Editing Wolf (SSBU)

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Once Wolf has won the neutral exchange, he has several options to rack up damage. Forward aerial can combo into itself, other aerials and into a grab at very low percents, from which [[up throw]] can lead into another forward or up aerial until mid to high percents. [[Down throw]] can lead into a dash attack at low percents, while dash attack can extend the combo by chaining into [[up tilt]] or up aerial at very low percents. Should an opponent [[air dodge]] in an attempt to escape pressure, Wolf's aerial mobility allows him to chase them down and punish them, usually with up tilt or up aerial to continue juggling them, or with a back aerial to send them offstage.
Once Wolf has won the neutral exchange, he has several options to rack up damage. Forward aerial can combo into itself, other aerials and into a grab at very low percents, from which [[up throw]] can lead into another forward or up aerial until mid to high percents. [[Down throw]] can lead into a dash attack at low percents, while dash attack can extend the combo by chaining into [[up tilt]] or up aerial at very low percents. Should an opponent [[air dodge]] in an attempt to escape pressure, Wolf's aerial mobility allows him to chase them down and punish them, usually with up tilt or up aerial to continue juggling them, or with a back aerial to send them offstage.


After Wolf has inflicted a sufficient amount of damage, he can then attempt to score a KO via his numerous KO options. The most reliable one is his back aerial: its quick [[autocancel]] and decent range allow it to be spaced safely, and it can KO relatively early if sweetspotted (at around 110% from center-stage), while still possessing respectable power with its sourspots. His side special, [[Wolf Flash]], can either meteor smash or [[semi-spike]] opponents at the end of the dash depending on which hitbox connects, both of which are incredibly powerful. Wolf's up special, [[Fire Wolf]], consists of looping hits and a deceptively strong final hitbox.
After Wolf has inflicted a sufficient amount of damage, he can then attempt to score a KO via his numerous KO options. The most reliable one is his back aerial: its quick [[autocancel]] and decent range allow it to be spaced safely, and it can KO relatively early if sweetspotted (at around 110% from center-stage), while still possessing respectable power with its sourspots. His side special, [[Wolf Flash]], can either meteor smash or [[semi-spike]] opponents at the end of the dash depending on which hitbox connects, both of which are incredibly powerful. Wolf's up special, [[Fire Wolf]], consists of looping hits and a deceptively strong final hitbxox.


Other notable finishers are his [[forward smash]] and [[down smash]]: the former is safe on [[shield]] and potentially when whiffed thanks to it possessing deceptively low ending lag in spite of its high startup, whereas the latter posseses a powerful sweetspot that enables it to KO as low as 50% at the edge and makes it an effective [[2 frame punish]]. At higher percents, Wolf has several other moves (forward tilt, sweetspotted up tilt, dash attack, clean neutral aerial, up smash, and [[back throw]]) that each sport respectable KO potential in the event he is unable to land his primary KO options.
Other notable finishers are his [[forward smash]] and [[down smash]]: the former is safe on [[shield]] and potentially when whiffed thanks to it possessing deceptively low ending lag in spite of its high startup, whereas the latter posseses a powerful sweetspot that enables it to KO as low as 50% at the edge and makes it an effective [[2 frame punish]]. At higher percents, Wolf has several other moves (forward tilt, sweetspotted up tilt, dash attack, clean neutral aerial, up smash, and [[back throw]]) that each sport respectable KO potential in the event he is unable to land his primary KO options.

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