Marvel Super Heroes/Wolverine: Difference between revisions

From SuperCombo Wiki
(Added damage values + explanation of ccs)
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  |guard= All
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  |description=  
  |description=  
Quite good in combos. You often have enough time to fit in multiple
The money maker. Its recovery can be completely cancelled by crouching, for some reason.
5MPs in one magic series.
This enables an infinite with (5LP > 5MP > crouch > dash forwards) * n.
It also makes Logan's offense very difficult to contest if you block even a single light.
All around great move.
  }}
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}}
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Uf you're anywhere near the corner, you
Uf you're anywhere near the corner, you
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Because of the kick-off at the end you cannot follow this up.  
Because of the kick-off at the end you cannot follow this up.  
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Use it as you please, it does the same damage as the ground version. I  
Use it as you please, it does the same damage as the ground version. I  
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|image=MSH_Wolverine_214PPP.png
|image=MSH_Wolverine_214PPP.png
|caption=
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|name=Gem Ability
|name=Gem Ability - Speed Up
|input=214PPP
|input=214PPP
|data=
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  |description=  
Activated when you activate the Power Gem.
Activated automatically when you activate the Power Gem.


His old Shadows from X-Men: CotA. when the Gem is activated,  
His old Shadows from X-Men: CotA. when the Gem is activated,  
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Revision as of 22:55, 15 August 2024

Introduction

MSH Wolverine Render.png

Well, he still is primarily a button-mashing character, however experienced players will soon find that against Wolverine scrubs, if they just pay attention and react carefully, he's just as easy to beat as a scrub playing any other character. Now, if you wan't to enjoy playing him, Wolverine can be a lot of fun and he's a really cool fighter. If you like big multi-hitting combos, he's definetely for you, and playing offensive is definetely his style. As long as you know when and where to use his Special Moves, he can be quite the opponent.

Strengths Weaknesses
  • An infinite on grounded opponents with crouch cancels
  • Crouch cancels also give him godlike pressure
  • Amazing damage even on hits where he can't infinite
  • Very fast
  • Very good normals
  • Just all around good
  • None that I know of

Normal Moves

Standing Normals

5LP
5LP
MSH Wolverine 5LP.png
Damage Startup Active Recovery
6 3 6 8
On Hit On Block Guard Invuln
+1 +3 All N/A

Very fast and if you're going for hits and priority this is a great combo start. Can be used as an anti-air if the opponent is jumping in around eye level. If it connects in this case, follow up with 5HP, or 5HK into Tornado Claw.

5MP
5MP
MSH Wolverine 5MP.png
Can be done once...
MSH Wolverine 5MPMP.png
Or again by pressing MP a second time
Damage Startup Active Recovery
8,9 - - -
On Hit On Block Guard Invuln
- - All N/A

The money maker. Its recovery can be completely cancelled by crouching, for some reason. This enables an infinite with (5LP > 5MP > crouch > dash forwards) * n. It also makes Logan's offense very difficult to contest if you block even a single light. All around great move.

5HP
5HP
MSH Wolverine 5HP.png
Damage Startup Active Recovery
12 - - -
On Hit On Block Guard Invuln
- - - -

5HP is without a doubt on of Logan's best attacks. Can be used defensively to counter pokes, advancing opponents, and even jump-ins because it covers the whole area in front of him. It is a Strike and will send the opponent flying across the screen (does not activate the FS, remember) for good damage. If I had a choice, I would rather put 5HK in combos to enable air combo followups.

5LK
5LK
MSH Wolverine 5LK.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Useful when hitting the enemy OTG, or for tick throws.

5MK
5MK
MSH Wolverine 5MK.png
Can be input twice for a followup...
MSH Wolverine 5MKMK.png
But only on hit or block
Damage Startup Active Recovery
7,5 - - -
On Hit On Block Guard Invuln
- - - -

This is a great double hit in combos, and will push you pretty far away if blocked, preventing a lot of counters. The second hit will not come out unless you actually make contact with the enemy.

5HK
5HK
MSH Wolverine 5HK.png
Damage Startup Active Recovery
12 - - -
On Hit On Block Guard Invuln
- - - -

Wolverine's Regular Launcher, and you should always follow with an Air Combo or at least a Tornado Claw. It's decent as an anti-air, but otherwise its range is limited and very bad on whiff. Stick with it in combos.

Crouching Normals

2LP
2LP
MSH Wolverine 2LP.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

2MP
2MP
MSH Wolverine 2MP.png
Damage Startup Active Recovery
8 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

2HP
2HP
MSH Wolverine 2HP.png
Damage Startup Active Recovery
14 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

2LK
2LK
MSH Wolverine 2LK.png
Damage Startup Active Recovery
7 - - -
On Hit On Block Guard Invuln
- - - -

Does the same stuff 5LK does.

2MK
2MK
MSH Wolverine 2MK.png
Damage Startup Active Recovery
10 - - -
On Hit On Block Guard Invuln
- - - -

The funny button. Run up to people and press this in neutral. Fast, good range, and Wolverine's only knockdown.

2HK
2HK
MSH Wolverine 2HK.png
Damage Startup Active Recovery
14 - - -
On Hit On Block Guard Invuln
- - - -

Launches too far away on hit to provide any good followups midscreen, you just get Drill Claw into nothing. Has great range and can be used to slip under projectiles.

Jumping Normals

jLP
jLP
MSH Wolverine jLP.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

jMP
jMP
MSH Wolverine jMP.png
Damage Startup Active Recovery
6 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

jHP
jHP
MSH Wolverine jHP.png
Damage Startup Active Recovery
14 - - -
On Hit On Block Guard Invuln
- - - -

Great air-to-air and Logan's most reliable jump-in. Cancel into jHK for a jump-in combo if you're fighting a large enough character (not Spider-Man, Psylocke, or Wolverine himself).

jLK
jLK
MSH Wolverine jLK.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

jMK
jMK
MSH Wolverine jMK.png
Damage Startup Active Recovery
10 - - -
On Hit On Block Guard Invuln
- - - -

Placeholder text

jHK
jHK
MSH Wolverine jHK.png
Damage Startup Active Recovery
14 - - -
On Hit On Block Guard Invuln
- - - -

Greater horizontal range than jHP, making it useful as an air-to-air when that won't reach. Because of it being quite horizontal it isn't as good as the J.Fierce for jumping in, unless you're jumping in real deep. Against taller characters, this will sometimes hit twice, though not as often as in CotA. If blocked, this also has slower recovery and you can be quickly countered by an uppercut or Infinity Counter.

Command Normals

Slide
3HP
MSH Wolverine 3HP.png
Damage Startup Active Recovery
9 - - -
On Hit On Block Guard Invuln
- - - -

This thankfully has retained its range from X-Men: CotA. It does good damage and knocks down, allowing an OTG combo followup. If you wanna finish a combo with this, I suppose it's OK, but its greatest asset is its range. It can reach further than his 2HK, so if you've crouched a high attack you can choose between this or the Drill Claw. This does around the same damage and could start an OTG combo, but the Drill Claw can make the opponent drop a gem.

Divekick
j2MK
MSH Wolverine j2MK.png
Damage Startup Active Recovery
9 - - -
On Hit On Block Guard Invuln
- - - -

Divekick. Wolverine will bounce away on block or hit, though it is not totally safe from someone dashing up and punishing. It has great speed, so it is ideal as a counter if you are mid distance away in the air and the opponent throws just about any ground attack. Also useful in combos as it can be done during a Magic Series.

System Mechanics

MP Throw
6/4 MP
MSH Wolverine MP Throw.png
Damage Startup Active Recovery
3*n,5 1 1 0
On Hit On Block Guard Invuln
- N/A Throw N/A

Uf you're anywhere near the corner, you can follow it with a Claw Slide or sometimes an OTG combo. If you mash MP and back/forward, Logan will claw faster for more damage.

HP Throw
6/4 HP
MSH Wolverine HP Throw.png
Damage Startup Active Recovery
3*n, 5 1 1 0
On Hit On Block Guard Invuln
- N/A Throw N/A

Because of the kick-off at the end you cannot follow this up. It also appears to do the same damage as the MP throw, so that's the better of the two. As with the MP throw, tap back/forward and HP repeatedly and you'll get more hits/damage.

Air Throw
6/4 MP/HP
MSH Wolverine Air Throw.png
Damage Startup Active Recovery
3*n,5,5 1 1 0
On Hit On Block Guard Invuln
- N/A Throw N/A

Use it as you please, it does the same damage as the ground version. I believe it can be put into some Air Combos as well, but remember it can still be teched.

Infinity Counter
412P
MSH Wolverine PK.png
Damage Startup Active Recovery
19 - - -
On Hit On Block Guard Invuln
- - - -

Not very effective on airborne attacks, its main strength is range. Not only can you counter a lot of horizontal attacks, but you can also counter a lot of projectiles. For example, blocking Captain America's Strong Shield Slash from mid-range will allow you to retaliate with this and it should connect. Mind you, it is IMO better to counter with a dashing combo. I think personally that ICOs should be for jump-in attacks only, because you can easily put in any combo or quite a few Special Moves after blocking attacks with the same amount of proficiency. Mind you, this would be easier to counter a lot of REALLY quick recovering attacks with this, like Hulk's standing Jab...

Gem Ability - Speed Up
214PPP
MSH Wolverine 214PPP.png
Damage Startup Active Recovery
N/A N/A N/A N/A
On Hit On Block Guard Invuln
N/A N/A N/A N/A

Activated automatically when you activate the Power Gem.

His old Shadows from X-Men: CotA. when the Gem is activated, mirror images of Wolverine trail behind him for a time. These images are invulnerable, but can attack, effectively multiplying his hits in a combo. As well, Wolverine is sped up CONSIDERABLY, allowing you faster recovery on some moves (i.e. you can get in even more Jabs or Strongs in a combo).

Special Moves

Berserker Barrage
236P
MSH Wolverine 236P.png
L Damage Startup Active Recovery
8,7,5,4 - - -
On Hit On Block Guard Invuln
- - - -
M Damage Startup Active Recovery
8,7,5,4,3,3 - - -
On Hit On Block Guard Invuln
- - - -
H Damage Startup Active Recovery
10,9,4,4,3,3,1,4 - - -
On Hit On Block Guard Invuln
- - - -

This has been a very effective move throughout the Marvel series and it still is. This move will do alot of damage and depending on which strength of button you use will determine how many hits you get afterwards. It has good recovery time and extremely hard to counter, that is if you don't use the Fierce version after rapidly hitting that punch button. This move will do alot of block damage and even if the opponent does block it will gain his Infinity Guage pretty quickly. This can be used in combos or OTG. Only the fierce version can be OTGed afterwards.

Tornado Claw
623P
MSH Wolverine 623P.png
L Damage Startup Active Recovery
8,4,4 - - -
On Hit On Block Guard Invuln
- - - -
M Damage Startup Active Recovery
10,4,3 - - -
On Hit On Block Guard Invuln
- - - -
H Damage Startup Active Recovery
12,7,7 - - -
On Hit On Block Guard Invuln
- - - -

An excellent anti-air attack that does alot of damage and is just as easily comboed as his Berserker Barrage. The recovery time is pretty decent for an anti-air attack. This move has good horizontal range and chips good damage, the jab version should be used the most since it has the least amount of recovery time and its pretty hard to counter.

Drill Claw
Any direction + PK
MSH Wolverine PK.png
L Damage Startup Active Recovery
13 - - -
On Hit On Block Guard Invuln
- - - -
M Damage Startup Active Recovery
21 - - -
On Hit On Block Guard Invuln
- - - -
H Damage Startup Active Recovery
27 - - -
On Hit On Block Guard Invuln
- - - -

An excellent move to use overall, mainly because it does a lot of damage and can be used as an AC Finisher. Watch if Wolverine misses with his move though because he will sorta coil back and be left open to attack. This move comes out very quickly and can easily be put in combos like his other moves. It can also be used as a surprise attack and Wolverine can use this in the air in any of the 8 directions.

Also serves as Wolverine's Infinity Counter, which can be executed with 412P.

Infinity Combos

Berserker Barrage X
236PP
MSH Wolverine 236PPP.png
Damage Startup Active Recovery
44 - - -
On Hit On Block Guard Invuln
- - - -

A very lethal super mainly because it comes out so fast and does alot of damage. It comboes just as easily as his other special attacks and has good range and should be used to counter missed supers or even missed Jabs. It does decent block damage and hits 12 times and can be OTGed after if in the corner. You should mainly use this in combos rather than to wait and counter. The recovery time is pretty bad and he can be countered. The priority of this move at start up is pretty high, but during the latter part he can be knocked out of it and he is still vulnerable to projectiles.

Weapon X
623PP
MSH Wolverine 623PPP.png
Damage Startup Active Recovery
64 - - -
On Hit On Block Guard Invuln
- - - -

An immensely painful super that does a TON of damage, even more so than the Final Justice. It ranks up there with being one of the most powerful supers in the game as Wolverine engages in an auto 12 hit combo that ends with a Weapon X slash. This is visually impressive and like the Final Justice you just want to mimick the motions to insult your opponent even more. But being an auto super it will only work if if connects and Wolverine will stop if the opponent blocks leaving him open to attack. It moves extremely quick and will go full screen's distance, not only that it has high priority and will go through any projectile, it even catches Blackheart out of his Armageddon. It has a bit of a start up delay and cannot be comboed, unless if you OTG with this move, but for one measely hit though. This is the prime counter against missed attacks and supers.

Combos

Basic

4 hits- lp, lk, mp, hp.

6 hits- dash, lp, lk, mp, d.mk, d.hp, d.hk .

11 hits- dash, lp, lk, d.mp, berserker barrage. (mash berserker barrage for more hits)

14 hits- mk, mk, berserker barrage x

Intermediate

9 hits- lp, lk, d.mp, hk, sj.lp, sj.lk, sj.mp, sj.mk, sj.hk

15 hits- j.lp, j.lk, j.mp, j.hk, dash, lp, lk, d.mp, hk, sj.lp, sj.lk, sj.mp, sj.mp, sj.mk, sj.hp, sj.hk.

Advanced

various hits- j.hp, j.hk, dash, lp, lk, d.mp, d.hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hk, land, hk, sj.lp, sj.lk, sj.mp, drill claw diagonal down, sj.lp, dive kick, sj.hp, sj.hk, land, lp, hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hp, sj.hk, berserker barrage x.......i've gotten this entire combo to work a couple times, and other times they get dizzy before its finished.......must be done in corner.

Infinites

Dash lp, lk, mp, (d+dash, lk, mp)......repeat bracket.....you have to cancel mp, by pressing down afterward....expect this from every major wolverine player

Dash, lp, lk, d.mp, (hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hp, sj.hk).....dash and repeat bracket....opponent will get dizzy after 4 reps.

Dash, lp, lk, d.mp, hk, sj.lp, sj.lk, sj.mp, dive kick, sj.hp, sj.hk, (j.lp, j.lk, j.mp, j.mp, j.hp, j.hk)....repeat brackets.....must be done in corner. (or shuma gorath stage anywhere)

Wolverine's FSD Infinite- j.hp, j.hk, dash, lp, lk, d.mp, hk, sj.lp, sj.lk, sj.mp, sj.mp, drill claw diagonal up, sj.lp, sj.hk, (hold foward which allows you to switch sides before falling) sj.lk, (you should be on opposite side), (j.lk, j.mp, j.mp, j.mk)....repeat last bracket......wolverine's hardest infinite by far.....if you dont have timing, you need to get yourself some practice. http://www.youtube.com/watch?v=owfTrKmIy1A........ check out 7:24 on the video for how it should be done.

Semi-Infinite

with time gem- (f, f, lp, lk, mp)...repeat bracket.....opponent should get dizzy by the end of time gem.


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