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Sir "O" Presents: The Wolverine FAQ
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by Sir0rion@aol.com 
If or when you e-mail me with questions or comments
about this FAQ, make the subject Wolverine, or
I'll delete it. By the way, if you want
to IM me, (assuming you have AIM,) it's just
Sir 0rion. Both are spelled with a zero,
not an O. My e-mail address has no space in
it. Feel free to e-mail me anytime and I'll
try my best to respond quickly.

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Copyright info:
Let's make this simple. Anything Marvel is copyrighted
Marvel, anything Capcom is copyrighted Capcom and I
have no affiliation with either of them. I take credit only
for the effort I put into this FAQ. I PERSONALLY own
the sole legal rights to usage of the name "Sir 0rion",
meaning noone but me is allowed to publish ANYTHING under
this name without my expressed consent (but then again,
that goes with any FAQ, so it doesn't really matter).

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Note:
This FAQ assumes you have at least a general knowledge of
this game. If you have a hard time grasping some of the concepts
listed here, please refer to CJayC's guide near the top of this FAQ 
list.

Versions:

1.0; 7/28/00: First version

Contents:
(1: From the mouth of Sir 0rion
(2: To all newcomers (The story of MvC2)
(3: Abbvs
(4: What about Wolvie?
(5: What are Wolverine's moves?
(5.5: Wolverine's general strategies
(6: Partners
(7: Vs. Strategies
(8: Other Cool Stuff
(9: The Ending
(10: Thanks

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Chapter 1: From the mouth of Sir 0rion
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I am not cheap. I do no eternity combos, nor any %100 damage combos. 
Being that way, I figured I'd be the LAST person to do an FAQ on 
Wolverine. I don't think the Wolverine with bone claws is cheap, nor do 
I believe that he is completely defenseless. I've come to that 
conclusion after playing as him a lot on my newly gained Dreamcast 
Marvel vs. Capcom 2. I'm surprised that noone's written an FAQ about 
either version of him yet, but that's about to change.

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Chapter 2: To all newcomers
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Marvel vs. Capcom 2 is full of surprises. My first experience with this 
game was an ackward one. It was at an arcade at an amusement park that 
has just re-opened. I put my money in, and I saw the massive amount of 
characters... their faces were a tad blurred in resolution (30" 
diagonal screen), and I had one heck of a time deciding on some 
characters. Next, the player modes were VERY confusing at first glance. 
Probably the biggest shock, and quite frankly a disappointment, was the 
4-attack button gameplay
that, while undeniably Capcom in every way, had me asking the
arcade manager if he'd put the game on simple mode(if you're not
familiar with arcade options, it's a mode in MvC1 that had
the game always on easy mode). The switching options
were also confusing, and I found myself pressing 1PK and 2PK
back and forth trying to learn which buttons selected which guy to do 
what... not a pleasant experience... Also, as the Capcom veteran
that I am, I had beaten the game around the 3rd or 4th time around; and 
then I get the misfortune to see that there are NO personal
character endings to be seen! Not all these surprises were bad, 
however, as I state firmly that the cinematic graphics (not that I
play only for eye candy) are second to none in the Capcom
world, with what they call "perspective 3-D" graphics, meaning
that depending on were the "camera" is, it looks like it's 
looking at the level (or on a team victory scene, the characters)
from the angle of the camera. All of the characters are fully
compatible and have just about every option you could really
want or expect from Capcom. Just about EVERYONE who was
in a crossover game, plus 20+ others made it into the final
draft of this game. The 4-ab (attack button) gameplay WAS
tragic, but since middle-level punches and kicks are/were
rarely used in the series other than to call out partners for 
quick shots or in combos, it wasn't all that much of a 
change for me. All-in-all, I think Capcom has a keeper here.

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Chapter 4: Abbvs.
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C = turn 
AC = Air Combo 
S-Jump = Super (high) jump 
MvC1 = Marvel vs Capcom 1
MvC2 = "        "      "    2
BB = Berserker Barrage
TCl = Tornado Claw
DCl = Drill Claw 
DK = Angled Dive Kick 
BBX = Berserker Barrage X 
WX = Weapon X
Q = 1/4 (as in a quarter turn) 
Fwd, Bck, DBck, DFwd = Forward, Back, Diagonal Back and Forth 
DPM = Dragon punch Motion
a-o = air only
g-o = ground only
g/a = ground or air 
The Buttons- 
Picture the arcade pad. 
O    O    O
1P  2P  A1 
O    O    O
1K 2K  A2

P = Either punch button
K = Either kick button
PP = both punch buttons
KK = "    kick   "
1PK/2PK = the switch outs, 1P+1K/2P+2K

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Chapter 4: What about Wolvie?
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Quite a few people have asked a resounding question: "Why are there two 
Wolverines?" I'm going to do my best to answer that question at least 
in part. I'll give it a shot, and I'd like any comic expert to please 
tell me about how accurate I am. Well, Logan (Wolverine) is a member of 
the X-men, although noone ever thought of him as a true mutant. Instead 
of optic lasers or storm controlling powers, he was infused with an 
unbreakable metal skeleton that apparently came with claws and a 
healing factor that Logan attributed to the skeleton. Several years 
later, Wolverines arch-nemesis, Magneto, cruelly ripped the Adamantium 
metal from his skeleton from his body, but lo and behold, he STILL had 
his claws, and his healing factor shot through the roof! The healing 
factor was now so powerful in fact (and I got this reference from 
another FAQ, so could the writer of said FAQ please write me so I can 
give you proper credit), that he could get run over by a car, and get 
up, shake it off and be on his merry way. Of course this came with an 
apparently altered temper. It seems that Wolverine is a lot more 
violent now. The part of the question I can't answer is why there are 
two Wolverines, but I'll help you a little. The one with longer, 
brownish claws is the one I'm talking about.

The next question people might ask is this: "So how is this guy not 
cheap?" Well, there's a few answers to that question. First of all, 
some of Wolverine's cheapest moves and supers: the Berserker Rage, 
Teleport Slash, Fatal Claw, and a couple others are gone. Also, 
completely defying what I just said about his healing factor, he has 
much less defense then normal Wolverine, who's defense isn't that good 
anyway. 

"So," you may say, "if he's so much weaker, then why play as him?". 
Well, I never said he was "weaker", in such a sense, but I'm of the 
opinion that a person from C-a.A. (Cheap-asses Anonymous) that loved 
Wolverine in any other game after Children of the Atom could use this 
Wolverine to be slowly drawn off of being a cheap Wolverine user 
without having to go cold turkey. Or, as my case goes, maybe someone 
always wanted to use Wolverine, but didn't want to be labeled as a 
cheapoid. He's the *ahem* "Anti-Wolverine Wolverine", in my opinion. 

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Chapter 5: Wolverine's Special Moves
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This is a brief run-down and description of Wolverine's special moves.

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Launcher: 2K g-o
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Heh, why am I listing this? Because Wolverine's ground came has 
literally been cut in half, but he's had a couple moves added to his 
aerial bag of tricks, so I tend to go for Wolverine's AIR combos! I'll 
explain a little more on the strategy section. Alone Wolverine's 
launcher sucks, but you can easily combo into it with a simple 1P. As 
for a description, he does a straight-up kick.

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Angled Dive Kick: down + 2K a-o 
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Angled? Yes. Instead of dropping like a rock straight down like normal 
Wolverine, he um drops like a rock at an angle! Yeah! Seriously, this 
move is actually similar to Akuma's version, only it's quicker, but 
doesn't do multiple hits or block damage. You can hit some projectile 
lovers out of their moves, or play a bounce-on-you keep away game on 
guys like Sentinel and Juggernaut. Not a bad move, but don't overdo it, 
lest you're punished very severely by a wise blocking opponent.

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Berserker Barrage: QCF + P g-o
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The classic Woverine move. It ends ground combos. It combos into the X 
version. It hits hard, fast, and repeatedly. Don't throw this out at 
random, because if it's blocked, you're gonna get hurt, and if it's 
PUSH blocked, you're gonna be dead.

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Drill Claw: 1K + 2P + any direction g/a
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Loudly proclaiming the name of the move, Wolverine drills for one hit 
in a direction of your choice. Okay for combo ending, but not too good. 
I actually use it for a different reason! Believe it or not, I use it 
has an unofficial defensive double-jump. Here's what I do: I super 
jump, see, a beam or anti air move coming, and I DCl up and backwards, 
confusing an opponent. Try it and tell me what you think!

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Tornado Claw: DPM + P g-a
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Yes, you read right. Unlike "normal" Wolverine, this version can use 
this move in the ground OR in the air! I use this move almost 
exclusively as an air combo finisher, and never look back. On the 1P 
version, he jumps up and slashes. On the 2P version, he twirls upwards 
and slashes several times. Being able to use this move in the air makes 
this a FANTASTIC move to use as Wolverine.

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Berserker Barrage X: QCF x2 + PP !HYPER!
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The quicker, stronger, super version of Berserker Barrage. Unlike most 
super versions of special moves (Shinku hadoken, Proton Cannon), this 
move actually comes out QUICKER than it's prototype. Also like the 
normal version however, don't throw it out randomly, or you'll be 
screwed. Instead, use it in a ground combo or to punish VERY close 
range mistakes. 

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Weapon X: DPM + PP !HYPER!
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Pulling out his claws (even though they were already out), he crosses 
his on his chest, saying "Let's go, bub!!!", then launches himself at 
his opponent, and if he hits, he lets loose with a series of powerful 
attacks, ending with a flashy mid-air slash leaving a trail in the 
shape of an "X" behind. This super has three very good uses. Hit a high 
lag move before it starts, hit a high recovery move after it ends, and 
use it as his delayed hyper combo. The recovery if blocked is even 
worse than BBX, but the travelling part is instantaneous, going across 
the screen in less than a second. It has VERY little invulnerability, 
but he can sneak past projectiles ONLY WHEN THEY FIRST COME OUT! If 
it's not still touching your opponent, you won't go past it.

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Chapter 5.5: General Strategy
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Pros:
+He's very, very fast. Given the proper opportunity, he'll give you a 
12 hit combo before you can say ouch.
+His claws make some of his attacks reach a little farther than normal 
Wolverine's.
+He's a good deal stronger than "normal" Wolverine
+His supers are fast and hit hard

Cons:
-His defense is terrible. Really. It is absolutely horrible.
-He's missing quite a bit of moves
-He's still not all that strong
-He's lost a bit of ground combo power

The run-down:

# of command moves: 1

# of special moves: 3

# of supers: 2

Air combo finishers:  2P, 2K, DCl, TCl 

I only have a couple words of advice as far as strategy goes, because 
you should develop strategy for yourself, not copy someone else, but 
here they are.

Read all the move descriptions listed, because they list my personal 
advice on when and how to use each move. 

Instead of going for ground combos like you might with normal 
Wolverine, combo into his launcher, do an air combo, and finish with a 
tornado claw. This tactic is considerably more effective as this form 
of Wolverine, unless you have a super that you want to use and/or the 
enemy hasn't got much life left.

I'm serious here. Use the Drill Claw as a double jump. It'll help your 
defense a lot when you master it.

Last, and most important by FAR, keep an eye on his lifebar! You might 
be surprised once in awhile by him dying, because sometimes he can have 
half of a lifebar, then be wiped out by a well placed move. Make sure 
you give him enough intervals to recover. 
 
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Chapter 6: Partners
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Ugh I can't possibly list and describe every character as a partner in 
a first version, but I got you covered. The way I see it, you should 
compensate for his weaknesses. For his first partner, pick someone with 
a lot of defense, and for his second partner, pick someone with a lot 
of strength, OR pick someone with ranged attacks. However, if you 
already have a partner or two in mind that you're very good with, but 
don't quite meet the bill, use them. Experience beats balance any day.

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Chapter 7: Vs. Strategies
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Come on. If I can't list partners in the first version, I sure as heck 
can't list this chapter. Don't worry, it'll come in due time.

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Chapter 8: Other cool stuff
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This is the pointless stuff that I've come to love.

Wolverine can't bend his wrists with his claws extended, but that has 
absolutely NOTHING to do with this game.

In his entrance, he dramatically leaps in, the extends his claws saying 
"Let's go, bub!!!". 

His entrance is the same as "normal" Wolvie's, except his claws make a 
different noise coming out.

When performing a taunt, he grins maliciously, clashing his claws 
together. (Also the same as "normal" Wolverine's)

Oddly, in his taunt his claws still make a metallic sound.

Wolverine has no last name. Now you don't have to wonder about that 
anymore.

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Chapter 10: Credits
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Anyone who's ever challenged me at a Vs. game, win or lose. 

This is for you.

Sir "O"
"Because I am the Game, and I am that damned good!"
-Triple H, OR the arcade machine to a gamer that's been playing a  
 tad too long.
