
Moveslist for Wolvenom - SMvC: EOH Version 



---Key Notation=---------------------------------------------------------------------------


F  = Forward           x = LP (Light Punch)          a = LK (Light Kick) 

B  = Back              y = MP (Medium Punch)         b = MK (Medium Kick)   

D  = Down              z = HP (Heavy Punch)          c = HK (Heavy Kick)

U  = Up                s = Start 


2P / 3P = Any Two Punches / All Three Punches 

2K / 3K = Any Two Kicks / All Three Kicks    



---=Basic System=------------------------------------------------------------------------


Jump Up         = U 

Jump Forward    = UF

Jump Backwards  = UB

Walk Forward    = Hold F

Walk backward   = Hold B

Crouch          = Hold D             

High Guard      = Hold B as opponent attacks

Low Guard       = Hold DB as opponent attacks

Forward Dash    = F, F (can perform standing attacks during this)

Back Dash       = B, B        

Air Recovery    = x+a when falling in midair

Ground Recovery = x+a when falling near the ground

Taunt 		= Start or D + Start



---=MVC System=----------------------------------------------------------------------------


Advancing Guard	    = PP (Ground or Air)

Escape Roll - Short = Hold F (Forward) or B (Backward) 

Escape Roll - Long  = PP (Forward) or KK (Backward)

Variable Counter    = B,DB,D + P or K (Ground/Air) while blocking (Uses 500 pts from the Super Guage) 

Super Jump          = D, U

Aerial Rave         = U after knocking oppenent up with a launcher, then performing a combo

Launcher            = HK or Sudden Gale

OTG Combo Starter   = D + LK / D + MK


---=Advanced Moves=-----------------------------------------------------------------------


Double Kick       = LK,LK

Double Knee       = MK,MK

Wild Combination  = U + HK (Air)

Dive Kick         = D + LK or MK or HK  (Air)

Claw Slide        = DF + HP

Predatory Pounce  = 2K (Forward) or B + 2K (Back)

Wall Cling        = Press in the opposite direction when jumping to a wall (Double-tap U, D, or 
                    F to jump off, or execute certain attacks [see notes below for more on this])

---=Throws=------------------------------------------------------------------------------


GROUND
------

Knockdown & Stab   = Close, B or F + HP (Press P rapidly to increase number of hits)

Drill & Slash      = Close, B or F + HK


AIR
---

Stab & Kick        = Close, B or F + HP (Press P rapidly to increase number of hits)


---=Special Moves=-----------------------------------------------------------------------


1) Beserker Barrage = D,DF,F + P, rapidly press P to extend and to use finisher
   ----------------
Desc: Multiple slashes with the claws. P strength determines duration of claw attacks before using
      the finisher.

2) Tornado Claw = F,D,DF + P, rapidly press P to extend and to use finisher 
   ------------
Desc: Upward spinning claw slashes. P strength determines duration of claw attacks before using
      the finisher.

3) Drill Claw = LP + MK or LK + MP (Ground or Air; Directional Pad to aim), press P to use 
   ----------   finisher upon impact
Desc: Diving claw thrust.  

4) Deadly Backlash = D,D + P 
   ---------------
Desc: Counter move as the symbiote creates spikes/tendrils if the opponent attacks while Wolvenom
      roars.

5) Web Claw = D,DF,F + P (Ground or Air)
   --------
Desc: Shoots a glob of webbing to tie up the opponent. P strength determines speed of web shot.

6) Cannon Ball = Hold B, F + P
   -----------
Desc: Like a catapult, the symbiote suit will hurl Wolvenom through the air. P strength determines
      distance Wolvenom will travel.

7) Instinctive Flip = D,DF,F + K (Air)
   ----------------
Desc: Double-hit somersault kick attack. K strength determines direction of opponent's flight.

8) Critical Lunge = After landing from Predatory Stride, hold U+P
   -------------- 
Desc: Savage slash that strikes in a blur. P strength determines the type of attack

LP - Low Attack
MP - Anti-AIr Attack
HP - Upclose Combination

9) Sudden Gust = After landing from Predatory Stride, hold U+K
   ----------
Desc: Low back flip kick that will send the opponent up into the air.

       
---=Hypers Combo Lvl 1 (Requires 1 bar in the Super Meter)=-------------------------------------


1) Berserker Barrage X = D,DF,F + 2P 
   -------------------
Desc: Multi-slash rush. 

2) Twisted Weapon X = F,D,DF + 2P 
   ----------------
Desc: Dash & aerial combination, an inverted version of Wolverine's orginal move.

3) Venom Flood = D,DF,F + 2K (Ground/Air)
   -----------
Desc: 3-way Midair barrage of symbiote bullets.


---=Hypers Combo Lvl 2 (Requires 2 bars in the Super Meter)=------------------------------------


1) Infectious Darkness = D,DB,B + 2K
   -------------------
Desc: Leaping up, Wolvenom will propel glops of his symbiote costume that splatter throughout the
      stage. If any of the glops hit the opponent, their vision will go dark as they are 
      afflicted by the symbiote's contact.


---=Infinity Hyper Combo (Requires 3 bars in the Super Meter)=---------------------------------


1) Arachnid Massacre = B,D,DB + 2P
   -----------------
Desc: Wolvenom sprays out a large net of webbing which not only snags the opponent in an inescapable 
      web bind, but sets them up from zig-zag slash fest.
 

---=Chain Combos=-----------------------------------------------------------------------
                
Wolvenom uses the full MvC style chain combo system, going from Light-Medium-Heavy, Punch-Punch,
Kick-Kick, and Punch-Kick. Wolvenom can go into standing combos into crouching combos and vice 
versa. Air combos use the same full MvC style chain combo as well. Wolvenom is very combo-
friendly and will be easy to learn.

1) Standing 

LP-MP-HP or HK
LK-MK-HK or HP
LP-LK-MP-MK-HP or HK
LP-HP or HK
LK-HP or LK-HK
HP-HK
LK-LK
MP-MP-MP-MP etc.
MK-MK

LP-MP-DF+HP or LK-MK-DF+HP

2) Crouching

LP-MP-HP or HK
LK-MK-HK or HP
LP-LK-MP-MK-HP or HK
LP-HP or HK
LK-HP or LK-HK
LP-MP-DF+HP or LK-MK-DF+HP
HP-HK


3) Jumping

LP-MP-HP or HK
LK-MK-HK or HP
LP-LK-MP-MK-HP or HK
MP-MP-MP-MP etc.


---=Cancel System=-----------------------------------------------------------------------


Basics into Specials and Hyper Combos - Wolvenom has the standard 2-in-1 cancel system, where  
-------------------------------------
basic attacks can go into Special Moves or Hyper Combos. While most of his basics can cancel into 
any Special Moves and Hyper Combos, Standing HK and Crouching HK cannot cancel into any Hyper 
Combos. Wild Combination can also cancel into Specials moves and Hyper Comboes. Only jumping 
basics can cancel into Venom Flood, while no attacks can cancel into Infectious Darkness or 
Arachnid Darkness.

Specials into Hyper Combos - Wolvenom can also utilize this special cancel system, going into  
--------------------------
Hyper Combos through his Special Moves. There needs to be the required super energy in the Super 
Meter in order to do this. Only Beserker Barrage and HP version of Critical Lunge are able to 
utilize this, cancelling into either Beserker Barrage X ot Twisted Weapon X.


---=Rebounding=--------------------------------------------------------------------------

Wolvenom has a extensive ability to do numerous followups after specific attacks.

Follow ups:
-Dive Kick (All versions)
-Instinctive Flip
-Wild Combination
-Drill Claw

Attacks that allow Rebounding when blocked:
-Dive Kick (LK and MK versions only, cannot follow up with same strength version)
-Cannon Ball (Initial attack only)
-Drill Claw (All follow ups except Drill Claw)
-Finishing blow of Tornado Claw

Attacks that allow Rebounding if miss/ends:
-Tornado Claw (Only if you do not end with finisher)
-Infectious Darkness


---=Notes=-------------------------------------------------------------------------------

-If you do not jump off manually during Wall Cling, Wolvenom will drop off automatically 
 after a short while

-During Wall Cling, Wolvenom can execute some Special Moves and Hyper Combos. These are the 
 following:

1) Web Claw
2) Drill Claw (Can be aimmed with the Directional key)
3) Venom Flood
4) Infectious Darkness
5) Arachnid Massacre

-When Infectious Darkness connects and the screen goes completely black, Wolvenom will gain 
 control immediately, meaning you can do any attack of your liking before landing.

-During Infectious Darkness, Wolvenom is completely invisible, but will become visible in the 
 form of a sillohuette any time he attacks or takes a hit. On top of that, he gains random 
 invincibility only when he is not attacking in small time intervals (i.e. running, jumping, 
 standing, etc), so it is possible that the opponent's attacks will miss him occasionally.

-Opponents hit by Infectious Darkness will randomly be "afflicted" by the hyper's effect, 
 stopping the opponent in his/her tracks, whether moving or attacking.

-Wolvenom's attack strength will increase up to 1.3 during Infectious Darkness, giving him the 
 opportunity to do more damaging hits and combos. 

-Tornado Claw has short invincible upon startup.

-Predatory Stride is Wolvenom's key to staying close and keeping the pressure on his opponents.
 Being a short hop, he can get close or move away at short distances and attack at will. He can 
 go by projectiles if timed correctly, as well as pass by the opponent to attack from behind.

-During Venom Flood, Wolvenom can be steered left or right.    

-If Wolvenom runs into a wall during Drill Claw, he will stick there for about a second before
 jumping off and performing Drill Claw again. Default is straight, but you can aim with the 
 Directional keys to where he should go ahead of time before jumping off the wall.

-Drill Claw can end with Wolvenom bouncing away (ability to use Rebounding tactics), or with a 
 finisher. A finisher can only be used if Drill Claw actually hits the opponent, while Rebounding 
 cannot be done after a finisher.

-Standing and Jumping MP-MP comboes are good for making long combos, but damage is cut more than 
 half with each successful hit after the 1st initial MP.

-Web Claw will keep the opponent binded for 40 ticks. However, the opponent has the ability to 
 break out earlier (between 25-30 ticks) if they rapidly press any P or K buttons.

-Opponent can recover after being thrown by Drilll & Slash.

-Although Wolvenom has a very easy time juggling and following up with additional attackas, the 
 opponent has the ability to recover