Wolf (SSBU): Difference between revisions

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|ftiltname= 
|ftiltname= 
|ftiltdmg=5% (hit 1), 6% (hit 2)
|ftiltdmg=5% (hit 1), 6% (hit 2)
|ftiltdesc=A lunging, two-handed outward slash. Overall considered one of Wolf's best moves because of its consistent ability to [[2 frame punish]] opponents, as well as its utility in neutral. The first hit produces a large amount of [[freeze frame]]s. Can KO at around 115-140% near the edge of {{SSBU|Final Destination}} depending on the opponent's character, and even earlier if hit while 2 framing.
|ftiltdesc=A lunging, two-handed outward slash. Overall considered one of Wolf's best moves because of its consistent ability to [[2 frame punish]] opponents, as well as its utility in neutral. The first hit produces a large amount of [[freeze frame]]s. Can KO at around 115%-140% near the edge of {{SSBU|Final Destination}} depending on the opponent's character, and even earlier if hit while [[2 frame punish|2 framing]].
|utiltname= 
|utiltname= 
|utiltdmg=10% (foot), 9% (leg), 8% (body)
|utiltdmg=10% (foot), 9% (leg), 8% (body)
|utiltdesc=A stretch kick. It has fast startup, and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under 130% from ground level. Especially useful to poke platforms with, as the sweetspot will sometimes KO earlier than both the second hit of up smash and up air. However, unlike most other up tilts, its ending lag and launch angle prevents it from being used to start combos.
|utiltdesc=A stretch kick. It has fast startup, and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under 130% from ground level. Especially useful to poke platforms with, as the sweetspot will sometimes KO earlier than both the second hit of up smash and up air. However, unlike most other up tilts, its ending lag prevents it from being used to start combos.
|dtiltname= 
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A crouching, low-level roundhouse kick. The move has rather decent range and quick speed, which make it a good poking and pressuring option, as well as a useful tool to deny approaches. Can be used to [[2 frame punish]] the opponent but is generally overshadowed by forward tilt in that regard. It also has the chance to [[trip]] at low percents which can lead into a grab or other attacks. Is Wolf's weakest tilt attack.
|dtiltdesc=A crouching, low-level roundhouse kick. The move has rather decent range and quick speed, which make it a good poking and pressuring option, as well as a useful tool to deny approaches. Can be used to 2 frame punish the opponent but is generally overshadowed by forward tilt in that regard. It also has the chance to [[trip]] at low percents which can lead into a grab or other attacks. Is Wolf's weakest tilt attack.
|dashname= 
|dashname= 
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=A front kick. Has decent startup, but most importantly, it propels Wolf forward a considerable distance, and its clean hit deals respectable damage and knockback. This allows it to function as a reliable burst option to punish landings, whiffed moves, and follow up from other attacks. Hitting opponents close to Wolf launches them upward while hitting them near his foot launches them more horizontally. Depending on which hitbox is landed, the clean hit can KO under 150% from center stage, and under 120% near the edge. Can be reliably confirmed into from down throw at low percents.
|dashdesc=A front kick. Has decent startup, but most importantly, it propels Wolf forward a considerable distance, and its clean hit deals respectable damage and knockback. This allows it to function as a reliable burst option to punish landings, whiffed moves, and follow up from other attacks. Hitting opponents close to Wolf launches them upward, allowing for aerial followups at low percents, whereas hitting them near his foot launches them horizontally. Depending on which hitbox is landed, the clean hit can KO under 150% from center stage, and under 120% near the edge. Can be reliably confirmed into from down throw at low percents.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
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|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2)
|usmashdesc=A butterfly kick performed from a variation of the {{iw|Wikipedia|2000|b-boy move}} (a breakdancing move) followed by an upward scissor kick. It has the fastest startup of his smash attacks. The first hit offers surprisingly long horizontal range which makes it a versatile out-of-shield option (albeit a bit slow, coming out at frame 13). It deals high damage, hits at both sides and provides wide coverage above Wolf, making it useful to quickly punish opponents close to him and set up juggles. However, its power is slightly below-average for a smash attack, the full move not KOing middleweights until around 130% uncharged, and often not killing heavyweights even around 140%.
|usmashdesc=A butterfly kick performed from a variation of the {{iw|Wikipedia|2000|b-boy move}} (a breakdancing move) followed by an upward scissor kick. It has the fastest startup of his smash attacks. The first hit offers surprisingly long horizontal range which makes it a versatile out-of-shield option (albeit a bit slow, coming out at frame 13). It deals high damage, hits at both sides and provides wide coverage above Wolf, making it useful to quickly punish opponents close to him and set up juggles. However, its power is slightly below-average for a smash attack, the full move not KOing middleweights until around 130% uncharged, and often not KOing heavyweights even around 140%.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdesc=A kneeling, one-handed slash in front of himself and then behind himself. Both hits have sweetspots at the tips of Wolf's claws, which launch at a lower, [[semi-spike]] angle with higher power. The move has moderate startup (hitting on frame 14 at the front), but has very little ending lag for a smash attack (interruptible on frame 44), making it safe on shield if spaced. The move can reliably [[2 frame punish]] opponents, and the sweetspots are extremely powerful, with the front hit's sweetspot being among the strongest down smashes in the game, both KOing them near edges at around 60% and 70% respectively. As a result, it is Wolf's most dangerous [[edgeguard]] tool, as well as a reliable finisher when reading an opponent's tech options out of forward throw or neutral aerial.
|dsmashdesc=A kneeling, one-handed slash in front of himself and then behind himself. Both hits have sweetspots at the tips of Wolf's claws, which launch at a lower, [[semi-spike]] angle with higher power. The move has moderate startup (hitting on frame 14 at the front), but has very little ending lag for a smash attack (interruptible on frame 44), making it safe on shield if spaced. The move can reliably [[2 frame punish]] opponents, and the sweetspots are extremely powerful, with the front hit's sweetspot being among the strongest down smashes in the game, both KOing them near edges at around 60% and 70%, respectively. As a result, it is Wolf's most dangerous [[edgeguard]] tool, as well as a reliable finisher when reading an opponent's tech options out of forward throw or neutral aerial.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdesc=A flying kick, Wolf's overall most useful and versatile aerial. Compared to other [[sex kick]] neutral aerials, it has slower startup (hitting on frame 7), but deals higher damage and knockback with its clean hit. It is one of Wolf's fastest aerials, tied with his forward and up aerials but compared to those, it hits lower, has a longer duration, and covers a consistent area. Combined with its low landing lag (9 frames), this makes it very useful for air-to-ground transitioning, as well as starting combos at a variety of percents, with the clean hit being more effective at lower percents and the late hit being more effective at higher percents. The clean hit is also a decent finisher near the edge, KOing at around 145%.
|nairdesc=A flying kick, Wolf's overall most useful and versatile aerial. Compared to other [[sex kick]] neutral aerials, it has slower startup (hitting on frame 7), but deals higher damage and knockback with its clean hit. It is one of Wolf's fastest aerials, tied with his forward and up aerials. Compared to them, it hits lower, has a longer duration, and covers a consistent area. Combined with its low landing lag (9 frames), this makes it very useful for air-to-ground transitioning, as well as starting combos at a variety of percents, with the clean hit being more effective at low percents and the late hit being more effective at high percents. The clean hit is also a decent finisher near the edge, KOing at around 145%.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdesc=A downward arcing slash. It is a staple of Wolf's neutral game, with its fast startup (tied with neutral and up aerial), wide vertical arc, and low landing lag (10 frames) making it a safe approach option, and combined with its 60° launch angle, allowing it to combo into a multitude of moves, such as a jab, any tilt, or grab at low percents, any aerial attack from low to mid percents (including itself to extend combos), and even Wolf Flash as a KO setup at high percents. However, it has poor edgeguarding ability due to its more vertical angle and deals the least damage and knockback out of Wolf's aerials, exacerbated further by [[stale-move negation]] due to its frequent use in his neutral game.
|fairdesc=A downward arcing slash. It is a staple of Wolf's neutral game, with its fast startup (tied with neutral and up aerial), wide vertical arc, and low landing lag (10 frames) making it a safe approach option, and combined with its 60° launch angle, allowing it to combo into a multitude of moves, such as jab, any tilt, or grab at low percents, any aerial attack from low to mid percents (including itself to extend combos), and even Wolf Flash as a KO setup at high percents. However, it has poor edgeguarding ability due to its more vertical angle and deals the least damage and knockback out of Wolf's aerials, exacerbated further by [[stale-move negation]] due to its frequent use in his neutral game.
|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|bairdesc=A back kick. It has noticeable startup (hitting on frame 13), ending lag, and landing lag (15 frames), making it Wolf's second-slowest aerial (behind down aerial). To compensate, its [[autocancel]] frames come out very quickly after the hitboxes (on frame 18), effectively giving it little to no ending lag with proper timing, allowing it to poke shields and bait opponents. It is also one of Wolf's main KO moves: it deals high damage and significant knockback if sweetspotted, KOing at around 110% from center stage and as early as 65% near the edge. The sourspot is much weaker but is still a reliable kill move near the edge.
|bairdesc=A back kick. It has noticeable startup (hitting on frame 13), ending lag, and landing lag (15 frames), making it Wolf's second-slowest aerial (behind down aerial). To compensate, its [[autocancel]] frames come out very quickly after the hitboxes (on frame 18), effectively giving it little to no ending lag with proper timing, allowing it to poke shields and bait opponents. It is also one of Wolf's main KO moves: it deals high damage and significant knockback if sweetspotted, KOing at around 110% from center stage and as early as 65% near the edge. The sourspot is much weaker but is still a reliable KO move near the edge.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|12}}
|uairdmg={{ShortHopDmgSSBU|12}}
|uairdesc=An overhead arcing slash, starting from the front. Its fast startup, wide arc, low landing lag (10 frames) and vertical knockback allow it to juggle opponents very effectively. It can also set up combos into itself and other attacks from low to mid percents, though not as reliably as forward aerial. Additionally, it possesses enough knockback to KO starting from around 120% to 130% near the top blast line.
|uairdesc=An overhead arcing slash, starting from the front. Its fast startup, wide arc, low landing lag (10 frames) and vertical knockback allow it to juggle opponents very effectively. It can also set up combos into itself and other attacks from low to mid percents, though not as reliably as forward aerial. Additionally, it possesses enough knockback to KO starting from around 120%-130% near the top blast line.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms)
|dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms)
|dairdesc=A two-handed downward slash below himself. It has the most startup (hitting on frame 16), ending lag, and landing lag (19 frames) out of Wolf's aerials, making it particularly risky to use offstage due to Wolf's poor recovery. However, it meteor smashes opponents consistently throughout the move, instead of requiring to land a specific part of it like most other meteor smashing down aerials. This essentially turns it into a high risk, high reward edgeguarding option. Against grounded opponents, it can combo into a variety of attacks even up to high percents.
|dairdesc=A two-handed downward slash below himself. It has the most startup (hitting on frame 16), ending lag, and landing lag (19 frames) out of Wolf's aerials, making it particularly risky to use offstage due to Wolf's poor recovery. However, it meteor smashes opponents consistently throughout the move, instead of requiring to land a specific part of it like most other meteor smashing down aerials. This essentially turns it into a high-risk, high-reward edgeguarding option. Against grounded opponents, it can combo into a variety of attacks even up to high percents.
|grabname= 
|grabname= 
|grabdesc=Reaches out with his right arm.
|grabdesc=Reaches out with his right arm.
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|uthrowname= 
|uthrowname= 
|uthrowdmg=5% (hit 1), 2% (throw)
|uthrowdmg=5% (hit 1), 2% (throw)
|uthrowdesc=Brings the opponent above himself and slashes them upward. One of Wolf's most reliable combo starters along with down throw, and leads into a forward aerial or up aerial until around 10-20%, which can then keep the opponent in a disadvantageous state.
|uthrowdesc=Brings the opponent above himself and slashes them upward. One of Wolf's most reliable combo starters along with down throw, and leads into a forward aerial or up aerial until around 10%-20%, which can then keep the opponent in a disadvantageous state.
|dthrowname= 
|dthrowname= 
|dthrowdmg=8.5%
|dthrowdmg=8.5%
|dthrowdesc=A spinning {{s|wikipedia|chokeslam}}. It launches opponents horizontally with low ending lag, allowing it to combo into a dash attack until around 15-20%, or potentially set up [[tech-chase]]s if the opponent does not [[DI]] enough to act out of hitstun before hitting the ground. At around the 60-100% percent range, it can also combo into Wolf Flash depending on character and DI (most notably works on floaties), though doing this close to an edge will cause Wolf to self-destruct in the process, making it a high-risk, high-reward combo.
|dthrowdesc=A spinning {{s|wikipedia|chokeslam}}. It launches opponents horizontally with low ending lag, allowing it to combo into a dash attack until around 15%-20%, or potentially set up [[tech-chase]]s if the opponent does not [[DI]] enough to act out of hitstun before hitting the ground. At around the 60%-100% percent range, it can also combo into Wolf Flash depending on character and DI (most notably works on floaties), though doing this close to an edge will cause Wolf to self-destruct in the process, making it a high-risk, high-reward combo.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Blaster
|nsname=Blaster
|nspage=Blaster (Wolf)
|nspage=Blaster (Wolf)
|nsdmg=7% (bayonet), 6%/8%/7% (beam close-far)
|nsdmg=7% (bayonet), 6%/8%/7% (burst close-far)
|nsdesc=Shoots a purple, arrowhead-shaped energy beam from his {{s|lylatwiki|Blaster}}. It is reliable at both disrupting and forcing approaches, thanks to its decent lag and the energy beam's moderately large size and [[transcendent priority]]. Unlike most projectiles, it also has great utility in close-quarters combat, thanks to the Blaster's bayonet possessing its own hitbox. As a result, the bayonet is capable of inflicting damage alongside the energy beam. Altogether, these traits make it the centerpiece of Wolf's neutral game, and it is widely considered to be one of the best projectiles in the game.
|nsdesc=Shoots a purple, arrowhead-shaped energy burst from his {{s|lylatwiki|Blaster}}. It is reliable at both disrupting and forcing approaches, thanks to its decent lag and the energy burst's moderately large size and [[transcendent priority]]. Unlike most projectiles, it also has great utility in close-quarters combat, thanks to the Blaster's bayonet possessing its own hitbox. As a result, the bayonet is capable of inflicting damage alongside the energy burst. Altogether, these traits make it the centerpiece of Wolf's neutral game, and it is widely considered to be one of the best projectiles in the game.
|ssname=Wolf Flash
|ssname=Wolf Flash
|ssdmg=3% (dash), 20% (meteor smash), 15% (semi-spike)
|ssdmg=3% (dash), 20% (meteor smash), 15% (semi-spike)
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