FIGHTER FILE 07
Wolverine sits in slot 7 of 21 on the select screen, rates 5 of 5 for ease of use, and wears 1 costume in 9 colours.
Wolverine is a rushdown character wielding deadly adamantium claws. He charges through his opponent's attacks, becoming even more ferocious during his Berserker Rage. Utilize his wide arsenal of mixup options, employ his speed to stay in close combat, and unleash a flurry of Unique moves on the opponent.
Slashes to the front, unleashing a projectile.
The initial slash hit can negate projectiles, as well.
version Skill Gauge cost: 25
First hit (grounded)
A direct attack performed by the character.
Clashes with projectiles on contact.
First hit (aerial)
A direct attack performed by the character.
Clashes with projectiles on contact.
Universal (second hit)
An indirect attack using a projectile or other means.
Leaps up while attacking.
It can endure aerial attacks from partway through the action, making it a great option against opponents in the air.
The aerial version cannot be used again until after landing.
version Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
Will not be knocked back by aerial attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Aerial
A direct attack performed by the character.
Will not be knocked back by aerial attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Lunges forward while spinning.
The grounded version enters an armor state from partway through the action.
A follow-up attack can be performed with an additional input.
version Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
Grounded Version
A direct attack performed by the character.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Aerial version
A direct attack performed by the character.
Will not be knocked back by attacks except for throws and grounded attacks from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
A follow-up attack after Eviscerate.
The / versions send the opponent flying horizontally.
The / versions slam the opponent to the ground.
version
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
version
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
version
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Leaps up, then performs an attack while landing.
/ can change the position of descent.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Super Skill
Performs a follow-up attack after an ascending spinning lunge.
The aerial version descends while spinning.
Skill Gauge cost: 50
Grounded
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Aerial
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Leaps at the opponent before performing a series of attacks.
This move activates the Berserker Rage state on hit, and makes it possible to use one powered-up move without ending Berserker Rage.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Strikes with his claws while moving.
It can be followed up by Berserker Finish or other Unique moves on contact.
Universal
A direct attack performed by the character.
Lunges from mid-air towards the ground.
It can be followed up by Berserker Finish or other Unique moves on contact.
Universal
A direct attack performed by the character.
Slams the opponent down, activating Berserker Rage on hit.
If performed while in Berserker Rage, the attack deals additional hits and ends Berserker Rage.
Universal
A direct attack performed by the character.
A move that triggers a power-up.
Slashes his claws down with an overhead attack, activating Berserker Rage on hit.
Can be used as a follow-up after Berserker Claw or Berserker Dive.
If performed while in Berserker Rage, the attack deals additional hits and ends Berserker Rage.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
A move that triggers a power-up.
Sweeps his claws for a low attack, activating Berserker Rage on hit.
Can be used as a follow-up after Berserker Claw or Berserker Dive.
If performed while in Berserker Rage, the attack deals additional hits and ends Berserker Rage.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while standing.
A move that triggers a power-up.
Performs a close-range attack, activating Berserker Rage on hit.
Can be used as a follow-up after Berserker Claw or Berserker Dive.
If performed while in Berserker Rage, the attack deals additional hits and ends Berserker Rage.
Enters an armor state from partway through the action.
The input can be held to delay the attack.
Universal
A direct attack performed by the character.
Will not be knocked back by all attacks except for throws from midway through the action.
A move that triggers a power-up.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Slashes to the front, unleashing a projectile.
The initial slash hit can negate projectiles.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal (first hit)
A direct attack performed by the character.
Clashes with projectiles on contact.
Universal (second hit)
An indirect attack using a projectile or other means.
Leaps up while attacking.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Will not be knocked back by aerial attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Performs a close-range attack.
Enters an armor state from partway through the action.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Will not be knocked back by attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Lunges towards the ground from mid-air.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, follows up with Adamantium Rave.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent