launcher, and can be comboed into after 2MP but not a whole lot else without risk. Good, but not great. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a low claw stab. Hits much further down than 5LP, so will never miss a crouching opponent, but it's not as plus nor as fast as 5LP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does an upward claw swipe. Pops the opponent into the air toward Wolverine. One of the only normals that confirms into 5HK, so it's useful for when you want to hitconfirm launcher. Very slightly unsafe on block, so can be punished if used recklessly. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine flips toward the opponent and does a double claw swipe. Moves Wolverine forward before startup, so can be used for tricky crossup situations. In combos it has pretty poor hitstun, so it's best to avoid this unless you have an assist to help. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a low kick. The slowest light in your kit, but it hits low so it's pretty important. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a two hit sweep. Unlike most characters, 2MK is Wolverine's sweep, which helps and hurts him in their own ways. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a lunging kick. Knocks the opponent away like 5HP, but moves him forward during the attack. Has some niche uses but overall pretty ok. |
Air Normals
-When in the Normal Jump state, Wolverine has the Modified Hunter type Magic Series, meaning they can follow the >
>
>
>
/
cancel tree.
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a jumping claw stab. Air combo starter, and that's about all it's good for. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a jumping claw swipe. Air combo filler. The last of your normals to have an optional followup. This one is pretty niche as it can sometimes put you out of the way for your ender to hit, so it's limited in it's uses. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a double claw swipe. Air combo finisher and has a nice hitbox for jumping in with. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a fast kick. Crucial air normal for Wolverine and the crux of his mixup game, as this hits as an instant overhead on a large majority of the cast and combos into Drill Claw, or more with assists. Extremely important and very nice to have. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does an upward kick. Air combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a spinning kick. Spins twice before entering recovery. Has a hitbox on either side of him which can make some tricky crossups possible and mashing on defense. |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Wolverine does a low profiling slide. Knocks down on hit, and moves forward pretty substantially during the move with plenty of active frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Wolverine's divekick. Unfortunately worse than in Marvel 1 as it cannot be cancelled out of and it's pretty punishable even on hit. Still nice for getting to the ground faster than normal. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (away) | - | - | - | - | |
Wolverine's universal launcher is exactly the same as his 5HK. Just putting something here for consistency. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine jumps behind his opponent, stabs them with his claws, then flings them away. Always swaps sides. Can be mashed to do far more damage than letting the throw play out normally. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. Basically the same thing as Punch throw, except it doesn't swap sides and gives a hard knockdown. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. The air throw is almost the same thing as Punch throw, except it doesn't swap sides and gives a bit better oki. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
It's a raw tag. Good hitbox with very nice priority. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine's Snap Back is based on his 5HP, which is really nice because it's his longest range normal with a great hitbox. A rare instance in which the snapback is actually slower than the normal it's based on, but the hitbox saves the one frame it gives up. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine dashes forward, slashing with his claws. Good for lockdown and chip in combination with the right assists, and can combo into super in the right connects. Mashable for more hits, with the LP version limited to 4 hits and the HP version to 8 hits. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine rises into the air with a spinning claw attack. Does not have invulnerability like a normal DP. Pretty underwhelming, but has some niche uses in chip and assist setups. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine dashes toward the opponent and swipes with his claws. LP goes about a quarter screen, HP goes about two-thirds screen. If he's close enough to the opponent, he'll pass through them, but he won't swap the direction of his attack. Can be useful with assists where the assist can crossup and Wolverine can continue a combo, but a risky thing to do since there will always be a gap. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine spirals toward the opponent with his claw. Can be angled with the stick; up, forward, or upforward on the ground, and fully directionable in the air. Nice for adding onto combos, mixups, and moving around the screen, so this one sees quite a bit of use. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a souped up version of his Berserker Barrage, with higher damage and more hits. Not invulnerable on startup, but after the flash the first 4 hits are invulnerable. His main combo super, and finds some frequent use. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine dashes toward the opponent and performs a flurry of attacks, then ends with a soaring X strike. His strongest super for damage, but the long startup makes this a bit tricky to combo into. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine jumps into the air and emanates energy in the shape of an X. The most niche of his supers as it takes quite a bit of setup to go into. It does do nice chip damage though, so can be useful to close out a game. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Wolverine does a swipe with a hitbox. After the animation is over, Wolverine gets a temporary speed boost that increases his movement speed and shortens his attacks' startup and recovery. The super that's going to be used most often as it has a very short activation time and the buff he gains is very strong. This actually opens the door to some high damage combos and even some infinites that are otherwise inaccessible, but do note he accumulates double the undizzy with all of his normals, so they may end a bit sooner than expected. Get used to controlling sped up Wolvie, as this is a mode you're gonna love to be in. |
Other
Taunt
"*clashing claws*"
Colors
First row: ,
, A1. Second row:
,
, A2.