Marvel vs Capcom/Wolverine: Difference between revisions

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= Introduction =
= Introduction =


= 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 =  
= Move List =  


Command Normals:
Command Normals:


Heel Kick: D + MK (only in air):
Heel Kick: D + MK (only in air)
 
Wolverine does a diving kick from the air that has a
Wolverine does a diving kick from the air that has a
little bit of empty angle on it.
little bit of empty angle on it.
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Drill Claw: Any direction with LP + MK or LK + MP  
Drill Claw: Any direction with LP + MK or LK + MP  
(also in air):
(also in air)
 
Wolverine leaps in whichever direction as he targets
Wolverine leaps in whichever direction as he targets
his claws to the opponent.
his claws to the opponent.
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process.
process.


Berserker Slash: HCB + P:
Berserker Slash: HCB + P
 
Introduced in MSHvSF, Wolverine rushes forward
Introduced in MSHvSF, Wolverine rushes forward
fast as he does a standing HP right after.
fast as he does a standing HP right after.
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Hyper Combos:
Hyper Combos:


Berserker Barrage X: QCF + Px2:
Berserker Barrage X: QCF + Px2
 
Wolverine does an extended version of his Berserker
Wolverine does an extended version of his Berserker
Barrage.
Barrage.


Weapon X: F, D, DF + Px2:
Weapon X: F, D, DF + Px2
 
Wolverine unleashes his claws as he rushes to the  
Wolverine unleashes his claws as he rushes to the  
opponent. If it connects, he unleashes a barrage of  
opponent. If it connects, he unleashes a barrage of  
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with a rushing claw attack.
with a rushing claw attack.


Fatal Claw: QCF + Kx2 (also in air):
Fatal Claw: QCF + Kx2 (also in air)
 
Introduced in MSHvSF, Wolverine does a modified
Introduced in MSHvSF, Wolverine does a modified
rushing claw attack similar to his end attack in his
rushing claw attack similar to his end attack in his
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claw-like projecitle in the form of an X surrounds  
claw-like projecitle in the form of an X surrounds  
him.
him.
= Combos =
Easy Combos:
1) Get near opponent, spaz like crazy
Ok, this sounds like I'm kidding but, sadly, I'm not.  I can't really tell
you what will happen cause it's just random stuff that always seems to come
out at the most inappropriate times.
2) JP, SP, FP, cancel FP Berserker Slash
Intermediate Combos:
1) j. JP, j. FK, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj.
  FK, AC Finisher
2) Super jump, Head Stomp, sj. RK, c. JP, c. SK, c. FK, c. FP, c. RK, cancel
Fatal Claw
I don't even know why I'm putting this combo in the intermediate section,
it's so damn easy.
3) j. JP, j. FK, c. JP, SP, SP, cancel Berserker Barrage X, SP, SP
You can add on the extra SP's or something else if you are in the corner.
Hard Combos:
1) j. JP, j. SP, dash, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj.
SP, sj. FK, Head Stomp, sj. RK, c. SK (OTG), FK, RK, jump forward, SP Air
Throw
The tricky part here is making sure you are high an close enough after the
sj. FK to do do the Head Stomp, sj. RK. Then you will fall to the floor
faster then your opponent allowing you to OTG.  After the RK, wait a split
sec and then jump and air throw them as they fall!  Absolutely evil!  At
least this combo involves skill.
2) Cornering Strategy: Any ground combo that ends with c. RK, cancel JP
Berserker Barrage
Wait a sec before canceling into the JP Berserker Barrage.  This is so evil
because it's so hard to counter attack if they block the Berserker Barrage! 
Just figure out how to cycle back into this strategy after the first time
cause I'm not telling
[[Category:Marvel vs Capcom]]

Revision as of 06:05, 3 May 2015

Introduction

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

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

Easy Combos: 1) Get near opponent, spaz like crazy Ok, this sounds like I'm kidding but, sadly, I'm not. I can't really tell you what will happen cause it's just random stuff that always seems to come out at the most inappropriate times.

2) JP, SP, FP, cancel FP Berserker Slash

Intermediate Combos: 1) j. JP, j. FK, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj.

  FK, AC Finisher

2) Super jump, Head Stomp, sj. RK, c. JP, c. SK, c. FK, c. FP, c. RK, cancel Fatal Claw I don't even know why I'm putting this combo in the intermediate section, it's so damn easy.

3) j. JP, j. FK, c. JP, SP, SP, cancel Berserker Barrage X, SP, SP You can add on the extra SP's or something else if you are in the corner.

Hard Combos: 1) j. JP, j. SP, dash, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj. FK, Head Stomp, sj. RK, c. SK (OTG), FK, RK, jump forward, SP Air Throw The tricky part here is making sure you are high an close enough after the sj. FK to do do the Head Stomp, sj. RK. Then you will fall to the floor faster then your opponent allowing you to OTG. After the RK, wait a split sec and then jump and air throw them as they fall! Absolutely evil! At least this combo involves skill.

2) Cornering Strategy: Any ground combo that ends with c. RK, cancel JP Berserker Barrage Wait a sec before canceling into the JP Berserker Barrage. This is so evil because it's so hard to counter attack if they block the Berserker Barrage! Just figure out how to cycle back into this strategy after the first time cause I'm not telling