Wolverine updated FAQ v1.98 (Marvel VS Capcom) by ice-cube (icicle@mbox2.singnet.com.sg) 01/04/1998 ============================================================================= KEY: JP = jab punch MP = strong punch FP = Fierce punch SK = short kick MK = forward kick RK = Roundhouse kick b = back d = down u = up f = forward QCF = quarter circle forward (d,df,f) QCB = quarter circle back (d,db,b) HCF = half circle forward (b,db,d,df,f) HCB = half circle back (f,df,d,db,b) DP = Dragon punch motion (f,d,df) A = only can be done in the air G = only can be done on the ground A/G = can be done in the air or on the ground ============================================================================= WOLVERINE --------- Again, not much of a change from the his previous version in Marvel Super Heroes vs Streetfighter, however weakened. A new Special move and some changes in normal moves. ----------------------------------------------------------------------------- NORMAL MOVES: Standing Jab/Standing Short Combo starters. Always dash in with Standing Jab/Standing Short to start a well-linked combo. Standing Strong Wolverine's Standing Strong has good range, but toned down from the previous version, paused between two hits. Standing Forward Wolverine does a knee bash. It has short range, but is very quick. If you press Forward again, he will do a kick with his other leg, doing two hits. Connects well with Berserker Barrage X after the two hits. Standing Fierce Great move! Wolverine does a huge slash with both of his claws that covers his entire front. This move is great for defense and also assaults when you dash in with this. This has great range and doesn't have that much lag time. Standing Roundhouse Wolverine sticks his claws in to the floor and does a hand stand kick with both of his legs. This move is an air launcher, and it is a great air counter. Although it has short range, it is pretty useful when inserted in a combo or when used as an air counter. It has some delay, but not much. Ducking Jab/Ducking Short Swift and good to chain when opponent is not duck blocking. Ducking Strong When he does his Ducking Strong, he twists and does an upwards slash while on the floor. This hits them into the air a bit towards Wolvie, which is excellent to chain in a launcher or a Super move. It acts sort of like a mini-launcher. It is a useful air counter and can also be used in a combo. There isn't much pause here. Ducking Forward Wolverine does a decent ranged sweep. Unlike in previous versions, this does not trip the opponent, instead, link it with it with ducking FP or with a Super. Ducking Fierce Wolverine scoots forward a little and slashes outwards with both of his claws. It has a bit of a pause at the end, but not much. You can do this to keep foes away or to suprise hit them. Connected with Ducking Roundhouse, and launcher, if you dash in or very near to the opponent Ducking Roundhouse. Connects better now with Berserker Barrage X. Ducking Roundhouse Wolverine pauses for a bit and then launches himself forward with his claws, and does a kick. It is like a slide, but he isn't on the ground and is a bit above the ground. This can catch the opponent off guard, because of its speed. Cancel this move with a Berserker Barrage X and this will nail the opponent if he tries the counter you. Connects well with Fatal Claw if at the corner. Air Jab/Air Short Medium rage, aims down at opponents on the ground. Can connect now up to three hits with JP-SK-MP in the air before landing. Air Strong Wolverine's Jumping Strong is similar to his Standing Strong, where he does a side swipe. The range is good and there is hardly any lag time. Can only link up to 2 hits now. End the combo with Jumping Forward and then Drill Claw, or grab the opponent after about a couple of slashes. Jumping Forward This move has a short range, and it seems like it hardly hits, but it can be used for defense in air attacks. This moves kicks the foe in the air slightly a bit higher. Jumping Fierce Wolverine throws both of his claws downward while doing a flip. This has great range, and doesn't have much pause. You aren't very susceptible to attacks because of the sheer range and the slash waves. Now you can connect with RK in the air, this could not in be MSHvsSF. Jumping Roundhouse Wolverine spins around while doing kicks. This has pretty good range. Use this to trick the opponent by jumping over him with the Roundhouse, he should block the other way and get hit by the move. Flys the opponent across the screen if he's hit in the air. ----------------------------------------------------------------------------- SPECIAL MOVES: Berserker Barrage: [QCF + punch] (Buttons determine the number of hits, distance and duration, keep tapping punch for more hits.) Wolvie charges opponent slashing wildly 4 to 8 times depending on the button. A very decent move that ends most Wolvie ground combos and chips away large amounts of life if the opponent is blocking. This will leave you open to attack if you are using the FP. Tornado Claw: [DP + punch] (Buttons determine the number of hits, distance and duration, keep tapping punch for more hits.) This is a good staple move in combos, and as an anti-air defense. Of course if the incoming guy is blocking, you'll just push them away from you. If you Tornado Claw someone on the ground and they block, Wolverine will fall from the sky with one of his arms hanging lazily above his head. This is generally not an effective way to win. Drill Claw: [Any direction + MP + SK] (Without hold the direction will cause Logan drill forward.) This move can be done in the air. However, if Wolverine is on the ground he cannot Drill Claw away from his opponent. When Wolverine drills into walls or the ground, he can rebound by holding the the buttons and any direction. Usually confuses the opponent. Berserker Slash: [QCB + punch] (Buttons determine the Distance.) Wolvie rushed forward as fast as Weapon X and does a FP slash. This one slash move can be useful at times, but the distance is quite hard to determine. Its kind of a projectile, but wolvie can cross the screen without hiting the opponent, you can even end up infront of the opponent without hitting him, well.. which let you open for attacks. So its important to know the distance which will hit the oppponent. It recover quite fast so its not easy to counter this move, but not impossible. Connects with HP, ducking HP and RK. When opponent is hit with this in the mid-air, he can recover amazingly quick to counter you, so be careful. Can be used for teleporting. Overhead boot: [d + RK] Wolverine will defy the laws of gravity and suddenly drop straight down. This move replaced the Diving Kick from X-men VS Streetfighter, making the moves less useful, because it cannot be linked with other moves. However it can be link with RK if you do it during Super Jump. It can be linked with Drill Claw to do suprise attack. It can also use for quick landing. Sliding claw: [df + FP] Wolverine will slide along the ground with his claws extended. Will trip opponent. This can be used to go under most projectile weapons and beams. Quite useless with bit of damage done. ----------------------------------------------------------------------------- SUPER MOVES: Note - All Supers of Wolverine are done with one level meter. Fatal Claw : [DP + 2 kicks] Wolverine leaps into mid-air releasing energy from his body in the pattern of a X. Anything within range gets sucked in. This looks like the ending part of Weapon X. This super can be use in an air-combo, errr?... sort of. End an air-combo with a jumping foward and then with this super. Note that the super doesn't actually connects, because of the delay. But it can sometimes confuse your opponents and they will not block , and even if they do, they will suffer heavy block damage. Heavier and bigger opponents have a higher possibility of getting hit. End an air-combo with a foward kick and then the Fatal Claw, this gives a higher possibility of hitting, becase the opponent is kicked higher. This super can be chained after the launcher and Ducking RK. Berzerker Rage : [QCB + 2 punches] Wolverine's original level one from X-Men. He slashes once in the air and then shadow images of himself appear and making him really fast for a few seconds. Short delay after moves, even special moves. * Hit the opponent by pressing ducking fierce punch repeatedly until the Berzerker Rage ends. This will act sort of like an infinity combo. After about 18-20 hits, the foe will stun. A bonus! Must be done quickly, right after Berzerker Rage is executed. Berserker Barrage X : [QCF + 2 punches] Wolverine charges at you slashing rapidly for 18 hits. Use wisely on this super, using it on a blocking foe will usually leave you open for attacks (SUPERS!). This super is great for countering. Weapon X : [DP + 2 punches] Wolverine dashes at the opponent and this can go through most projectiles. After connecting he does a 12 hit combo and finishes with a X-slash. Nail with this, opponents who try to "fireball" you. ----------------------------------------------------------------------------- TRANSITION MOVES: Wall jump : If you are near a wall, jump to it and move the opposite direction to do a wall jump. Healing factor : When you put wolvie out he will recover more and faster than others. ----------------------------------------------------------------------------- COMBOS: Ground - ZigZag Air - ZigZag ----------------------------------------------------------------------------- BEST PARTNER: Megaman, or whoever uses a projectile Super during their teamed-up Super. BEST HELPER: Psylocke (FK+start) ----------------------------------------------------------------------------- TRANSITION MOVES: Wall jump : If you are near a wall, jump to it and move the opposite direction to do a wall jump. Healing factor : When you put wolvie out he will recover more and faster than others. ----------------------------------------------------------------------------- Done by: icecube (icicle@mbox2.singnet.com.sg) Email me for comments or quries. -end-