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| {{Infobox Character UMVC3 | | {| class="wikitable mw-collapsible mw-collapsed" style="width:80%" |
| |name=Wolverine | | ! colspan="2" | Combo Section Info (click to expand) |
| |image=Umvc3_wolverine_face.jpg
| | |- |
| |health=950,000
| | | '''Connecting moves''' |
| |magicseries=Zig-Zag/Stronger++
| | | '''>''' = Chain the two attacks together<br>--5M > 5H<br>--236H > L = perform the L follow-up to 236H.<br>'''xx''' = cancel the first attack into the second attack<br>--2H xx 236H<br>--236L xx 214XX<br>''',''' = Perform the second action after the first one finishes, as a Link.<br>--j.H xx j.214S, j.L<br>--j.S, land, 3H<br>'''~''' = Plink the two inputs, performing the second one immediately after the first.<br>--236X~H<br> |
| |airchain=None
| | |- |
| |forwarddash=20
| | | '''Basic Inputs''' |
| |backdash=34 | | | '''L''' - {{l}}<br>'''M''' - {{m}}<br>'''H''' - {{h}}<br>'''S''' - {{s}}<br>'''A/A1/A2''' - Assist buttons (specific purpose usually specified)<br>5M - Standing Medium<br>j.H/j.5H - Air Heavy<br>2L - Crouching Light<br>'''X''' - Generic attack input, can be any of L, M or H (but not S).<br>--236XX is a Hyper input<br>--6XX is a forward (air)dash. |
| |jump=39 | | |- |
| |superjump=80 | | | '''Other Notation''' |
| |walljump=Yes | | | '''jc.''', '''sjc.''', and '''djc.''' - Jump Cancel, Superjump Cancel, and Doublejump Cancel<br>'''land''' - Return to the ground from an airborne state<br>'''rejump''' - land, and then immediately jump again.<br>'''[X]''' - Hold down X<br>''']X[''' - Release held X.<br>'''etc.''' - Continue the combo in the usual way.<br>'''[Stuff]xN''' - Perform Stuff ''N'' times, usually as a loop.<br>'''dash up''' - Dash to get close to the opponent before continuing the combo. May require 0 dashes or several depending on screen position and context. If multiple dashes are needed, it is implied that you should Plink Dash or Wavedash to close the distance faster. |
| |doublejump=No
| | |} |
| |airdash=No
| |
| |xfactordamage1=25
| |
| |xfactordamage2=45
| |
| |xfactordamage3=65 | |
| |xfactorspeed1=15 | |
| |xfactorspeed2=25 | |
| |xfactorspeed3=35 | |
| |minimumdamagenormal=10 | |
| |minimumdamagehyper=35 | |
| |minimumdamagexfactor=35
| |
| |content=
| |
| ==Introduction==
| |
| A mutant and member of the X-Men, Wolverine's power gives him immense capability for regeneration, also known as a Healing Factor. Far more iconic, however, is the adamantium skeleton grafted into his body as part of the Weapon X project, including three retractable claws on each hand.
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| | {{TheoryBox |
| | | Title = Beginner Viper BnB |
| | | Oneliner = 775,000 for 1 bar, builds ~1.25 bars of meter |
| | | Difficulty = Easy (Relatively) |
| | | Anchor = ViperBeginnerBnB |
| | | Recipe = 2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S, 2M > 5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S sjc. j.H djc. j.M > j.H > j.S, land, (dash up), 623L xx 214XX |
| | | content = |
| | [https://youtu.be/3Bq0HdnnZpo?t=76 Video Timestamp] <br> |
|
| |
|
| In UMvC3, Wolverine is a high-speed, momentum-focused rushdown character. While lacking long-ranged attacks or projectiles of any kind, he can quickly close in with his fast ground dash and aerial divekick. Once there, he has no shortage of tools to open an opponent's defense with cross-ups, instant overheads, and hit/throw mixups.
| | The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough. |
|
| |
|
| {{ProConTable
| | *5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time. |
| | pros =
| | *When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work. |
| *Very strong mixup potential via crossup Berserker Slash, instant overhead j.5L, and strong throw game through OS Divekick | | *Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage. |
| *Exceptional grounded dash speed
| |
| *Has very practical routes for converting stray air hits into a standard combo
| |
| | cons =
| |
| *Virtually no projectile game and limited aerial movement makes it hard for him to approach zoners
| |
| *Poor assists and awkward DHC options
| |
| *Needs assist support or X-factor to convert his strongest mixup options
| |
| }}
| |
| | |
| === Unique Mechanics ===
| |
| | |
| '''''Note: Wolverine doesn't have a notable unique mechanic; it's just a placeholder. Enough characters have one that I want to specifically include a place to describe them.'''''
| |
| | |
| As a reference to one iconic scene from ''Resident Evil 5'', Wesker can remove his sunglasses during battle. Wesker's sunglasses can be taken off in one of two ways:
| |
| *As Wesker takes damage during the fight, his sunglasses become damaged, and then destroyed outright. It usually takes approximately half of Wesker's health bar for the sunglasses to be removed via damage.
| |
| *Wesker's 236XX "Phantom Dance" hyper removes his sunglasses during the super flash animation. If the startup of Wesker's hyper completes up to this flash, his glasses will be completely removed, even if the rest of the hyper does not complete.
| |
| | |
| Once removed, Wesker's sunglasses remain off until he tags out. Being tagged out for any reason (hard tagging, being snapped, DHCs), will restore his sunglasses, but it will not repair partially damaged ones. Also, Wesker's taunt will replace his sunglasses.
| |
| | |
| When Wesker's shades are off, he receives a boost to damage and speed. The speed boost is valued at 10% (equivalent to Level 1 X-Factor), and the damage boost is valued at 15% (approximately half of the boost from Level 1 X-Factor). These bonuses also stack with the buffs from X-Factor, which can buff him to incredibly high speed and damage levels.
| |
| | |
| }}
| |
| | |
| == Move List ==
| |
| | |
| === Assists ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Tornado Claw
| |
| |input=Assist A
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=35,000 x3
| |
| |guard=Mid
| |
| |startup=30/24
| |
| |active=11/9
| |
| |recovery=135/126, 106/83
| |
| |onhit=-
| |
| |onblock=-
| |
| |properties={{Strk}}
| |
| |description=
| |
| THC Hyper: Fatal Claw. Has no invulnerability despite the DP-esque appearance (neither does the non-assist version). Since Wolverine's assists are quite poor no matter what, it may be worth taking this assist just for the more damaging THC Hyper.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Slash
| |
| |input=Assist B
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=100,000
| |
| |guard=Mid
| |
| |startup=44/35
| |
| |active=3/3
| |
| |recovery=121/114, 91/71
| |
| |onhit=-
| |
| |onblock=-
| |
| |properties={{Strk}}
| |
| |description=
| |
| THC Hyper: Berserker Barrage X.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Barrage
| |
| |input=Assist Y
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=30,000 x4
| |
| |guard=Mid
| |
| |startup=33/26
| |
| |active=16/13
| |
| |recovery=117/112, 87/69
| |
| |onhit=-
| |
| |onblock=-
| |
| |properties=
| |
| |description=
| |
| THC Hyper: Berserker Barrage X. Out of Wolverine's assists, this causes the most hitstun/blockstun, and thus is the best to choose for its actual assist potential. It juggles in an awkward way that makes it difficult to use for relaunches.
| |
| }}
| |
| }}
| |
| | |
| '''''The comma on recovery is to separate cooldown for Wolverine's assist and for the other assist. I think assist frame data could use a separate template that doesn't use on hit/on block but has separate entries for each recovery stat. For now I used the generic one.'''''
| |
| | |
| === Ground Normals ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Stand Light
| |
| |input=5L
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=53,000
| |
| |guard=Mid
| |
| |startup=4/4
| |
| |active=3/3
| |
| |recovery=11/8
| |
| |onhit=0/+3
| |
| |onblock=-1/+2
| |
| |properties=
| |
| |description=
| |
| Wolverine's fastest attack; good to throw out in scramble situations. He can set up reset attempts by using this normal on airborne opponents, then jumping up as they air recover for a throw/divekick mixup.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Stand Medium
| |
| |input=5M
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=67,000
| |
| |guard=Mid
| |
| |startup=6/5
| |
| |active=3/3
| |
| |recovery=22/17
| |
| |onhit=-6/-1
| |
| |onblock=-8/-3
| |
| |properties=
| |
| |description=
| |
| Decent poke
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Stand Heavy
| |
| |input=5H
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=95,000
| |
| |guard=Mid
| |
| |startup=11/9
| |
| |active=4/4
| |
| |recovery=24/18
| |
| |onhit=+11/+17
| |
| |onblock=-6/0
| |
| |properties={{strk}}
| |
| |description=
| |
| Good button for converting combos on airborne opponents, such as after an assist hit. Causes a significant amount of blockstun for a normal, so it is useful to cancel this into a variant of Berserker Slash, forcing them to block the crossup.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Crouching Light
| |
| |input=2L
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=48,000
| |
| |guard=Low
| |
| |startup=6/5
| |
| |active=3/3
| |
| |recovery=12/9
| |
| |onhit=-1/+2
| |
| |onblock=-2/+1
| |
| |properties={{rpdfire}}
| |
| |description=
| |
| Slower than standing light, but VERY low-profile. Rhythmically tapping 2L allows Wolverine to evade underneath many projectiles, such as Doom's Plasma Beam. Be careful not to mash too quickly, which will result in Berserker Rage. Simply throwing out this fast low works quite well, as opponents are usually more scared of Wolverine's instant overhead attacks.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Crouching Medium
| |
| |input=2M
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=70,000
| |
| |guard=Mid
| |
| |startup=7/6
| |
| |active=3/3
| |
| |recovery=19/14
| |
| |onhit=+15/+20
| |
| |onblock=-5/0
| |
| |properties={{strk}}
| |
| |description=
| |
| Good anti-air attack (although the upward-angled part of the attack is not active right away). This button is also very strong for abare purposes: If you are crouch blocking and mash L+M pushblock, this button will come out during gaps. It is quite fast when used this way and, on hit, forces an air recovery that gives you time to reset to neutral or steal momentum.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Crouching Heavy
| |
| |input=2H
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=78,000
| |
| |guard=Low
| |
| |startup=12/10
| |
| |active=4/4
| |
| |recovery=20/15
| |
| |onhit=-
| |
| |onblock=-2/+3
| |
| |properties={{strk}}, {{softknockdown}}
| |
| |description=-
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Launcher/Special
| |
| |input=S
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=80,000
| |
| |guard=Mid
| |
| |startup=9/7
| |
| |active=4/4
| |
| |recovery=27/21
| |
| |onhit=Launch
| |
| |onblock=-9/-3
| |
| |properties={{launch}}, {{nocancel}}
| |
| |description=
| |
| Fairly standard launcher. Combos easily after 5H or 2H except at the very end of 5H's range.
| |
| }}
| |
| }}
| |
| | |
| === Aerial Normals ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Jumping Light
| |
| |input=j.5L
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=50,000
| |
| |guard=OH
| |
| |startup=4/4
| |
| |active=7/6
| |
| |recovery=12/9
| |
| |onhit=+9/+9
| |
| |onblock=+8/+8
| |
| |properties=-
| |
| |description=
| |
| Very fast instant overhead normal. Works without needing to set up fuzzy guard even on normal-sized characters. Needs either an assist or X-Factor activation to convert into a combo. If you land this attack without an assist, activate X-Factor and then immediately perform a falling j.5M to convert into a full combo.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Jumping Medium
| |
| |input=j.5M
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=70,000
| |
| |guard=OH
| |
| |startup=6/5
| |
| |active=3/3
| |
| |recovery=24/18
| |
| |onhit=+13/+14
| |
| |onblock=+12/+11
| |
| |properties=-
| |
| |description=
| |
| -
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Jumping Heavy
| |
| |input=j.5H
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=80,000
| |
| |guard=OH
| |
| |startup=8/7
| |
| |active=2/2
| |
| |recovery=26/20
| |
| |onhit=+17/+15
| |
| |onblock=+14/+13
| |
| |properties=-
| |
| |description=
| |
| Upward-angled attack, which makes it difficult to use against grounded opponents (read: don't do it).
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Jumping Special
| |
| |input=j.5S
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=90,000
| |
| |guard=OH
| |
| |startup=11/9
| |
| |active=4/4
| |
| |recovery=21/16
| |
| |onhit=+16
| |
| |onblock=+14
| |
| |properties={{aircombofinisher}}
| |
| |description=
| |
| Solid cross-up attack. Also useful for jump loops or similar airborne combos due to its high hitstun.
| |
| }}
| |
| }}
| |
| | |
| === Command Normals ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Cross Slash
| |
| |input=5M > 5L
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=64,000
| |
| |guard=Mid
| |
| |startup=3/3
| |
| |active=2/2
| |
| |recovery=17/13
| |
| |onhit=0/+4
| |
| |onblock=-2/+2
| |
| |properties=-
| |
| |description=
| |
| 5M > 5L chain unique to Wolverine. On hit or block, it pulls the opponent slightly closer to Wolvie. It's primary use is as combo filler, or to give more time to hit confirm. Can be chained into heavy attacks (or launcher), but not back into medium attacks.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Sliding Claw
| |
| |input=3M
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=70,000
| |
| |guard=Low
| |
| |startup=10/8
| |
| |active=8/7
| |
| |recovery=21/16
| |
| |onhit=-
| |
| |onblock=-12/-6
| |
| |properties={{otg}}, {{softknockdown}}
| |
| |description=
| |
| Wolverine's only OTG option. He can not follow this up normally, but is very easy to relaunch when combining this move with common assists. As it lowers Wolverine's hurtbox very low to the ground, it can also be used to advance underneath certain projectiles.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Brutal Claw
| |
| |input=j.5M > j.5L
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=64,000
| |
| |guard=OH
| |
| |startup=3/3
| |
| |active=3/3
| |
| |recovery=29/22
| |
| |onhit=+15/+14
| |
| |onblock=-13/+19(?)
| |
| |properties=
| |
| |description=
| |
| Combo filler similar to Cross Slash, but airborne. Unlike Cross Slash, it does not pull the opponent closer.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Diving Kick
| |
| |input=j.2H
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=75,000
| |
| |guard=Mid
| |
| |startup=8/7
| |
| |active=Until Grounded
| |
| |recovery=10/8
| |
| |onhit=-
| |
| |onblock=-1*
| |
| |properties={{stagger}} on counterhit vs grounded, {{groundbounce}} on any hit vs airborne
| |
| |description=
| |
| Very powerful command normal with a variety of uses. Can (and should) be input as j.1H or j.3H to option select an airthrow. Use it to alter your jump arc and maneuver through projectiles. Jump and immediately divekick to bait attempted throwbreaks or pushblocks. Use Drill Claw to combo into this move, allowing Wolverine to finish his air combos with a ground bounce and solo relaunch.
| |
| }}
| |
| }}
| |
| | |
| === Special Moves ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Barrage
| |
| |input=236X
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |version=L
| |
| |subtitle={{qcf}} + {{l}}
| |
| |damage=35,000 x2 - x4
| |
| |guard=Mid
| |
| |startup=6/5
| |
| |active=7-16/6-13
| |
| |recovery=25/20
| |
| |onhit=-4/+2
| |
| |onblock=-6/0
| |
| |properties=Mashable, extra mashed hits cause {{softknockdown}}
| |
| }}
| |
| {{AttackData-UMVC3
| |
| |version=M
| |
| |subtitle={{qcf}} + {{m}}
| |
| |damage=30,000 x4 - x6
| |
| |guard=Mid
| |
| |startup=9/7
| |
| |active=16-25/13-20
| |
| |recovery=25/20
| |
| |onhit=-5/+3
| |
| |onblock=-7/+1
| |
| |properties=Mashable, extra mashed hits cause {{softknockdown}}
| |
| }}
| |
| {{AttackData-UMVC3
| |
| |version=H
| |
| |subtitle={{qcf}} + {{h}}
| |
| |damage=28,000 x6 - x8
| |
| |guard=Mid
| |
| |startup=13/10
| |
| |active=24-34/19-27
| |
| |recovery=25/20
| |
| |onhit=-6/0
| |
| |onblock=-8/-2
| |
| |properties=Mashable, extra mashed hits cause {{softknockdown}}
| |
| |description=
| |
| Wolverine rushes forward with multiple consecutive attacks. Because it is fairly fast and moves forward, it can work as a sort of "poke" in neutral. However, it does not practically combo into anything except its hyper version, Berserker Barrage X. Deals decent damage, but standard combo routes do not use any version of this move.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Tornado Claw
| |
| |input=623X
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |version=L
| |
| |subtitle={{dp}} + {{l}}
| |
| |damage=30,000 x3 - x7
| |
| |guard=Mid
| |
| |startup=6/5
| |
| |active=11-24/9-20
| |
| |recovery=26-32/20-23
| |
| |onhit=-
| |
| |onblock=-18/-8
| |
| |properties=Mashable, {{strk}}
| |
| }}
| |
| {{AttackData-UMVC3
| |
| |version=M
| |
| |subtitle={{dp}} + {{m}}
| |
| |damage=30,000 x4 - x10
| |
| |guard=Mid
| |
| |startup=6/5
| |
| |active=11-32/9-28
| |
| |recovery=35-30/27-22
| |
| |onhit=-
| |
| |onblock=-28/-16
| |
| |properties=Mashable, {{strk}}
| |
| }}
| |
| {{AttackData-UMVC3
| |
| |version=H
| |
| |subtitle={{dp}} + {{h}}
| |
| |damage=30,000 x5 - x11
| |
| |guard=Mid
| |
| |startup=6/5
| |
| |active=12-41/9-34
| |
| |recovery=45-22/39-18
| |
| |onhit=-
| |
| |onblock=-38/-24
| |
| |properties=Mashable, {{strk}}
| |
| |description=
| |
| Despite appearances, this move has no invulnerability and is a fairly poor anti-air. Tornado Claw is mainly used as a combo tool for its solid damage output. Tornado Claw xx Fatal Claw can link into itself multiple times, allowing Wolverine to dump meter in exchange for securing a kill.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Drill Claw
| |
| |input=X+S
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=80,000
| |
| |guard=Mid
| |
| |startup=16/13
| |
| |active=14/11
| |
| |recovery=25/19
| |
| |onhit=+18/+20
| |
| |onblock=+9/+11
| |
| |properties={{airok}}, 8-way directable (5 ways on the ground), {{strk}}, *On whiff, Wolvverine does not recover until landing
| |
| |description=
| |
| Much slower and less versatile than a real airdash, but still a useful tool to increase Wolverine's aerial mobility. Wolverine can combo his aerial normals into Drill Claw and then follow up with either Dive Kick or Fatal Claw, making it an important asset for combo extensions and air-to-air confirms.
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| }}
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| }}
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| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Slash
| |
| |input=214X
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |version=L
| |
| |subtitle={{qcb}} + {{l}}
| |
| |damage=100,000
| |
| |guard=Mid
| |
| |startup=18/14
| |
| |active=3/3
| |
| |recovery=24/18
| |
| |onhit=-
| |
| |onblock=-10/-5
| |
| |properties=Passthrough, {{strk}}
| |
| }}
| |
| {{AttackData-UMVC3
| |
| |version=M
| |
| |subtitle={{qcb}} + {{m}}
| |
| |damage=100,000
| |
| |guard=Mid
| |
| |startup=20/16
| |
| |active=3/3
| |
| |recovery=26/20
| |
| |onhit=-
| |
| |onblock=-12/-6
| |
| |properties=Passthrough, {{strk}}
| |
| }}
| |
| {{AttackData-UMVC3
| |
| |version=H
| |
| |subtitle={{qcb}} + {{h}}
| |
| |damage=100,000
| |
| |guard=Mid
| |
| |startup=22/17
| |
| |active=3/3
| |
| |recovery=27/21
| |
| |onhit=-
| |
| |onblock=-13/-7
| |
| |properties=Passthrough, {{strk}}
| |
| |description=
| |
| Dedicated crossup attack. Button strength determines the distance Wolverine travels and the amount of time he has passthrough (10 frames for L, 12 for M, 15 for H). Thus, Wolverine can use a higher-strength button to dash behind the opponent or a lower-strength to fake a crossup but stay in front. If Wolverine passes through the opponent, he automatically turns around to hit behind him. This is ideally converted into a combo using assist support, but Wolverine can also convert solo by canceling the slash into Berserker Charge install hyper.
| |
| }}
| |
| }}
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| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Rage
| |
| |subtitle="Swiss Cheese"
| |
| |input=Mash X
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=20,000 x5 - x52
| |
| |guard=Mid
| |
| |startup=11/9
| |
| |active=29/23
| |
| |recovery=14/11
| |
| |onhit=+9/+8
| |
| |onblock=+7/+6
| |
| |properties=Mashable
| |
| |description=
| |
| A move that was made bad on purpose in order to discourage Wolverine players from mashing (not a joke). Button strength only determines the maximum number of mashed hits (L: 18, M: 24, H: 52).
| |
| }}
| |
| }}
| |
| | |
| === Hyper Combos ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Barrage X
| |
| |input=236XX (1 bar)
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=286,000 - 343,600
| |
| |guard=Mid
| |
| |startup=13+3
| |
| |active=71(13)4
| |
| |recovery=29
| |
| |onhit=-
| |
| |onblock=-10
| |
| |properties=Invuln frames 1-7. {{strk}}, {{softknockdown}}, Mashable
| |
| |description=
| |
| Lower damage than Fatal Claw, and ironically also more difficult to efficiently combo into. Mainly used if a stray Berserker Barrage connects or if an extended combo such as a jump loop causes too much hitstun deterioration for Fatal Claw to be used.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Fatal Claw
| |
| |input=214XX (1 bar)
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=302,100 - 362,500
| |
| |guard=Mid
| |
| |startup=9+8
| |
| |active=50
| |
| |recovery=37*
| |
| |onhit=-
| |
| |onblock=-17
| |
| |properties={{airok}}, Mashable, [[File:truesoftknockdown.png]]
| |
| |description=
| |
| Wolverine's standard combo ender. Deals solid damage and can be comboed into easily from either Drill Claw or Tornado Claw. Low-to-the-ground Fatal Claws can actually have another Tornado Claw linked afterwards, leading to additional damage. *Wolverine recovers upon landing, recovery listed is for a grounded Fatal Claw.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Berserker Charge
| |
| |input=22XX (1 bar)
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=-
| |
| |guard=-
| |
| |startup=4+0
| |
| |active=-
| |
| |recovery=8
| |
| |onhit=-
| |
| |onblock=-
| |
| |properties=400 frame duration, 30% speed increase, disables meter gain
| |
| |description=
| |
| Install hyper. Fast startup and recovery allow Wolverine to combo into this easily (such as after Berserker Slash), although doing so will disable meter gain for the duration. This is also a strong DHC tool in either direction. Use this hyper and DHC to another to effectively give that hyper a 4 frame startup. Alternatively, do a hyper with another character and then DHC into Berserker Charge. On hit or block, Wolverine will almost certainly recover well before the opponent.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Weapon X
| |
| |input=623XX (3 bars)
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=440,000
| |
| |guard=Mid
| |
| |startup=16+1
| |
| |active=17
| |
| |recovery=15
| |
| |onhit=-
| |
| |onblock=-6
| |
| |properties=Invuln frames 1-21, {{hardknockdown}}, Unscaled damage
| |
| |description=
| |
| Standard cinematic level 3 hyper. Typically used to secure an easy kill on the opponent's last character.
| |
| }}
| |
| }}
| |
| | |
| | |
| === Universal Mechanics ===
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Ground Throw
| |
| |input=6H, 4H
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=60,000 - 100,000
| |
| |guard=Throw
| |
| |startup=1
| |
| |active=1
| |
| |recovery=-
| |
| |onhit=-
| |
| |onblock=-
| |
| |properties=Mashable, {{hardknockdown}}
| |
| |description=
| |
| Wolverine's throw by default deals less damage than the standard throw, but can be mashed for additional hits. Fully mashed, it does slightly more than a regular throw (although this also causes more damage scaling). On a successful airthrow, Wolverine can follow up with OTG 3M, but needs assists or X-Factor to convert further.
| |
| }}
| |
| }}
| |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Air Throw
| |
| |input=j.6H, j.4H
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=60,000 - 100,000
| |
| |guard=Airthrow
| |
| |startup=1
| |
| |active=1
| |
| |recovery=-
| |
| |onhit=-
| |
| |onblock=-
| |
| |properties=Mashable, {{hardknockdown}}
| |
| |description=
| |
| Wolverine's airthrow by default deals less damage than the standard throw, but can be mashed for additional hits. Fully mashed, it does slightly more than a regular throw (although this also causes more damage scaling). On a successful airthrow, Wolverine can follow up with OTG 3M, but needs assists or X-Factor to convert further.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Snap Back
| |
| |input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=50,000
| |
| |guard=Mid
| |
| |startup=2
| |
| |active=3
| |
| |recovery=28
| |
| |onhit=-
| |
| |onblock=-10
| |
| |properties=Snapback
| |
| |description=
| |
| Animation and hitbox based on 5H.
| |
| }}
| |
| }}
| |
| | |
| | |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Hard Tag
| |
| |input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
| |
| |data=
| |
| {{AttackData-UMVC3
| |
| |damage=27,000
| |
| |guard=OH
| |
| |startup=-
| |
| |active=20
| |
| |recovery=34
| |
| |onhit=-
| |
| |onblock=-15
| |
| |properties={{softknockdown}}
| |
| |description=
| |
| -
| |
| }}
| |
| }}
| |
| | |
| | |
| == Team Position ==
| |
| | |
| Wolverine is almost exclusively played as a Point character. While strong on his own, he benefits heavily from assist coverage that can help him approach long-range fighters, and lock down opponents while he sets up his offense. In addition, Wolverine's own assists have very poor coverage and are awkward to use in combo extensions, so he does not offer much from the backline.
| |
| | |
| Wolverine's level 3 x-factor provides a significant (35%) boost to speed. When combined with his naturally high base speed, and possibly the speed boost from Berserker Charge, he hits truly ludicrous speeds, to the point where controlling him properly is difficult. Wolverine used as an Anchor, while funny, is not particularly effective.
| |
| | |
| === Notable Synergies ===
| |
| | |
| '''Akuma:''' Wolverine and Akuma have historically been referred to as "best friends" in UMvC3, owing mostly to Akuma's Tatsumaki assist as a support tool for Wolverine. Tatsu assist destroys (non-hyper) projectiles it collides with, allowing Wolverine to close the distance against zoning opponents. It also has a very long duration, meaning it can keep opponents in hitstun or blockstun for quite a long time. If Wolverine can call Akuma and then attempt either an Instant Overhead or a cross-up Berserker Slash. If these attacks hit, Akuma will juggle the opponent long enough for Wolverine to recover and start a combo for free. If the opponent manages to block, Akuma will still keep Wolverine safe.
| |
| | |
| '''Players to Watch:''' Justin Wong (Wolverine/Storm/Akuma), SumBrwnKid (Wolverine/Dante/Akuma), SBK (Wolverine/Dante/Akuma)
| |
| | |
| '''Doctor Doom:''' All three of Doom's assists have been used to tournament success with Wolverine. Molecular Shield in particular is nice for Wolverine, who can hide inside or behind the rocks to approach in relative safety, or use them as a combo extension tool after his 3M OTG. Wolverine's Fatal Claw hyper, while strong, can be awkward to use in DHC setups. Doom provides a solid, consistent option via a Fatal Claw -> Sphere Flame DHC, which works anywhere on the screen and even recovers fast enough to hard tag Wolverine back in for more a mixup afterward.
| |
| | |
| '''Players to Watch:''' Winrich (Wolverine/Doom/Vergil), Noel Brown (Wolverine/Doom/Phoenix), PR Balrog (Wolverine/Doom/Vergil, Wolverine/Doom/Rocket)
| |
| | |
| '''Shuma-Gorath:''' Shuma's Mystic Ray assist is among the best in the game, and in particular provides a lot of what Wolverine is looking for in an assist. It is a beam attack with massive coverage, hitting almost the entire screen for at least part of its duration. It connects OTG, can snipe opponents at superjump height, and punish the opponent's assists. On hit, it causes a significant amount of hitstun, more than enough for a prepared Wolverine player to convert into a combo. Lastly, although it has quite long startup, Mystic Ray has a very low assist cooldown period - one of the few assists in the game whose self-recovery period is less than 100 frames - making it very spammable.
| |
| | |
| '''Players to Watch:''' Angelic (Wolverine/Dorm/Shuma)
| |
| | |
| '''Vergil:''' Like the other characters on this list, Vergil provides Wolverine with a high-duration, horizontal coverage assist in the form of Rapid Slash. Wolverine can use it in the usual ways: to force an opponent to block, to confirm off berserker slash, or to pick up after a knockdown. Additionally, Vergil provides generically strong DHC options via Devil Trigger and Spiral Swords, taking advantage of the knockdown caused by an early-canceled Fatal Claw. In particular, DHCing into Spiral Swords and doing a Swords Loop is one of the highest damage ways to spend meter in the game.
| |
| | |
| '''Players to Watch:''' Winrich (Wolverine/Doom/Vergil), PR Balrog (Wolverine/Doom/Vergil),
| |
| | |
| '''Storm:''' Her "Hail Storm" hyper hits OTG, which is uniquely useful when used in THCs. Rather than bother with picking up using OTG 3M slide, Wolverine can end his combos with a hard knockdown, dash up, and activate a 2-bar THC to combine his own high-damage Fatal Claw with Hail Storm. Even a very basic Wolverine combo into this setup causes close to 900000 damage, enough to kill many popular point characters. This setup was popularized (and almost exclusively used) by Justin Wong, who would use the THC setup to secure a quick kill, then tag in Storm to run away while maintaining a one-character life lead for as long as possible.
| |
| | |
| '''Players to Watch:''' Justin Wong (Wolverine/Storm/Akuma, Wolverine/Storm/Vergil)
| |
| | |
| == Combos ==
| |
| | |
| === Solo Combos ===
| |
| | |
| <code><nowiki>2L > 5M > 5L > 5H > 5S sjc. j.5M > j.5M > j.5H xx X+S, j.2H, land, 5H > 5S sjc. j.5M > j.5M > j.5H xx X+S xx 214XX (~683,000 damage, costs 1 bar and builds ~0.9 bar)</nowiki></code> <br>
| |
| | |
| Very basic no-assist BnB off any standard hit. Deals solid damage, but ending with an aerial hyper makes DHCs awkward.<br>
| |
| | |
| <code><nowiki>214X xx 22XX, dash, 5M > 5H xx 214L, dash, 5L > 5M > 5H xx 214L, dash, 5L > 5M > 5H > 5S, sjc. j.5M > j.5M > j.5H xx X+S, j.2H, land, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 3M (~580,000 damage, costs 1 bar and builds almost none)</nowiki></code> <br>
| |
| | |
| Standard no-assist confirm off crossup Berserker Slash using Berserker Charge. Hitstun deterioration gets very tight near the end, so chain everything as quickly as possible.
| |
| | |
| === X-Factor Combos ===
| |
| | |
| <code><nowiki>(Airthrow), land, 3M (X-Factor), j.5L > j.5M > j.5M > j.5S, rejump j.5L > j.5M > j.5M > j.5S, land, 5H > 5S sjc. j.5M > j.5H xx X+S, j.2H, land, 5H > 5S sjc. j.5H xx X+S xx 214XX (~1,222,000 damage, costs 1 bar and builds just under 2 bars)</nowiki></code> <br>
| |
| | |
| Use level 1 X-factor to convert an airthrow into a touch of death combo. If you are using a higher level of X-Factor, or your opponent is already damaged, you should use a shortened version of this combo (omit one or both jump loops) in order to not waste time. <br>
| |
| | |
| === Sample Team Combos ===
| |
| | |
| <code><nowiki> 2L > 5M > 5L > 5H > 5S sjc. j.5M > j.5M > j.5H xx X+S, j.2H, land, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 3M + Assist (Akuma - Tatsumaki), 623L xx 214XX, land, 623L xx 214XX (934,000 damage, costs 2 bar and builds ~1.25 bar)</nowiki></code> <br>
| |
| | |
| Since Wolverine is typically played point, he will almost always have at least one assist call available for this extension, so it can be thought of as his standard BnB. Using assists allows Wolverine to pick up after a knockdown and go into Fatal Claw loops, and also keeps his hyper lower to the ground for easier DHC potential. With some variation on timing, this extension works with just about all of Wolverine's most common assists: Tatsu, Beams, Doom Rocks, Rapid Slash, whatever.
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| | |
| | |
| == Alternate Colors ==
| |
| | |
| [[File:Wolvie colors.jpg]]
| |
| | |
| == Videos and External Resources ==
| |
| | |
| <youtube>a1bW4i2KuVw</youtube> <youtube>e4AwcmL9cV4</youtube> <youtube>yWR59izgFo8</youtube> <youtube>0q5ArNIDiyY</youtube> <youtube>179hElYfo0o</youtube> <br>
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| [[File:60%.gif]]
| |
| | |
| | |
| {{Content Box|content=
| |
| {{Navbox-UMVC3}}
| |
| }} | | }} |