Wolverine
Coups
12

WolverineJames "Logan" Howlett

Wolverine (James "Logan" Howlett) est présenté au sein de Unbreakable X-Men dans MARVEL Tōkon: Fighting Souls, aux côtés de Storm, Magik, Danger. Cette page couvre son identité, son équipe, les systèmes propres à son personnage inscrits dans sa fiche moteur et sa movelist.

Style de jeu et archétype de Wolverine

Archétype

Rushdown / Berserker Stance

Wolverine opens a Berserker string and then picks an ending: overhead, low, or armoured. The opponent guesses, and whichever way it goes he either enters Berserker Rage or spends it for extra damage.

Berserker RageHigh/low off one buttonArmourRelentless
Difficulté

The elegance of Wolverine in MARVEL Tōkon is that one button does the work three buttons would do on another character. Berserker Claw is a moving claw strike that links into the rest of the Unique moves; Berserker Dive is the air-to-ground version that does the same. After either of those, the direction you hold picks the ending — forward for the Berserker Maul overhead, down for the Berserker Sweep low, back for the armoured Berserker Charge, or neutral for Berserker Finish.

Layered on top is the state. Berserker Finish is a slam that starts Berserker Rage, or, if Rage is already active, adds hits and ends it. Maul, Sweep and Charge all do the same double duty. That means Wolverine never has to break his offence to manage a resource — the resource is managed by choosing how his pressure ends.

Avantages
  • A complete high/low mix-up off a single button with no execution barrier
  • X-Force erases incoming projectiles, so zoners cannot simply hold him out
  • Berserker Charge is armoured, which beats opponents who want to press buttons in his gaps
  • Feral Shred tanks air attacks partway, giving him a functional anti-air
  • Savage Instinct activates Berserker Rage AND allows one powered move without ending it
Inconvénients
  • Almost entirely grounded — he cannot chase the flight characters
  • Berserker Rage is spent by the same moves that create it, so greedy play burns it instantly
  • The air Feral Shred needs a landing before it can be reused
  • No projectile pressure to speak of; X-Force is a tool, not a gameplan
  • Predictable if you always take the same ending — the mix-up is only as good as your variety

Plan de jeu de Wolverine

Wolverine's plan is short: get in, open the Berserker string, and make them guess. The skill is in the choice of ending, not in getting there.

EndingInputWhat it doesState effect
Berserker MaulForward + UniqueOverhead claw swipeStarts or cashes out Rage
Berserker SweepDown + UniqueLow claw sweepStarts or cashes out Rage
Berserker ChargeBack + UniqueArmoured, delayable by holdingStarts or ends Rage
Berserker FinishUniqueSlamStarts Rage, or adds hits and ends it
The four endings off Berserker Claw or Berserker Dive

Getting in. Wolverine has no flight and no long-range game, so his approach is Eviscerate — a spinning forward lunge where the grounded Medium version gains armour and a follow-up input extends it — and Weapon X, a leap that lands with an attack, with left or right changing where he comes down. X-Force is the answer to a projectile wall: the slash itself erases incoming projectiles, so it is how you get down the screen against Magneto or Doctor Doom.

The mix-up. Open with Berserker Claw on the ground or Berserker Dive in the air. Then pick: Berserker Maul for the overhead, Berserker Sweep for the low, Berserker Charge if you think they are going to press a button. Vary it. A Wolverine who always takes the overhead is a Wolverine who gets blocked, and the character has no fallback plan when the mix-up stops working.

Managing Berserker Rage. This is the only real decision in the kit. Ending a string without Rage active starts it. Ending a string with Rage active adds hits and spends it. So a hit-confirmed string early in a round should usually start Rage and leave it banked; a string that will close out a character should cash it out. Do not enter Rage and then immediately spend it on the next thing you land.

Defense and meter. Feral Shred tanks air attacks partway up and is your anti-air — but the air version needs a landing before it can be reused, so it is not an infinite escape. Savage Instinct, the Ultimate, leaps in for a long string, activates Berserker Rage, and allows one powered move without ending it — which is the most gauge-efficient way to get into the state and still keep it.

Coups clés de Wolverine

Six of Wolverine's twelve command list entries are the Berserker system. Learn those first; the Skills are support.

Berserker Claw

Uniques
UUnique
PSR1XboxRB

Moving claw strike that links into Berserker Finish or his other Unique moves.

The opener. A moving claw strike that links into Berserker Finish or his other Unique moves — this is the button that starts every Wolverine sequence.

Berserker Maul

Uniques
U→ + Unique
PSR1XboxRB

Overhead claw swipe, usable after Claw or Dive, that starts or cashes out Berserker Rage.

The overhead half of the mix-up. Usable after Claw or Dive, and it starts or cashes out Berserker Rage.

Berserker Sweep

Uniques
U↓ + Unique
PSR1XboxRB

Low claw sweep, usable after Claw or Dive, that starts or cashes out Berserker Rage.

The low half. Same opener, same state effect, opposite guard direction — this is the guess.

Berserker Charge

Uniques
U← + Unique (Hold OK)
Hold OK
PSR1XboxRB

Armoured close-range attack that can be delayed by holding, starting or ending Berserker Rage.

The armoured ending, and it can be delayed by holding. This is what beats an opponent who has learned to interrupt your strings.

  • Vary the hold length. A predictable Charge is just a slow attack.

Berserker Finish

Uniques
UUnique
PSR1XboxRB

Slam that starts Berserker Rage, or adds hits and ends it if already active.

The neutral ending. Slam that starts Berserker Rage, or adds hits and ends it if already active — the clearest expression of the state decision.

Berserker Dive

Uniques
UUnique (Mid-air)
Mid-air
PSR1XboxRB

Air-to-ground lunge that links into Berserker Finish or other Unique moves.

The air opener. Berserker Dive links into the same endings as Berserker Claw, so your air-to-ground approach leads to the identical mix-up.

X-Force

Competences25 de jauge de compétence
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB

Slashes out a projectile, and the slash itself erases incoming projectiles.

Your answer to zoners. The slash itself erases incoming projectiles, which is how Wolverine crosses the screen against a projectile wall.

Eviscerate

Competences25 de jauge de compétence
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

Spinning forward lunge. Grounded Medium gains armour, and a follow-up input extends it.

The approach. Grounded Medium gains armour and a follow-up input extends it, so it is a committed move that survives being challenged.

Savage Instinct

Competences Ultimes100 de jauge de compétence
MH↓↙←→ + Medium/Heavy
PSXboxYB

Leaps in for a long string, activating Berserker Rage and allowing one powered move without ending it.

The Ultimate, and the most efficient route into Berserker Rage — it activates the state and allows one powered move without ending it.

Combos de Wolverine

First combo to learn

1L
2M
3H
4Eviscerate
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

The universal opener into Eviscerate. Simple, carries toward the corner, and the follow-up input extends it.

Berserker string — start the state

1L
2M
3Berserker Claw
UUnique
PSR1XboxRB
4Berserker Finish
UUnique
PSR1XboxRB
starts Berserker Rage

The route to use early in a round. Take the damage AND bank the state.

The overhead guess

50 Skill Gauge
1Berserker Claw
UUnique
PSR1XboxRB
2Berserker Maul
U→ + Unique
PSR1XboxRB
overhead
3L
4M
5Adamantium Rave
MH↓↘→ + Medium/Heavy (Air OK)
Air OK
PSXboxYB

Swap Berserker Maul for Berserker Sweep to run the identical route as a low. Same opener, opposite answer.

Air-to-ground mix

1Berserker Dive
UUnique (Mid-air)
Mid-air
PSR1XboxRB
2Berserker Sweep
U↓ + Unique
PSR1XboxRB
low
3L
4Eviscerate
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

Berserker Dive gives you the whole mix-up from the air, which is how Wolverine converts a jump-in into a guess rather than a block.

Rage cash-out

Spends Berserker Rage
1L
2M
3Berserker Claw
UUnique
PSR1XboxRB
4Berserker Finish
UUnique
PSR1XboxRB
adds hits, ends Rage

The same route as combo two, run while Rage is already active. Use it to finish a character, not in the middle of a round.

Synergie d'équipe et assists de Wolverine

Rôle d'assistRushdown extension assist

Called in, Wolverine adds a fast grounded threat to someone else's pressure, and Eviscerate covers horizontal space quickly. What he actually wants from a team, though, is help getting in — anything that pins the opponent for half a second turns his approach from a gamble into a formality.

Wolverine is comfortable on point in MARVEL Tōkon because he does not need setup and does not need much gauge — his mix-up is free. That leaves the team's Skill Gauge for a hungrier second character and the Assemble Gauge for defence, which is a genuinely good structure for a first team.

Matchups de Wolverine

Wolverine beats everyone who needs time and loses to everyone who can leave. Against flight characters, do not chase — hold the ground, use X-Force to clear projectiles, and make the space they have to land in as small as possible.

Wolverine's whole game lives on the Unique button — Berserker Claw branches into an overhead, a low or an armoured attack, and each one either starts Berserker Rage or cashes it out. Wolverine est un Rushdown / Berserker Stance, avec une difficulté de 2 sur 5. Ses traits distinctifs sont Berserker Rage, High/low off one button, Armour, Relentless.

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FAQ : comment jouer Wolverine

How does Berserker Rage work for Wolverine in MARVEL Tōkon?

Berserker Rage is a state that Wolverine both enters and spends using the same moves. Berserker Finish, Berserker Maul, Berserker Sweep and Berserker Charge each start Berserker Rage if it is not active, or add hits and end it if it is. His Ultimate, Savage Instinct, activates the state and additionally allows one powered move without ending it. The strategic decision is whether a given string should bank the state or cash it out.

What is Wolverine's mix-up in MARVEL Tōkon?

It all comes off the Unique button. Berserker Claw on the ground or Berserker Dive in the air opens the string, then the direction you hold picks the ending: forward for Berserker Maul, an overhead claw swipe; down for Berserker Sweep, a low claw sweep; back for Berserker Charge, which is armoured and can be delayed by holding. The overhead and the low are the guess, and the armoured option beats anyone trying to interrupt.

Is Wolverine good for beginners in MARVEL Tōkon?

Wolverine is an excellent second character after Captain America. His mix-up requires no execution — one button plus a direction — and his resource management is built into choosing how a string ends rather than being a separate task. He teaches offence and state management, which is exactly what a new player needs after learning neutral.

How does Wolverine deal with zoners in MARVEL Tōkon?

X-Force. The slash itself erases incoming projectiles, so it is how Wolverine crosses the screen against Magneto, Doctor Doom or Star-Lord. Eviscerate is the follow-up approach — the grounded Medium version has armour and a follow-up input extends it. Against flight zoners like Iron Man, do not chase into the air; hold ground and punish them when they come down.

What is Wolverine's anti-air in MARVEL Tōkon?

Feral Shred, his 623 Skill, which tanks air attacks partway up. Note that the air version needs a landing before it can be reused, so it is not an unlimited escape option — you get one, then you are committed until you touch the ground again.

Who counters Wolverine in MARVEL Tōkon?

Characters who do not have to fight him. Iron Man's Free Flight and Multi-Dash keep him out of range entirely, and Doctor Doom combines Free Flight with Nullify Shield to blank projectiles and leave whenever pressure starts. Hulk beats him differently — armour absorbs a rushdown character's first hit and Hulk does far more damage per opening.