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Marvel Super Heroes/Wolverine
This faq was done by Wolverine-Master of shoryuken.com
Otg-off the ground
3P-dash (lp+mp+hp) or f, f
3K-super jump (default) (lk+mk+hk)
D, D, Start-taunt
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag
Berserker Barrage: D,DF,F+P, then P(rapidly)
This has been a very effective move throughout the Marvel series and it still is. This move will do alot of damage and depending on which strength of button you use will determine how many hits you get afterwards. It has good recovery time and extremely hard to counter, that is if you don't use the Fierce version after rapidly hitting that punch button. This move will do alot of block damage and even if the opponent does block it will gain his Infinity Guage pretty quickly. This can be used in combos or OTG. Only the fierce version can be OTGed afterwards.
-Tornado Claw: F,D,DF+P
An excellent anti-air attack that does alot of damage and is just as easily comboed as his Berserker Barrage. The recovery time is pretty decent for an anti-air attack. This move has good horizontal range and chips good damage, the jab version should be used the most since it has the least amount of recovery time and its pretty hard to counter.
Drill Claw: Hold Direction+P+K(same strength)
An excellent move to use overall, mainly because it does alot of damage and can be used as an AC Finisher. Watch if Wolverine misses with his move though because he will sorta coil back and be left open to attack. This move comes out very quickly and can easily be put in combos like his other moves. It can also be used as a surprise attack and Wolverine can use this in the air in any 8 directions.
(heel stomp): D+FK(air)
This is an excellent move to use overall, mainly because it comes out quick and it does good damage and has good priority. This can be used in air combos or use to set up ground combos, if Wolverine misses he will bounce off of the opponent and be able to block. A prime weapon he should use often.
Berserker Barrage X: D,DF,F+2P - Infinity Combo
A very lethal super mainly because it comes out so fast and does alot of damage. It comboes just as easily as his other special attacks and has good range and should be used to counter missed supers or even missed Jabs. It does decent block damage and hits 12 times and can be OTGed after if in the corner. You should mainly use this in combos rather than to wait and counter. The recovery time is pretty bad and he can be countered. The priority of this move at start up is pretty high, but during the latter part he can be knocked out of it and he is still vulnerable to projectiles.
Weapon X: F,D,DF+2P - Infinity Combo
An immensely painful super that does a TON of damage, even more so than the Final Justice. It ranks up there with being one of the most powerful supers in the game as Wolverine engages in an auto 12 hit combo that ends with a Weapon X slash. This is visually impressive and like the Final Justice you just want to mimick the motions to insult your opponent even more. But being an auto super it will only work if if connects and Wolverine will stop if the opponent blocks leaving him open to attack. It moves extremely quick and will go full screen's distance, not only that it has high priority and will go through any projectile, it even catches Blackheart out of his Armageddon. It has a bit of a start up delay and cannot be comboed, unless if you OTG with this move, but for one measely hit though. This is the prime counter against missed attacks and supers.
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
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.
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.
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.
with time gem- (f, f, lp, lk, mp)...repeat bracket.....opponent should get dizzy by the end of time gem.