WOLVERINE: BY: AKEITO

< Special Moves >

1. Berserker Barrage (QCF + any punch)  
Wolvie charges the opponent slashing wildly. Usually ends some ground 
combos. Only on ground. punch buttons determine hen number of hit, distance and
duration. Keep tapping for more hits).

2. Tornado Claw: (DP + any punch) 
He jumps into the air, with one claw extended and twists like crazy.
On ground. Buttons (again) determine the number of hits. The more, the 
merrier, ok? A good anti-air attack move. Don't rely much in this move.

3. Drill Claw (Strong + Short + any direction) 
can be on air or on the ground (when on ground, and not holding the 
joystick, he'll just drill claw forward). He can't Drill Claw away from his  
opponent while on the ground, but when he Drill Claw towards a wall or the
ground, he can rebound by holding the opposite direction.

4. Berserker Slash (QCB + any punch)
Rushes forward as fast as the Weapon X and does a s. fierce slash. Only
on ground and the buttons determine the distance. Can be used for teleporting 
(you can end up in the other side of the enemy) but be careful for any attack. 

5. Head Stomp (d + roundhouse)
defying the laws of gravity, he will come straight down with his foot 
extended and then bounce away or you could link it with a Drill Claw or  
a j. roundhouse -> \/ -> c. roundhouse then the Fatal Claw (more of this 
combos later).

6. Sliding Claw (d+f Fierce)
Wolvie will slide along the ground with claws extended. Can be used on 
projectiles weapons, beams etc.

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< Super Moves >
1. Berserker Barrage X (QCF + 2 punches)
I think the most used super for Wolverine. He dives at you and slashing 
rapidly up to 18 hits (It's like the Berserker Barrage but longer)! Great 
for countering. Only on ground. 

2. Fatal Claw (DP + 2 kicks)        
This can be done on ground or air. Wolvie leaps into the air (when on 
ground) or flips (when on air) releasing energy from his body in the pattern 
of a X. Anything within range gets sucked in. Can be chained in an air combo 
(after a forward) with bigger opponents or after his air launcher or his 
c. roundhouse. 

3. Berserker Rage (QCB + 2 punches) 
From his original level one from X-men: Children of the Atom, He slashes 
and then making a shadow like images of himself appear and making him fast 
for a few seconds. A very cheap move 'cause you could get 18-20 hits with a 
c. fierce alone. Only on the ground.
		
4. Weapon X : (DP + 2 punches) 
Wolverine dashes to the opponent then hitting the opponent 12 times ending
it with an X. This goes through most projectiles (this will not apply on 
Morrigan's fireball).

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< COMBOS >

(NOT IN CORNER COMBOS WITHOUT A POWER BAR)

1. dash in s.lp, s.lk, c.mk, c.hp, c.hk

2. dash in c.lp, c.lk, c.mp, s.hk, super jump, lp, lk, mp, mk, head stomp, hk

(NOT IN CORNER WITH A POWER BAR)

1. dash in s.lp, s.lk, c.mk, c.hp, c.hk, fatal claw

2. dash in s.lp, s.lk, c.mk, c.hp or sliding claw, berserker barrage x

3. berserker rage, dash in s.lp, s.lk, c.mk, c.hp, dash in and repeat, (if you have another power bar you can follow up with one of the first two mentioned above.)

(IN CORNER COMBOS)

1. (possible infinite) dash in, s.lk, s.mp (one hit), and repeat with the dash in (may not be infinite but you sure can get alot of hits with it)

2. dash in s.lp, s.lk, c.mk, c.hp, dash in, s.lp, s.lk, c.mk, c.hp, c.hk

3. [dash in s.lp, s.lk, c.mk, c.hp,(NOT REQUIRED)] dash in, s.lp, s.lk, c.mp, s.hk, super jump, lp, lk, mp, mk, head stomp, hk, land, OTG (s.lk), s.mk (both hits), c.hp, standard jump, lp, lk, mp, mk, land behind oponent, mp grab, s.hk, super jump and repeat from when you first super jumped

(VARIATION OF LAST COMBO)
4. [dash in s.lp, s.lk, c.mk, c.hp,(NOT REQUIRED)] dash in, s.lp, s.lk, c.mp, s.hk, super jump, lp, lk, mp, mk, head stomp, hk, land, OTG (s.lk), s.mk (both hits), c.hp, s.hk, super jump and repeat from when you first super jumped

(IN CORNER COMBOS WITH POWER BAR)

1. berserker rage, dash in s.lp, s.lk, c.mk, c.hp, dash in and repeat until its about to end, berserker barrage x, (OTG) s.lk, s.mk (both hits), c.hp, s.hk, super jump, lp, lk, mp, mk, head stomp, hk, land, OTG (s.lk), s.mk (both hits), c.hp, s.hk, super jump and repeat from when you first super jumped

2. berserker rage, dash in s.lp, s.lk, c.mk, c.hp, dash in and repeat until its about to end, berserker barrage x, (OTG) s.lk, s.mk (both hits), c.hp, standard jump, lp, lk, mp, mk, land behind oponent, mp grab, s.hk, super jump, lp, lk, mp, mk, head stomp, hk, land, OTG (s.lk), s.mk (both hits), c.hp, standard jump, lp, lk, mp, mk, land behind oponent, mp grab, s.hk and repeat from when you first super jumped

3. [dash in s.lp, s.lk, c.mk, c.hp,(NOT REQUIRED)] dash in s.lp, s.lk, c.mk, c.hp or sliding claw, berserker barrage x, (OTG) s.lk, s.mk (both hits), c.hp, s.hk, super jump, lp, lk, mp, mk, head stomp, hk, land, OTG (s.lk), s.mk (both hits), c.hp, s.hk, super jump and repeat from when you first super jumped

4. [dash in s.lp, s.lk, c.mk, c.hp,(NOT REQUIRED)] dash in s.lp, s.lk, c.mk, c.hp or sliding claw, berserker barrage x, (OTG) s.lk, s.mk (both hits), c.hp, standard jump, lp, lk, mp, mk, land behind oponent, mp grab, s.hk, super jump, lp, lk, mp, mk, head stomp, hk, land, OTG (s.lk), s.mk (both hits), c.hp, standard jump, lp, lk, mp, mk, land behind oponent, mp grab, s.hk and repeat from when you first super jumped

(NOTE: ALL THESE COMBOS CAN BEGIN WITH A [JUMP IN OF LP, LK] AND THEN THE START OF COMBO OR [SUPER JUMP, HEAD STOMP, HK, AND THEN START OF COMBO])