(Added damage values + explanation of ccs) |
|||
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|data= | |data= | ||
{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=8,9 | ||
|guard= | |guard= All | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|invuln= | |invuln= N/A | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=12 | ||
|guard= | |guard= | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=5 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=7,5 | ||
|guard= | |guard= | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=12 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=5 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=8 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=14 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=7 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=10 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=14 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=5 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=6 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=14 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=10 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=14 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=9 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=9 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=3*n,5 | ||
|guard= | |guard=Throw | ||
|startup= | |startup=1 | ||
|active= | |active=1 | ||
|recovery= | |recovery=0 | ||
|onhit= | |onhit= | ||
|onblock= | |onblock=N/A | ||
|invuln= | |invuln=N/A | ||
|description= | |description= | ||
Uf you're anywhere near the corner, you | Uf you're anywhere near the corner, you | ||
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|data= | |data= | ||
{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=3*n, 5 | ||
|guard= | |guard=Throw | ||
|startup= | |startup=1 | ||
|active= | |active=1 | ||
|recovery= | |recovery=0 | ||
|onhit= | |onhit= | ||
|onblock= | |onblock=N/A | ||
|invuln= | |invuln=N/A | ||
|description= | |description= | ||
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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|data= | |data= | ||
{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=3*n,5,5 | ||
|guard= | |guard=Throw | ||
|startup= | |startup=1 | ||
|active= | |active=1 | ||
|recovery= | |recovery=0 | ||
|onhit= | |onhit= | ||
|onblock= | |onblock=N/A | ||
|invuln= | |invuln=N/A | ||
|description= | |description= | ||
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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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=19 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|image=MSH_Wolverine_214PPP.png | |image=MSH_Wolverine_214PPP.png | ||
|caption= | |caption= | ||
|name=Gem Ability | |name=Gem Ability - Speed Up | ||
|input=214PPP | |input=214PPP | ||
|data= | |data= | ||
{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |damage=N/A | ||
|guard= | |guard=N/A | ||
|startup= | |startup=N/A | ||
|active= | |active=N/A | ||
|recovery= | |recovery=N/A | ||
|onhit= | |onhit=N/A | ||
|onblock= | |onblock=N/A | ||
|invuln= | |invuln=N/A | ||
|description= | |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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{{AttackData-MSH | {{AttackData-MSH | ||
|version=L | |version=L | ||
|damage= | |damage=8,7,5,4 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|version=M | |version=M | ||
|damage= | |damage=8,7,5,4,3,3 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|version=H | |version=H | ||
|damage= | |damage=10,9,4,4,3,3,1,4 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
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|damage= | |damage=8,4,4 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
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|damage= | |damage=12,7,7 | ||
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{{AttackData-MSH | {{AttackData-MSH | ||
|damage= | |version=L | ||
|damage=13 | |||
|guard= | |||
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|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|invuln= | |||
}} | |||
{{AttackData-MSH | |||
|version=M | |||
|damage=21 | |||
|guard= | |||
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|active= | |||
|recovery= | |||
|onhit= | |||
|onblock= | |||
|invuln= | |||
}} | |||
{{AttackData-MSH | |||
|version=H | |||
|damage=27 | |||
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{{AttackData-MSH | {{AttackData-MSH | ||
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|startup= | |startup= |
Revision as of 22:55, 15 August 2024
Introduction
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 |
---|---|
|
|
Normal Moves
Standing Normals
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. |
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. |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
5 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Useful when hitting the enemy OTG, or for tick throws. |
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. |
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
Damage | Startup | Active | Recovery |
---|---|---|---|
5 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
Damage | Startup | Active | Recovery |
---|---|---|---|
8 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
Damage | Startup | Active | Recovery |
---|---|---|---|
14 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
Damage | Startup | Active | Recovery |
---|---|---|---|
7 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Does the same stuff 5LK does. |
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. |
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
Damage | Startup | Active | Recovery |
---|---|---|---|
5 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
Damage | Startup | Active | Recovery |
---|---|---|---|
6 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
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). |
Damage | Startup | Active | Recovery |
---|---|---|---|
5 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
Damage | Startup | Active | Recovery |
---|---|---|---|
10 | - | - | - |
On Hit | On Block | Guard | Invuln |
- | - | - | - |
Placeholder text |
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
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. |
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
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. |
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. |
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. |
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... |
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
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. |
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. |
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
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. |
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.