User:Speedmccool25/sandbox: Difference between revisions

From SuperCombo Wiki
(Think this is it for Marrow. Moving it over.)
(making sure i save this before working further)
Line 1: Line 1:
{{MVC2 Character Intro|char= marrow|full=Marrow|short=MAR|content=
{{MVC2 Character Intro|char= wolverine (adamantium)|full=Wolverine (Claw)|short=CLW|content=
== Introduction ==
== Introduction ==
Sarah Rushman, better known as Marrow, is a character from Marvel who first appeared in the Cable comic. A mutant with the ability to control the shape, size, and toughness of her own bone structure, Marrow fights with a manic pleasure for destruction and pain.
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, Marrow is a highly mobile hybrid rushdown and zoner who controls the screen with her projectile special and her fantastic movement speed. Marrow has one of the faster dashes in the game, and she possesses both a double jump and a wall jump, allowing her to move around the screen pretty well. She also has Ricochet Slash as a gimmicky but useful way to dive from the corner. Her Bone-merang special move controls a point on the screen for a period of time with minimal recovery, allowing her to set it up as an obstacle for the opponent to get around. Her supers are also pretty good, with Stinger Bones being a combo ender, and Bone Burst being a safe DHC that does good chip damage.
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 problem with Marrow stems from her poor damage and terrible hitboxes. Marrow's solo damage is pretty low, with poor air chain damage and her super can be somewhat restrictive to combo into. Marrow also has extremely low priority on many of her key attacks, and those that do generally take some time to come out or recover. Her specials with the exception of Bone-merang are, by and large, pretty underwhelming or gimmicky. She also has pretty bad assists as a result of this, leading her to not be that great of a team player. Still, Marrow is fun to mess around with and figure out the secret sauce. If you like mobile hybrid rushdown-zoner characters, or have a thing for crazy chicks, then break a leg with Marrow.
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 ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Marrow''' is a movement based rushdown character who can use her fast movement speed and multitude of aerial options to mix up the opponent and stick to them. Her main strengths are her fast movement speed and good projectile but her weaknesses are low health and a lack of strong priority.
{{Content Box|content='''CharacterName''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Fast:''' Marrow has great movement speed, allowing her to move pretty freely around the screen.
* Is in MvC2
* '''Air Mobility:''' While she doesn't have a flight, she has a double jump and a wall jump to move around in the air.
* '''Good Frame Data:''' Marrow's moves are pretty safe for the most part, letting her press a lot of buttons.
* '''Lockdown:''' Bone-merang is a great pressure reset option with chip damage, which can let her get back in too.
|cons=
|cons=
* '''Low Health:''' Marrow takes 18% more damage than usual, meaning she dies quite a bit faster than an average health character.
* Is in MvC2
* '''Low Priority:''' Many of Marrow's moves don't have great priority, meaning she can get stuffed or beaten out much easier than some characters.
* '''Bad Assists:''' Marrow doesn't have great assists, so she's not a great support.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>TULrwgD4FPk</youtube></center>
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
Line 33: Line 28:
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves|content=
;Bone-merang (Air OK)
;Berserker Barrage (Mashable)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{lp}} or {{hp}}
;Towering Spine
;Tornado Claw (Mashable)
*{{dp}}+{{p}}
*{{dp}}+{{lp}} or {{hp}}
;Ride and Slash (Air OK)
;Berserker Slash
*{{hcb}}+{{lp}} or {{hp}}
*{{qcb}}+{{lp}} or {{hp}}
;Ricochet Slash
;Drill Claw (Air OK)
*{{qcb}}+{{lk}} or {{hk}}
*Direction + {{lk}} + {{hp}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos|content=
;Stinger Bones
;Berserker Barrage X
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Bone Burst (Air OK)
;Weapon X
*{{qcb}}+{{lp}}+{{hp}}
*{{dp}}+{{lp}}+{{hp}}
;Fatal Claw (Air OK)
*{{dp}}+{{lk}}+{{hk}}
;Berserker Charge
*{{qcf}}+{{lk}}+{{hk}}  
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types|content=
;Type α - Projectile Type
;Type α - Expansion Type
*Assist: {{hp}} Bone-merang
*Assist: {{hp}} Berserker Barrage
*Counter: {{hp}} Bone-merang
*Counter: {{hp}} Berserker Barrage
*Combination: Bone Burst
*Combination: Berserker Barrage X
;Type β - Anti-air Type
;Type β - Anti-air Type
*Assist: {{hp}} Towering Spine
*Assist: {{hp}} Tornado Claw
*Counter: {{hp}} Towering Spine
*Counter: {{hp}} Tornado Claw
*Combination: Bone Burst
*Combination: Fatal Claw
;Type γ - Expansion Type
;Type γ - Dash Type
*Assist: {{hk}} Ricochet Slash
*Assist: Drill Claw
*Counter: {{hk}} Ricochet Slash
*Counter: Drill Claw
*Combination: Stinger Bones
*Combination: Fatal Claw
}}
}}
}}
}}
Line 70: Line 69:
=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2_Marrow_QCF_HP_01.png
|image=MVC2 Psylocke QCF K 02.png
|image2= MVC2_Marrow_QCF_P_Projectile_01.png
|caption={{hk}} Psyblade
|caption2={{hp}} Bone-merang
|name=Anti-air
|name=Projectile Type
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 82: Line 80:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{hp}} Bone-merang
  |AlphaCounter=
  |TeamHyperCombo= Bone Burst
  |TeamHyperCombo=
  |description= Marrow's projectile assist is generally her most chosen assist thanks to the lockdown and combo opportunities it can provide for the point character. Not a bad assist, but she doesn't really have many good choices.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_DP_P_01.png
|image=MVC2_Cable_DP_P_02.png
|image2= MVC2_Marrow_DP_P_02.png
|caption={{hp}} Psimitar
|image3= MVC2_Marrow_DP_P_03.png
|name=Anti-air
|caption3={{hp}} Towering Spine
|name=Anti-air Type
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 102: Line 98:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{hp}} Towering Spine
  |AlphaCounter=
  |TeamHyperCombo= Bone Burst
  |TeamHyperCombo=
  |description= Marrow's Anti-air assist is fine, but don't expect it to work like a real DP. This can find use as a tricky reset tool as the opponent is falling back down for left-right mixups. Can occasionally find use, but not chosen often.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCB_K_01.png
|image=MVC2_Cyclops_QCB_01.png
|caption={{hk}} Ricochet Slash
|caption={{hk}} Cyclone Kick
|name=Expansion Type
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 120: Line 116:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{hk}} Ricochet Slash
  |AlphaCounter=
  |TeamHyperCombo= Stinger Bones
  |TeamHyperCombo=
  |description= Marrow's Expansion assist is pretty bad. It instantly knocks the opponent down, meaning no combo route, and it leaves her very vulnerable after she dives in. Unless you have a really specific thing in mind, avoid this one.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Marrow has the Modified Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}}/{{hk}} cancel tree.
-When grounded, Wolverine has the Modified Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}}/{{hk}} cancel tree.
 


==== Ground Normals ====
==== Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2_Marrow_5LP_01.png
|image= MVC2_WolverineA_5LP_01.png
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 150: Line 145:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow jabs the opponent with a bone in her arm. Tied with all the other lights as your fastest grounded normal. A few characters can duck under this.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5MP_01.png
|image= MVC2_WolverineA_5MP_01.png
|caption=  
|image2= MVC2_WolverineA_5MP_02.png
|caption2= This only comes out if you hit MP again.
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
Line 172: Line 168:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a horizontal slash with a bone dagger. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5HP_01.png
|image= MVC2_WolverineA_5HP_01.png
|image2= MVC2_WolverineA_5HP_02.png
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 194: Line 191:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow attacks with a set of bone clubs. One of the few normals in your kit with actually decent priority, and can be cancelled to make it safer on block. Nice range and speed makes this a good poking button if you want to play a bit more patient game and try to set up Bone-merangs.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Marrow_5LK_01.png
|image= MVC2_WolverineA_5LK_01.png
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 216: Line 213:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a little kick. Less range than 5LP, but hits lower so it won't miss on anyone.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5MK_01.png
|image= MVC2_WolverineA_5MK_01.png
|caption=  
|image2= MVC2_WolverineA_5MK_02.png
|caption2= This only comes out if you hit MK again.
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
Line 238: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a knee attack. Combo filler, but has a bit less range so it's more picky and slightly less hitstun that doesn't allow Stinger Bones to combo. This one can probably be avoided.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5HK_01.png
|image= MVC2_WolverineA_5HK_01.png
|image2= MVC2_WolverineA_5HK_02.png
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
Line 260: Line 259:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a jumping kick. Marrow is able to jump over low attacks with this move starting on frame 12, but you have better options. Can find use as a safe way to end blockstrings if you condition the opponent to not pushblock.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2LP_01.png
|image= MVC2_WolverineA_2LP_01.png
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
Line 282: Line 281:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does her arm bone jab, while crouching. Slightly less advantageous compared to 5LP, but doesn't whiff on any crouching characters as a trade off.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2MP_01.png
|image= MVC2_WolverineA_2MP_01.png
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 304: Line 303:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a bone knife stab. Does not hit low, and has a bit less hitstun compared to the other mediums. Safer blockstring ender if you choose to stop here.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2HP_01.png
|image= MVC2_WolverineA_2HP_01.png
|image2= MVC2_Marrow_2HP_02.png
|caption=  
|caption= This hitbox lasts 2 frames.
|caption2= This lasts 2 more.
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
Line 328: Line 325:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow thrusts her knives into the air. Your main launcher. Has a nice hitbox for anti-airing, but can lose to more meaty jumping attacks.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Marrow_2LK_01.png
|image= MVC2_WolverineA_2LK_01.png
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 350: Line 347:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a low kick. One of the only lows you have, so this one's pretty important.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2MK_01.png
|image= MVC2_WolverineA_2MK_01.png
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
Line 372: Line 369:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does an upward kick. Combo filler. Puts the opponent into a half-launch state. Allows for a conversion into 2HP where others might push out, and it's actually slightly plus on block. Not a bad normal.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2HK_01.png
|image= MVC2_WolverineA_2HK_01.png
|caption= White woman normal
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
Line 394: Line 391:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a two legged sweep. Knocks down, as sweeps do. Your only other low, so this could be useful for tagging people trying to up-back after a 2LK.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 400: Line 397:


==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Marrow has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-When in the Normal Jump state, Wolverine has the Modified Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}}/{{hk}} cancel tree.




{{MoveData
{{MoveData
|image= MVC2_Marrow_j.LP_01.png
|image= MVC2_WolverineA_j.LP_01.png
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
Line 421: Line 418:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a downward punch. Air chain starter, and not much more.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.MP_01.png
|image= MVC2_WolverineA_j.MP_01.png
|caption=  
|image2= MVC2_WolverineA_j.MP_02.png
|caption2= This only comes out if you hit MP again.
|name= Air Medium Punch
|name= Air Medium Punch
|linkname= j.MP
|linkname= j.MP
Line 443: Line 441:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does another downward punch. Really particular hitbox, still just combo filler. Has a bit less recovery, so you could try to go for an air throw reset or something else.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.HP_01.png
|image= MVC2_WolverineA_j.HP_01.png
|image2= MVC2_WolverineA_j.HP_02.png
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 465: Line 464:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a double bone claw attack. Nice hitbox for a jump-in, and an air combo finisher.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.LK_01.png
|image= MVC2_WolverineA_j.LK_01.png
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 487: Line 486:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a downward angled kick. Air chain starter, and occasionally an instant overhead on taller characters.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.MK_01.png
|image= MVC2_WolverineA_j.MK_01.png
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 509: Line 508:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does an upward kick. Combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.HK_01.png
|image= MVC2_WolverineA_j.HK_01.png
|image2= MVC2_WolverineA_j.HK_02.png
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 531: Line 531:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a downward strong kick. Another good jump-in, lasts for a few frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Command Normals ====
==== Command Normals ====


{{MoveData
|image= MVC2_WolverineA_3HP_01.png
|subtitle= Sliding Claw
|caption=
|name= Down Forward Heavy Punch
|linkname=
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_WolverineA_j.2HK_01.png
|subtitle= Stomp
|caption=
|name= Air Down Heavy Kick
|linkname=
|input= j.2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Marrow has no command normals.




Line 544: Line 590:


{{MoveData
{{MoveData
|image= MVC2_Marrow_3HP_01.png
|image= MVC2_WolverineA_5HK_01.png
|image2= MVC2_Marrow_2HP_02.png
|image2= MVC2_WolverineA_5HK_02.png
|caption=  
|caption=  
|name= Universal Launcher (Punch)
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Punch)
|linkname= Universal Launcher (Kick)
|input= 3{{hp}}
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 557: Line 603:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= Launcher (high)
  |Special Property= Launcher (away)
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow's 3HP is actually just a worse version of her 2HP. The frame data is exactly the same, and so is the second hitbox. The first hitbox is the only change, and it lost a few pixels of range and all of it's verticality. Try to always hit 2HP in combos.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_P_Throw_01.png
|image= MVC2_WolverineA_P_Throw_01.png
|caption=  
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
|linkname= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|input= 6{{hp}} // 4{{hp}} near opponent (Mashable)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image= MVC2_WolverineA_K_Throw_01.png
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent (Mashable)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 584: Line 652:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow punches the opponent with a fist made of bone. Knocks the opponent pretty far away, so it can set up for Bone-merang zoning.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_Air_P_Throw_01.png
|image= MVC2_WolverineA_Air_P_Throw_01.png
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent (Mashable)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 606: Line 674:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does an aerial bone covered punch. Recovers before the opponent does, so she can tack on an easy extra hit near a corner, or a harder double jump air combo if you have the execution.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_Raw_Tag_01.png
|image= MVC2_WolverineA_Raw_Tag_01.png
|caption=  
|caption=  
|name= Raw Tag
|name= Raw Tag
Line 628: Line 696:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= It's a raw tag. Good size on the hitbox.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5HP_01.png
|image= MVC2_WolverineA_5HP_01.png
|image2= MVC2_WolverineA_5HP_02.png
|caption=  
|caption=  
|name= Snap Back
|name= Snap Back
Line 650: Line 719:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Marrow's Snap Back is thankfully based on her 5HP, which has a pretty good hitbox. Only one frame faster than a regular 5HP, so you're entirely going off the hitbox here.
  |description=  
  }}
  }}
  }}
  }}
Line 659: Line 728:


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCF_LP_01.png
|image= MVC2_WolverineA_QCF_P_01.png
|image2= MVC2_Marrow_QCF_HP_01.png
|image2= MVC2_WolverineA_QCF_P_02.png
|image3= MVC2_Marrow_Air_QCF_LP_01.png
|image4= MVC2_Marrow_Air_QCF_HP_01.png
|image5= MVC2_Marrow_QCF_P_Projectile_01.png
|caption=  
|caption=  
|name= Bone-merang
|name= Berserker Barrage
|linkname= Bone-merang
|linkname= Berserker Barrage
|input= {{qcf}}+{{lp}} or {{hp}} (Air OK)
|input= {{qcf}}+{{lp}} or {{hp}} (Mashable)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 680: Line 746:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Marrow throws a boomerang made of bone in front of her, which lingers in place before falling if it doesn't touch anything for a while or after it makes contact with the opponent three times. Grounded and airborne LP version throws it forward. Grounded HP version throws it upward, and airborne HP version throws it downward. Really good special move for controlling the screen's real estate, which can allow her to move in to enforce her game or get some lockdown going with the right assist selection. Really solid move.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_DP_P_01.png
|image= MVC2_WolverineA_DP_P_01.png
|image2= MVC2_Marrow_DP_P_02.png
|image2= MVC2_WolverineA_DP_P_02.png
|image3= MVC2_Marrow_DP_P_03.png
|image3= MVC2_WolverineA_DP_P_03.png
|caption=  
|image4= MVC2_WolverineA_DP_P_04.png
|name= Towering Spine
|caption4= These hitboxes spin around as you mash.
|linkname= Towering Spine
|name= Tornado Claw
|input= {{dp}}+{{p}}
|linkname= Tornado Claw
|input= {{dp}}+{{lp}} or {{hp}} (Mashable)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 704: Line 771:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Marrow grows the bones from her back upward quickly, hitting anyone above her. Decent hitbox for anti-airing, but the startup speed is really slow, so it can't be done on reaction. Also has a massive hurtbox in the middle of the hitboxes. Good move, but don't treat this like a DP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_HCB_P_01.png
|image= MVC2_WolverineA_QCB_P_01.png
|image2= MVC2_WolverineA_QCB_P_02.png
|caption=  
|caption=  
|name= Ride and Slash
|name= Berserker Slash
|linkname= Ride and Slash
|linkname= Berserker Slash
|input= {{hcb}}+{{lp}} or {{hp}} (Air OK)
|input= {{qcb}}+{{lp}} or {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 726: Line 794:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Marrow leaps onto the opponent with a hitgrab, stabs them a few times, and sends them away. Gimmicky move that can find it's place in combo routes or as a gamble to get in, but not a move to be used all that often.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCB_K_01.png
|image= MVC2_WolverineA_LK_HP_01.png
|caption=  
|caption=  
|name= Ricochet Slash
|name= Drill Claw
|linkname= Ricochet Slash
|linkname= Drill Claw
|input= {{qcb}}+{{lk}} or {{hk}}
|input= Direction + {{lk}} + {{hp}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 748: Line 816:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Marrow jumps back to the wall before diving off of it at a downward angle. Works like Adon's Jaguar Tooth, except you bounce away on hit and block which can make you fairly punishable depending on the matchup. Doesn't do a whole lot of damage either. Gimmicky move overall.
  |description=  
  }}
  }}
  }}<br>
  }}<br>




Line 756: Line 825:


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCF_PP_01.png
|image= MVC2_WolverineA_QCF_P_01.png
|image2= MVC2_Marrow_QCF_PP_02.png
|image2= MVC2_WolverineA_QCF_P_02.png
|image3= MVC2_Marrow_QCF_PP_03.png
|caption= The first 4 hits of this super are invulnerable.
|image4= MVC2_Marrow_QCF_PP_04.png
|name= Berserker Barrage X
|image5= MVC2_Marrow_QCF_PP_05.png
|linkname= Berserker Barrage X
|image6= MVC2_Marrow_QCF_PP_06.png
|input= {{qcf}}+{{lp}} + {{hp}}  
|image7= MVC2_Marrow_QCF_PP_07.png
|image8= MVC2_Marrow_QCF_PP_08.png
|caption= Marrow's hurtboxes remain constant for the duration of the super.
|name= Stinger Bones
|linkname= Stinger Bones
|input= {{qcf}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=
  |Startup=  
  |Active=
  |Active=  
  |Recovery=
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit= -
  |Adv. Guard=   
  |Adv. Guard= -
  |Adv. Pushblock=   
  |Adv. Pushblock= -
  |description= Marrow grows a bunch of scorpion-like spines to attack the opponent, launching them away. Good combo super as it will combo from 5MP, 2MP, 2MK, and 5HK. Deals nice damage, and can be confirmed much more freely with assists. Overall not a bad super, but limited to combos only.
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_WolverineA_DP_PP_01.png
|caption=
|name= Weapon X
|linkname= Weapon X
|input= {{dp}}+{{lp}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=  
  |Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
  |Adv. Pushblock= -
  |description=
  }}
}}<br>
 
{{MoveData
|image= MVC2_WolverineA_DP_KK_01.png
|image2= MVC2_WolverineA_DP_KK_02.png
|image3= MVC2_WolverineA_DP_KK_03.png
|caption3= Animation and hitboxes loop every 15 frames for 4 repetitions.  
|name= Fatal Claw
|linkname= Fatal Claw
|input= {{dp}}+{{lk}} + {{hk}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCB_PP_01.png
|image= MVC2_WolverineA_QCF_KK_01.png
|image2= MVC2_Marrow_QCB_PP_Projectile_01.png
|caption=  
|caption=  
|name= Bone Burst
|name= Berserker Charge
|linkname= Bone Burst
|linkname= Berserker Charge
|input= {{qcb}} + {{lp}} + {{hp}} (Air OK)
|input= {{qcf}}+{{lk}} + {{hk}}  
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=
  |Startup=  
  |Active=
  |Active=  
  |Recovery=
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel=  
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>
== Other ==
{{MoveData
|image=
|caption=
|name= Direction + Button Name
|linkname=
|input= Direction + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow rises into the air and shoots out a bunch of homing spines that track the opponent. Not a bad super, does nice chip and it's a pretty safe DHC. Can also be done in the air to stall an opponent for a bit. The super summons three different sizes of spines, but they're all the same hitboxes.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>
Line 810: Line 944:


=== Taunt ===
=== Taunt ===
[[Image:MVC2_Marrow_Taunt_01.png]]
[[Image:MVC2_WolverineA_Taunt_01.png]]




"Show me your guts!"
"*clashing claws*"




Line 820: Line 954:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-marrow.png]]
[[Image:Mvc2-wolverine-a.png]] image of character colors go here
 


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Revision as of 23:39, 18 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

CharacterName is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 wolverine (adamantium) art.png

Character Summary

Special Moves

Berserker Barrage (Mashable)
  • Qcf.png+Lp.png or Hp.png
Tornado Claw (Mashable)
  • Dp.png+Lp.png or Hp.png
Berserker Slash
  • Qcb.png+Lp.png or Hp.png
Drill Claw (Air OK)
  • Direction + Lk.png + Hp.png
Hyper Combos

Berserker Barrage X
  • Qcf.png+Lp.png+Hp.png
Weapon X
  • Dp.png+Lp.png+Hp.png
Fatal Claw (Air OK)
  • Dp.png+Lk.png+Hk.png
Berserker Charge
  • Qcf.png+Lk.png+Hk.png
Assist Types

Type α - Expansion Type
  • Assist: Hp.png Berserker Barrage
  • Counter: Hp.png Berserker Barrage
  • Combination: Berserker Barrage X
Type β - Anti-air Type
  • Assist: Hp.png Tornado Claw
  • Counter: Hp.png Tornado Claw
  • Combination: Fatal Claw
Type γ - Dash Type
  • Assist: Drill Claw
  • Counter: Drill Claw
  • Combination: Fatal Claw

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psyblade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Anti-air
Beta.png
A1.png // A2.png
MVC2 Cable DP P 02.png
Hp.png Psimitar
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Expansion
Gamma.png
A1.png // A2.png
MVC2 Cyclops QCB 01.png
Hk.png Cyclone Kick
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Normal Moves

-When grounded, Wolverine has the Modified Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png/Hk.png cancel tree.

Ground Normals

Light Punch
5Lp.png
MVC2 WolverineA 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 WolverineA 5MP 01.png
MVC2 WolverineA 5MP 02.png
This only comes out if you hit MP again.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
MVC2 WolverineA 5HP 01.png
MVC2 WolverineA 5HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
MVC2 WolverineA 5LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 WolverineA 5MK 01.png
MVC2 WolverineA 5MK 02.png
This only comes out if you hit MK again.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
MVC2 WolverineA 5HK 01.png
MVC2 WolverineA 5HK 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
MVC2 WolverineA 2LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 WolverineA 2MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
MVC2 WolverineA 2HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
MVC2 WolverineA 2LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 WolverineA 2MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
MVC2 WolverineA 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

-When in the Normal Jump state, Wolverine has the Modified Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
MVC2 WolverineA j.LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 WolverineA j.MP 01.png
MVC2 WolverineA j.MP 02.png
This only comes out if you hit MP again.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
MVC2 WolverineA j.HP 01.png
MVC2 WolverineA j.HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
MVC2 WolverineA j.LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 WolverineA j.MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
MVC2 WolverineA j.HK 01.png
MVC2 WolverineA j.HK 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Down Forward Heavy Punch
Sliding Claw
3Hp.png
MVC2 WolverineA 3HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


Air Down Heavy Kick
Stomp
j.2Hk.png
MVC2 WolverineA j.2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Kick)
3Hk.png
MVC2 WolverineA 5HK 01.png
MVC2 WolverineA 5HK 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent (Mashable)
MVC2 WolverineA P Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent (Mashable)
MVC2 WolverineA K Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent (Mashable)
MVC2 WolverineA Air P Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
MVC2 WolverineA Raw Tag 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
MVC2 WolverineA 5HP 01.png
MVC2 WolverineA 5HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Berserker Barrage
Qcf.png+Lp.png or Hp.png (Mashable)
MVC2 WolverineA QCF P 01.png
MVC2 WolverineA QCF P 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Tornado Claw
Dp.png+Lp.png or Hp.png (Mashable)
MVC2 WolverineA DP P 01.png
MVC2 WolverineA DP P 02.png
MVC2 WolverineA DP P 03.png
MVC2 WolverineA DP P 04.png
These hitboxes spin around as you mash.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Berserker Slash
Qcb.png+Lp.png or Hp.png
MVC2 WolverineA QCB P 01.png
MVC2 WolverineA QCB P 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Drill Claw
Direction + Lk.png + Hp.png (Air OK)
MVC2 WolverineA LK HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Berserker Barrage X
Qcf.png+Lp.png + Hp.png
MVC2 WolverineA QCF P 01.png
The first 4 hits of this super are invulnerable.
MVC2 WolverineA QCF P 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Weapon X
Dp.png+Lp.png + Hp.png
MVC2 WolverineA DP PP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Fatal Claw
Dp.png+Lk.png + Hk.png (Air OK)
MVC2 WolverineA DP KK 01.png
MVC2 WolverineA DP KK 02.png
MVC2 WolverineA DP KK 03.png
Animation and hitboxes loop every 15 frames for 4 repetitions.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Berserker Charge
Qcf.png+Lk.png + Hk.png
MVC2 WolverineA QCF KK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaa



Taunt

MVC2 WolverineA Taunt 01.png


"*clashing claws*"


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-wolverine-a.png image of character colors go here



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief