Marvel Super Heroes/Wolverine

From SuperCombo Wiki

Introduction

Wolverine is an offensive menace with great neutral, pressure, and combos. On the ground, the ability to cancel his 5MP into crouch allows for an infinite or powerful pressure situation any time he connects with a light. In the air, you're not safe either, as Logan has exceptional conversions into infinites on air hit as well. In neutral, he boasts high speed on the ground, a solid suite of powerful normals, great anti-airs, and a tricky mobility option in Drill Claw. With a dp on defense and two very powerful supers to round everything out, Wolverine is an excellent character in all theaters.

Strengths Weaknesses
  • Crouch cancels also give him godlike offense
  • Has several infinites, all of which are very easy to route into
  • Amazing damage even on hits where he can't infinite
  • Very fast, while also having a divekick and Drill Claw to aid his mobility
  • Very good normals
  • A tool for just about any situation
  • Just all around good
  • N/A
MSH Wolverine Render.png

Normal Moves

Standing Normals

5LP
5LP
MSH Wolverine 5LP.png
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.

5MP
5MP
MSH Wolverine 5MP.png
Can be done once...
MSH Wolverine 5MPMP.png
Or again by pressing MP a second time
Damage Startup Active Recovery
8,9 4 4 11 (0)
On Hit On Block Guard Invuln
+3 (+14) -1 (+10) All N/A

Values in parentheses are for when you cc. 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.

5HP
5HP
MSH Wolverine 5HP.png
Damage Startup Active Recovery
12 8 8 27
On Hit On Block Guard Invuln
-4 -13 All -

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. Launches the opponent horizontally on hit and has enough pushback on block to be safe. If I had a choice, I would rather put 5HK in combos to enable air combo followups.

5LK
5LK
MSH Wolverine 5LK.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Useful when hitting the enemy OTG, or for tick throws.

5MK
5MK
MSH Wolverine 5MK.png
Can be input twice for a followup...
MSH Wolverine 5MKMK.png
But only on hit or block
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.

5HK
5HK
MSH Wolverine 5HK.png
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

2LP
2LP
MSH Wolverine 2LP.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Exists. Pretty good hitbox.

2MP
2MP
MSH Wolverine 2MP.png
Damage Startup Active Recovery
8 - - -
On Hit On Block Guard Invuln
- - - -

Servicable anti-air.

2HP
2HP
MSH Wolverine 2HP.png
Damage Startup Active Recovery
14 - - -
On Hit On Block Guard Invuln
- - - -

Cool looking but I'm not sure why you'd press it.

2LK
2LK
MSH Wolverine 2LK.png
Damage Startup Active Recovery
7 - - -
On Hit On Block Guard Invuln
- - - -

Does the same stuff 5LK does.

2MK
2MK
MSH Wolverine 2MK.png
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 knocks down.

2HK
2HK
MSH Wolverine 2HK.png
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

jLP
jLP
MSH Wolverine jLP.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Combo filler.

jMP
jMP
MSH Wolverine jMP.png
Damage Startup Active Recovery
6 - - -
On Hit On Block Guard Invuln
- - - -

Combo filler.

jHP
jHP
MSH Wolverine jHP.png
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).

jLK
jLK
MSH Wolverine jLK.png
Damage Startup Active Recovery
5 - - -
On Hit On Block Guard Invuln
- - - -

Combo filler.

jMK
jMK
MSH Wolverine jMK.png
Damage Startup Active Recovery
10 - - -
On Hit On Block Guard Invuln
- - - -

Combo filler.

jHK
jHK
MSH Wolverine jHK.png
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 jHP 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

Slide
3HP
MSH Wolverine 3HP.png
Damage Startup Active Recovery
9 - - -
On Hit On Block Guard Invuln
- - - -

Very long range and knocks down long enough to enable an OTG followup. A threatening neutral option.

Divekick
j2MK
MSH Wolverine j2MK.png
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

MP Throw
6/4 MP
MSH Wolverine MP Throw.png
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.

HP Throw
6/4 HP
MSH Wolverine HP Throw.png
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.

Air Throw
6/4 MP/HP
MSH Wolverine Air Throw.png
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.

Infinity Counter
412P
MSH Wolverine PK.png
Damage Startup Active Recovery
19 - - -
On Hit On Block Guard Invuln
- - - -

Not very effective on airborne attacks, but boasts great horizontal range. Not only can you counter a lot of pokes, but you can even punish a lot of projectiles with it.

Gem Ability - Speed Up
214PPP
MSH Wolverine 214PPP.png
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. In addition, Wolverine is sped up considerably, giving some moves decreased recovery.

Special Moves

Berserker Barrage
236P
MSH Wolverine 236P.png
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
- - - -

Mash this attack for more hits. It has good recovery time and aside from the fully-mashed H version, it's safe due to pushback. High damage, high chip, high meter gain. This can be used in combos or OTG. Only the fierce version can be OTGed afterwards.

Tornado Claw
623P
MSH Wolverine 623P.png
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 easy to combo into.

Drill Claw
Any direction + PK
MSH Wolverine PK.png
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 air combo ender. It can also be used as a surprise attack, as Wolverine can aim this in any direction.

Infinity Combos

Berserker Barrage X
236PP
MSH Wolverine 236PPP.png
Damage Startup Active Recovery
44 - - -
On Hit On Block Guard Invuln
- - - -

Very fast and very hard-hitting. Has generous invuln on startup, making it usable as a punish, counterpoke, or reversal.

Weapon X
623PP
MSH Wolverine 623PPP.png
Damage Startup Active Recovery
64 - - -
On Hit On Block Guard Invuln
- - - -

Does a lot of damage, but can't really be comboed into. Useful as a punish due to its range.

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.


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Blackheart
Captain America
Hulk
Iron Man
Juggernaut
Magneto
Psylocke
Shuma-Gorath
Spider-Man
Wolverine
Anita
Dr. Doom
Thanos