Marvel vs Capcom/Wolverine

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< Marvel vs Capcom
Revision as of 02:22, 28 December 2020 by Lichmassacre (talk | contribs) (→‎Combos: Typo fix.)
Mvc1wolverine.gif

Introduction

Pros Cons
  • Excellent Normals and Special for Combo Finishers
  • One of the fastest characters in the game
  • Consistent corner infinites
  • Two of his Hyper Combo can OTG
  • Excellent Hyper Combo finisher anywhere on the screen
  • Razor sharp damage
  • Very few ranged options
  • Below average stamina
  • Whiffed Specials can be punished easily
  • Hyper Combos are too unsafe if blocked

Basic Tips

Launchers:
RK

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK, Drill Claw

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals:

Heel Kick: D + MK (only in air)

Wolverine does a diving kick from the air that has a little bit of empty angle on it.


Special Moves:

Drill Claw: Any direction with LP + MK or LK + MP (also in air)

Wolverine leaps in whichever direction as he targets his claws to the opponent.

Tornado Claw: F, D, DF + P: Wolverine leaps forward up into the air as he spins his arms around like a tornado.

Berserker Barrage: QCF + P: Introduced as a Special Move in MSH, Wolverine rushes a bit forward as he swipes his way in the process.

Berserker Slash: HCB + P

Introduced in MSHvSF, Wolverine rushes forward fast as he does a standing HP right after.


Hyper Combos:

Berserker Barrage X: QCF + Px2

Wolverine does an extended version of his Berserker Barrage.

Weapon X: F, D, DF + Px2

Wolverine unleashes his claws as he rushes to the opponent. If it connects, he unleashes a barrage of normals while going up into the air and finishes off with a rushing claw attack.

Fatal Claw: QCF + Kx2 (also in air)

Introduced in MSHvSF, Wolverine does a modified rushing claw attack similar to his end attack in his Weapon X. As Wolverine does the animation, a claw-like projecitle in the form of an X surrounds him.

Combos

Combo Damage Notes
Easy Combos - -
s.LP, s.MP, s.HP, HP Berserker Slash Wolverine's main BnB to approach with. Simple, easy pressure with rewarding damage that you should get used to doing a lot. Helps lead to many setups for more pressure and combos. A timed assist can cover for him if the combo is blocked, making it a little safer.
Super jump, Head Stomp, sj.HK, c.LP, c.LK, c.MK, c.HP, c.HK, Fatal Claw Just as easy as the first combo, other than maybe the start. Wolverine's other main BnB, which helps give Wolverine solid mix-up pressure.
Intermediate Combos - -
j.LP, j.MK, c.LP, c.LK, c.MP, s.HK, sj.LP, sj.LK, sj.MP, sj.MP, sj.MK, AC Finisher
j.LP, j.MK, c.LP, c.MP, s.MP, HK Berserker Barrage X, c.MP, s.MP You can add on extra MPs or something else if you are in the corner.
Advanced Combos - -
j.LP, j.MP, dash, c.LP, c.LK, c.MP, s.HK, sj.LP, sj.LK, sj.MP, sj.MP, sj.MK, Head Stomp, sj.HK, c.LK (OTG), c.MK, c.HK, jump into MP Air Throw The tricky part here is making sure you are high and close enough after the sj.MK to do do the Head Stomp, sj.HK. Then you will fall to the floor faster then your opponent allowing you to OTG. After the HK, wait a split sec and then jump and air throw them as they fall.
Cornering Strategy: Any ground combo that ends with c.HK, LP Berserker Barrage Wait a sec before cancelling into the LP Berserker Barrage. It becomes very hard to counterattack if the opponent blocks Berserker Barrage. This setplay loops into itself, after another c.HK, but the timing is very strict. It's an Uncombo maybe? Regardless, practice the timing of it. (Add notes about how to reloop setup)