Wolf (SSBU): Difference between revisions

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(→‎Trivia: Star Fox 2's situation is really specific and as far as I know is the only instance)
Tag: Mobile edit
Tag: Mobile edit
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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 and other aerials, and into a grab at very low percents, from which [[up throw]] can lead into another forward or up aerial until mid-high percents, and [[down throw]] can lead into a dash attack at 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 an [[up tilt]] or up aerial to continue juggling them, or with a back aerial to send them offstage. Once the opponent has sustained a lot of damage, Wolf possesses several KO options. The most reliable one is his back aerial, as 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 noticeably powerful, while his up special, [[Fire Wolf]], deals deceptively high knockback with its last hit as well. Other notable finishers are his forward smash and [[down smash]], the former due to its low ending lag making it safe on [[shield]] and potentially even on whiff, and the latter due to its powerful sweetspot, which can KO at percents as low as 50% at the edge and is an effective [[2 frame punish]]. At higher percents, several of his other moves become threatening, with his forward tilt, up tilt, dash attack, and neutral aerial or [[back throw]] near the edge all gaining KO potential.
Once Wolf has won the neutral exchange, he has several options to rack up damage. Forward aerial can combo into itself and other aerials, and into a grab at very low percents, from which [[up throw]] can lead into another forward or up aerial until mid-high percents, and [[down throw]] can lead into a dash attack at 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 an [[up tilt]] or up aerial to continue juggling them, or with a back aerial to send them offstage. Once the opponent has sustained a lot of damage, Wolf possesses several KO options. The most reliable one is his back aerial, as 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 noticeably powerful, while his up special, [[Fire Wolf]], deals deceptively high knockback with its last hit as well. Other notable finishers are his forward smash and [[down smash]], the former due to its low ending lag making it safe on [[shield]] and potentially even on whiff, and the latter due to its powerful sweetspot, which can KO at percents as low as 50% at the edge and is an effective [[2 frame punish]]. At higher percents, several of his other moves become threatening, with his forward tilt, up tilt, dash attack, and neutral aerial or [[back throw]] near the edge all gaining KO potential.


However, Wolf does possess noticeable weaknesses. Though he is not short of finishers, he frequently has difficulty landing his most powerful ones due to their slow startup (with back aerial and all his smash attacks having more than 12 frames of startup) and his below-average run speed, in addition to lacking guaranteed methods to set up into them. In the case of Wolf Flash, although he possesses true setups into the move, such as from his forward aerial or down throw at medium percents, they are very risky to pull off, as he can either end up offstage after its use and [[self-destruct]] (since it causes [[helpless]]ness), or miss the sweetspots and end up vulnerable due to its high landing lag. Like his ''Star Fox'' counterparts but to a greater extent, Wolf is highly susceptible to combos, due to his tall frame, high falling speed, and compared to them, his higher weight and lack of quick enough options to escape pressure, with his fastest aerial attacks coming out on frame 7. Most critically, however, his recovery is among the worst out of the cast. Wolf Flash and Fire Wolf are both linear and offer below-average distance compared to other recoveries, and unlike Fox and Falco, both of them cause helplessness, restricting him to one option offstage and leaving him with a much shorter recovery distance overall. This leaves Wolf highly vulnerable to [[gimp]]s and [[edgeguard]]ing, with meteor smashes in particular being deadly against him even at low percents, to the point exploiting his recovery offsets the increased horizontal endurance his higher weight would otherwise provide.
However, Wolf does possess noticeable weaknesses. Though he is not short of finishers, he frequently has difficulty landing his most powerful ones due to their slow startup (with back aerial and all his smash attacks having more than 12 frames of startup) and his below-average run speed, in addition to lacking guaranteed methods to set up into them. In the case of Wolf Flash, although he possesses true setups into the move, such as from his forward aerial or down throw at medium percents, they are very risky to pull off, as he can either end up offstage after its use and [[self-destruct]] (since it causes [[helpless]]ness), or miss the sweetspots and end up vulnerable due to its high landing lag. Like his ''Star Fox'' counterparts but to a greater extent, Wolf is highly susceptible to combos, due to his tall frame, high falling speed, and compared to them, his higher weight and lack of quick enough options to escape pressure, with his fastest aerial attacks coming out on frame 7. Most critically, however, his recovery is extremely exploitable. Wolf Flash and Fire Wolf are both linear and offer below-average distance compared to other recoveries, and unlike Fox and Falco, both of them cause helplessness, restricting him to one option offstage and leaving him with a much shorter recovery distance overall. This leaves Wolf highly vulnerable to [[gimp]]s and [[edgeguard]]ing, with meteor smashes in particular being deadly against him even at low percents, to the point exploiting his recovery offsets the increased horizontal endurance his higher weight would otherwise provide.


Overall, Wolf is a non-traditional glass cannon. He sacrifices the power of other glass cannons like {{SSBU|Mewtwo}} for sheer versatility, due to his combination of an effective projectile for disrupting and forcing approaches, fast approach options of his own, and abundance of combo and KO moves, which allow him to keep up the pressure on his opponent even after winning the neutral game. As such, he is able to adapt to nearly any playstyle. However, due to his vulnerability to combos, poor recovery and trouble securing KOs, Wolf must also be well aware of his opponents, as a single mistake can cause him to sustain heavy damage from combos and end up in a position where he can easily be KO'd.
Overall, Wolf is a non-traditional glass cannon. He sacrifices the power of other glass cannons like {{SSBU|Mewtwo}} for sheer versatility, due to his combination of an effective projectile for disrupting and forcing approaches, fast approach options of his own, and abundance of combo and KO moves, which allow him to keep up the pressure on his opponent even after winning the neutral game. As such, he is able to adapt to nearly any playstyle. However, due to his vulnerability to combos, poor recovery and trouble securing KOs, Wolf must also be well aware of his opponents, as a single mistake can cause him to sustain heavy damage from combos and end up in a position where he can easily be KO'd.
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