Introduction
Pros | Cons |
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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
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground, Launcher |
c.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Air Normals
j.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
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) |