Marvel vs Capcom/Wolverine

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< Marvel vs Capcom
Revision as of 03:57, 4 January 2021 by Lichmassacre (talk | contribs) (→‎Special Moves: Format updated.)
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 (x2)

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 (x2)

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

Wall Jump

Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Heel Kick

Heel Kick
j.2HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

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

Sliding Claw

Sliding Claw
3HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Repeated Claws

Repeated Claws
Mash MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Throws

Normal Throw

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Wolverine's throw has the unique property of being mashable. Once the throw initiates, mash all attack buttons as quickly as possible to rack up higher amounts of damage, regardless of if you're in the air or on the ground.

Special Moves

Drill Claw
Any direction + MP + LK
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
MP + MK - - - - - - - - - Ground/air

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

Tornado Claw
DP + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
DP + LP
LP Version
- - - - - - - - - Ground/air

Wolverine leaps forward up into the air as he spins his arms around like a tornado.

DP + MP
MP Version
- - - - - - - - - Ground/air
DP + HP
HP Version
- - - - - - - - - Ground/air
Berserker Barrage
QCF + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LP
LP Version
- - - - - - - - - Ground/air

Introduced as a Special Move in MSH, Wolverine rushes a bit forward as he swipes his way in the process.

QCF + MP
MP Version
- - - - - - - - - Ground/air
QCF + HP
HP Version
- - - - - - - - - Ground/air
Berserker Slash
HCB + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + LP
LP Version
- - - - - - - - - Ground/air

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

HCB + MP
MP Version
- - - - - - - - - Ground/air
HCB + HP
HP Version
- - - - - - - - - Ground/air

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)

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine