User:Speedmccool25/sandbox

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Revision as of 22:34, 25 September 2024 by Speedmccool25 (talk | contribs) (think this is done, gonna move it on over)

Introduction

James Howlett, sometimes known as Logan or his code name Wolverine, is a character from the X-Men series by Marvel. A mutant with an incredibly fast healing factor and martial arts mastery, as well as his trademark adamantium claws from the Weapon X program, Wolverine fights for the X-Men as a brash lone wolf to protect the world from villains.

In Marvel Vs. Capcom 2, Wolverine is the epitome of a grounded rushdown character, with incredible movement, frame data, and freedom in his magic series. Wolverine has one of the fastest ground dashes in the game, a great wavedash, and many forward advancing special moves to lock the opponent down with chip while assists can continue your pressure. Wolverine's buttons are very fast, and usually pretty safe on block, as well as having a nearly full magic series, which makes his stagger pressure very good. He also has some decent air mobility too in his wall jump and Drill Claw. He also has his ace, the Berserker Charge, which gives him a temporary speedup, making both his movement and frame data even faster.

The main problem with Wolverine is his pitiful stamina. Wolverine takes way more damage than most characters, meaning he will die far faster than most. Wolverine is also somewhat weak to pushblock and invincible assists, as he has no real way to stick to his opponents safely. He also has no projectile and struggles greatly against zoning characters, and characters with great keepout game. Still, Wolverine is a good choice for someone who wants to work their way in, and then mix their opponent to death with constant buttons. If you like a fast paced, high octane grounded rushdown character, then sharpen your skills with Wolverine.

Gameplay

Wolverine (Adamantium) is a grounded rushdown machine who can use his fast attacks and great movement to mix his opponent up until they fall. His main strengths are his great frame data and strong lockdown but his weaknesses are his extremely low health.

Strengths Weaknesses
  • Rushdown: Wolverine has fantastic movement speed on the ground, with fast attacks and great mixups.
  • Solo Instant Overhead Conversion: While it's small, instant overhead j.LK into Drill Claw is a rewarding open up sequence.
  • Berserker Charge: Speeds up Wolverine, which takes his absurd movement speed and frame data and makes it even more absurd.
  • Lockdown: Using assists can give Wolverine an an ability to stick to the opponent which makes his pressure even harder to deal with.
  • Health: Wolverine takes a whopping 25% more damage than most characters, meaning he dies much faster than most.
  • Poor Air Movement: No flight, air dash, or double jump makes Wolverine a far more grounded fighter in a very air focused game.
  • Zoning: Getting zoned out SUCKS as Wolverine has almost no response to get around projectiles.
  • Assists: Wolverine's assists aren't all that great, making him a point or middle character only.
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

Expansion Type
Alpha.png
A1.png // A2.png
MVC2 WolverineA QCF P 01.png
MVC2 WolverineA QCF P 02.png
Hp.png Berserker Barrage
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Wolverine's Expansion assist is a bit underwhelming as he doesn't do any mashing so it's always two hits. Can give a tiny bit of lockdown, but it's not great at that.


Anti-air Type
Beta.png
A1.png // A2.png
MVC2 WolverineA DP P 01.png
MVC2 WolverineA DP P 02.png
MVC2 WolverineA DP P 03.png
Hp.png Tornado Claw
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Wolverine's Anti-air assist is probably his best assist, which still isn't saying much. Functions much like Cyclops' Anti-air assist, being fast and sets up for combos afterward, but without any of the invincibility.


Dash Type
Gamma.png
A1.png // A2.png
MVC2 WolverineA LK HP 01.png
Forward Drill Claw
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Wolverine's Dash assist is his most niche by far, and would only ever see use in combos like Storm's Lightning Attack assist. Even more risky because Wolverine can die very easily, so this takes some real lab work.


Normal Moves

-When grounded, Wolverine has the Modified Hunter type Magic Series, meaning he can follow the 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
- - - - -

Wolverine does a quick stab with his claw. Fastest normal in your kit, and becomes tied for the fastest normal in the game when in Berserker Charge. Great normal for starting pressure and checking with a quick poke, though it's range is a little small.


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
- - - - -

Wolverine swipes with his claw. Combo filler. The first of three buttons to have a unique followup by pressing the button again. MP's is ok, but generally makes the series have too much pushback to be useful, so reserved for niche situations.


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
- - - - -

Wolverine does a double claw swipe. Enormous hitbox with a ton of priority that knocks the opponent away on hit. In Berserker Charge, this can be looped with dashes for an extremely damaging combo. Great normal, but it's a bit unsafe on block, so use with caution.


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

Wolverine does a leg kick. Pretty good range for it's speed.


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
- - - - -

Wolverine does a knee. Combo filler medium. The second normal in your kit to have an optional followup. MK's is pretty nice, as the followup will basically never miss due to having 0 frames of startup and lower pushback. Scales the combo though, so be cautious about what routes you use this in.


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
- - - - -

Wolverine does a two legged upward kick. Your main launcher, and can be comboed into after 2MP but not a whole lot else without risk. Good, but not great.


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

Wolverine does a low claw stab. Hits much further down than 5LP, so will never miss a crouching opponent, but it's not as plus nor as fast as 5LP.


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
- - - - -

Wolverine does an upward claw swipe. Pops the opponent into the air toward Wolverine. One of the only normals that confirms into 5HK, so it's useful for when you want to hitconfirm launcher. Very slightly unsafe on block, so can be punished if used recklessly.


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

Wolverine flips toward the opponent and does a double claw swipe. Moves Wolverine forward before startup, so can be used for tricky crossup situations. In combos it has pretty poor hitstun, so it's best to avoid this unless you have an assist to help.


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

Wolverine does a low kick. The slowest light in your kit, but it hits low so it's pretty important.


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
- - - - -

Wolverine does a two hit sweep. Unlike most characters, 2MK is Wolverine's sweep, which helps and hurts him in their own ways.


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

Wolverine does a lunging kick. Knocks the opponent away like 5HP, but moves him forward during the attack. Has some niche uses but overall pretty ok.



Air Normals

-When in the Normal Jump state, Wolverine has the Modified Hunter type Magic Series, meaning they can follow the 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
- - - - -

Wolverine does a jumping claw stab. Air combo starter, and that's about all it's good for.


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
- - - - -

Wolverine does a jumping claw swipe. Air combo filler. The last of your normals to have an optional followup. This one is pretty niche as it can sometimes put you out of the way for your ender to hit, so it's limited in it's uses.


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
- - - - -

Wolverine does a double claw swipe. Air combo finisher and has a nice hitbox for jumping in with.


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
- - - - -

Wolverine does a fast kick. Crucial air normal for Wolverine and the crux of his mixup game, as this hits as an instant overhead on a large majority of the cast and combos into Drill Claw, or more with assists. Extremely important and very nice to have.


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
- - - - -

Wolverine does an upward kick. Air combo filler.


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
- - - - -

Wolverine does a spinning kick. Spins twice before entering recovery. Has a hitbox on either side of him which can make some tricky crossups possible and mashing on defense.



Command Normals

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 - - -

Wolverine does a low profiling slide. Knocks down on hit, and moves forward pretty substantially during the move with plenty of active frames.


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 - - -

Wolverine's divekick. Unfortunately worse than in Marvel 1 as it cannot be cancelled out of and it's pretty punishable even on hit. Still nice for getting to the ground faster than normal.



Universal Mechanics

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) - - - -

Wolverine's universal launcher is exactly the same as his 5HK. Just putting something here for consistency.


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
- - - - -

Wolverine jumps behind his opponent, stabs them with his claws, then flings them away. Always swaps sides. Can be mashed to do far more damage than letting the throw play out normally.


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
- - - - -

Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. Basically the same thing as Punch throw, except it doesn't swap sides and gives a hard knockdown.


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
- - - - -

Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. The air throw is almost the same thing as Punch throw, except it doesn't swap sides and gives a bit better oki.


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
- - - - -

It's a raw tag. Good hitbox with very nice priority.


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
- - - - -

Wolverine's Snap Back is based on his 5HP, which is really nice because it's his longest range normal with a great hitbox. A rare instance in which the snapback is actually slower than the normal it's based on, but the hitbox saves the one frame it gives up.


Special Moves

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
- - - - -

Wolverine dashes forward, slashing with his claws. Good for lockdown and chip in combination with the right assists, and can combo into super in the right connects. Mashable for more hits, with the LP version limited to 4 hits and the HP version to 8 hits.


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
- - - - -

Wolverine rises into the air with a spinning claw attack. Does not have invulnerability like a normal DP. Pretty underwhelming, but has some niche uses in chip and assist setups.


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
- - - - -

Wolverine dashes toward the opponent and swipes with his claws. LP goes about a quarter screen, HP goes about two-thirds screen. If he's close enough to the opponent, he'll pass through them, but he won't swap the direction of his attack. Can be useful with assists where the assist can crossup and Wolverine can continue a combo, but a risky thing to do since there will always be a gap.


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
- - - - -

Wolverine spirals toward the opponent with his claw. Can be angled with the stick; up, forward, or upforward on the ground, and fully directionable in the air. Nice for adding onto combos, mixups, and moving around the screen, so this one sees quite a bit of use.



Hyper Combos

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
- - - - -

Wolverine does a souped up version of his Berserker Barrage, with higher damage and more hits. Not invulnerable on startup, but after the flash the first 4 hits are invulnerable. His main combo super, and finds some frequent use.


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
- - - - -

Wolverine dashes toward the opponent and performs a flurry of attacks, then ends with a soaring X strike. His strongest super for damage, but the long startup makes this a bit tricky to combo into.


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
- - - - -

Wolverine jumps into the air and emanates energy in the shape of an X. The most niche of his supers as it takes quite a bit of setup to go into. It does do nice chip damage though, so can be useful to close out a game.


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
- - - - -

Wolverine does a swipe with a hitbox. After the animation is over, Wolverine gets a temporary speed boost that increases his movement speed and shortens his attacks' startup and recovery. The super that's going to be used most often as it has a very short activation time and the buff he gains is very strong. This actually opens the door to some high damage combos and even some infinites that are otherwise inaccessible, but do note he accumulates double the undizzy with all of his normals, so they may end a bit sooner than expected. Get used to controlling sped up Wolvie, as this is a mode you're gonna love to be in.



Other

Taunt

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



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