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Monday
Feb072011

NORMAL MOVES

Damage #'s are (Standing/Crouching/Air)

L - LIGHT (53k/48k/50k)

Crouching L chains into itself. Standing L does not chain into itself and may occasionally whiff against crouching opponents. Jump L can be used as an instant overhead to create combo/mixup opportunites.

M - MEDIUM (67k/70k/70k)

Standing M has a long horizontal reach and can occasionally be used as an anti-air to start combo's. Crouching M can also be used as an anti-air to begin a combo although the horizontal reach is much shorter.

H - HARD (95k/78k/80k)

Standing H has decent vertical/horizontal reach, but it lifts the opponent in the air. Crouching H is a standard knockdown move which can be followed up by S. Jumping H hits above and in front of Wolverine and is a good way to simply make someone block once they get by it once or twice.

S - EXCHANGE (80k/NA/90k)

Standard launcher. Jump S is also a cross-up.

(IN AIR) DOWN + H (75k)

This move is Wolverine's Dive Kick. It is unsafe if it is whiffed or blocked so use with caution. 

DOWN + M (70k)

Wolverine's Slide. You can use an assist before the slide to creat combo opportunites. You can also X-Factor from the slide to begin a combo as well.

Monday
Feb072011

SPECIAL MOVES

BERSERKER BARRAGE - QCF+ATK (35k per hit with L/30k per hit with M/28k per hit with H)

The Berserker Barrage is usually the preceding move to any of the hyper combo's. You want to mash H to get more hits in the Berserker Barrage, but more importantly, it'll end with Wolverine doing a knockback which helps you connect the hyper combos much more easily.

TORNADO CLAW - F/D/DF+ATK (30k per hit)

This move is a very niche move that can be cancelled into Fatal Claw. There isn't a lot of practical uses for it, but there's always room for creativity and impromptu.

DRILL CLAW - DIRECTION+ATK+S (80k)

This is one of Wolverine's best moves. Blocked or on hit, you can decide to either block or follow up with a hit. This creates a meta-game that is highly in Wolverine's favor.

BERSERKER SLASH - QCB+ATK (100k)

Another one of Wolverine's best moves that makes zoning characters cringe. It has some invincibility and can move across the opponent creating ambiguous mixups. This move is best used with an assist, however, if you're without a viable assist, always cancel into Berserker Charge because the move can be punished on block.

Monday
Feb072011

ASSISTS

TORNADO CLAW

Direct - Tilt Up

Semi-reliable anti air that can be used to extend combo's 

BERSERKER SLASH

Direct - Front

L Berserker Slash that can be used mid-combo for additional damage 

BERSERKER BARRAGE

Direct - Front

Will knock opponent back and put him in juggle status 

Saturday
Jan292011

HYPER COMBOS

BERSERKER BARRAGE X (286K)  - QCF+2ATK

The Berserker Barrage has variable uses on the ground. Although it may not be the highest damage Hyper Combo, you can X-Factor from it to guarantee a kill if needed. It also knocks the opponent up in the air creating opportunities for combo's thereafter.

FATAL CLAW (302K) - QCB+2ATK

This is Wolverine's staple Hyper Combo. It can utilized mid-air or on the ground. Like the Berserker Barrage, it will create opportunities to combo.

BERSERKER CHARGE (SPEED UP) - D, D+2ATK

The Berserker Charge gives a huge speed increase for Wolverine, however, it's primary use is to cancel out of Berserker Slash in order to compensate for its recovery time. Using Berserker Charge after Berserker Slash will allow you to continue the pressure if it's the slash is blocked, or you can continue to combo if the slash hits.

WEAPON X (440K LVL 3) - F/D/DF+2ATK

A short range on-the-ground Level 3, use this super if you want to kill someone without using X-Factor or if you've hit the opponent too many times and want to do serious work while ignoring the damage scaling.

Saturday
Jan292011

COMBOS

L, M, H, S, Jump, L, M, H, S
Damage: 331,100

L, M, H, S, Jump, M, M, H, Drill Claw, Fatal Claw
Damage: 539,900

L, M, H, S, Jump, M, M, H, Drill Claw, Down-forward+H, H, S, Jump, M, M, H, Drill Claw, Fatal Claw
Damage: 647,400

Crouching L, Crouching M, Crouching H, S, Jump, M, M, H, Drill Claw, Down-forward+H, H, S, Jump, M, M, H, Drill Claw, Fatal Claw
Damage: 632,500

L, M, L, H, S, Jump, L, M, H, S
Damage: 335,900

L, M, L, H, S, Jump, M, M, H, Drill Claw, Fatal Claw
Damage: 540,300

L, M, L, H, S, Jump, M, M, H, Drill Claw, Down-forward+H, H, S, Jump, M, M, H, Drill Claw, Fatal Claw
Damage: 638,600

Saturday
Jan292011

TEAMING GUIDE