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|ssbgame1 = SSBB
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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 21
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'''Wolf''' ({{ja|ウルフ|Urufu}}, ''Wolf'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''.  He was officially revealed on June 12th, 2018 alongside the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Wolf is classified as [[Fighter number|Fighter #44]], the last fighter number of the ''Brawl'' veterans.
'''Wolf''' ({{ja|ウルフ|Urufu}}, ''Wolf'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''.  He was officially revealed on June 12th, 2018 alongside the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Wolf is classified as [[Fighter number|Fighter #44]], the last fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s.


Jay Ward reprises his role from ''[[Super Smash Bros. Brawl]]'' with new voice clips, sounding more akin to his appearance in ''Starlink: Battle for Atlas''. In the Japanese version, Wolf is now voiced by Kōsuke Takaguchi, reprising his role from ''Star Fox 64 3D'' and ''Star Fox Zero'' and who also voiced {{SSBU|Falco}}, replacing Mahito Ōba from ''Brawl''.
Jay Ward, Wolf's English voice actor from ''Brawl'' and ''{{iw|lylatwiki|Starlink: Battle for Atlas}}'', reprises his role with new voice clips that mimic his portrayals from ''Starlink''. In the Japanese version, Wolf's ''Brawl'' voice actor, Mahito Ōba, has been succeeded by Kōsuke Takaguchi, who reprises his role from ''{{iw|lylatwiki|Star Fox 64 3D}}'' and ''{{iw|lylatwiki|Star Fox Zero}}'', and also voices {{SSBU|Falco}}.
 
Wolf is ranked 21st out of 82 on the current [[tier list]], placing him in the A tier. This is a moderate improvement over his 14th out of 38 placement in ''Brawl''. Wolf is an all-around fighter with many different playstyles to choose from. He has a solid fundamental combo game with up throw and down throw as good combo starters. His moveset offers a lot of versatility, with his tilts functioning as safe pokes or kill options and his smash attacks as solid finishers. His aerials are all useful for both starting and extending combos, as well as edgeguarding. His back aerial, in particular, is one of the strongest in the game when sweetspotted and can be confirmed from a forward aerial. His specials are also crucial to his gameplan: his {{b|Blaster|Wolf}} is a strong projectile that can force approaches and apply chip damage from a distance, acting as his primary tool in neutral, [[Wolf Flash]] and [[Fire Wolf]] offer quick recovery to the stage and serve as powerful finishers, and his {{b|Reflector|Wolf}}  is effective for extending combos as well as serving as his primary defense against zoning. Wolf also has excellent air mobility, allowing him to chase his opponents in the air with ease.
 
Despite all these strengths, Wolf has some weaknesses. Wolf is a fast-faller middleweight, which makes him fairly easy to combo despite having a frame 2 air dodge. His recovery is also fairly linear and easy to intercept as it gets 2 framed fairly easily or loses to counterattacks which can leave vulnerable to gimps and edgeguards. While Wolf has good range in many of his attacks, he can have trouble against characters who have longer disjoints than him, such as {{SSBU|Roy}}, {{SSBU|Chrom}}, and {{SSBU|R.O.B.}} Finally, Wolf can sometimes struggle taking stocks at higher percents, as his most potent finishers, including up smash and back aerial, are burdened with excessive startup lag.
 
Overall, Wolf has a solid fundamental gameplan for players to pick up. He functions like a glass cannon, being able to dish out damage with a strong neutral and advantage while having poor offstage survivability, struggling taking stocks from time to time, and being easy to juggle. Wolf has attained a lot of representation across the board through ''Ultimate'''s lifespan. He was among the most-played characters in the early metagame, with {{Sm|Zackray}} representing him greatly in the early metagame while several top players had a pocket or co-main Wolf. Despite a fair decline in the post-pandemic metagame, he is still relatively popular, piloted by loyal Wolf mains such as {{Sm|Atelier}}, {{Sm|Jakal}}, and {{Sm|Ouch!?}}.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with Fox or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Bowser Jr.}}
*Clear {{SSBU|Classic Mode}} with Fox or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Bowser Jr.}}
*Have Wolf join the player's party in [[World of Light]].
*Have Wolf join the player's party in [[World of Light]].
With the exception of the third method, Wolf must then be defeated on [[Lylat Cruise]].
Wolf must then be defeated on [[Lylat Cruise]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
Wolf's attributes and moveset give him a versatile gameplan, somewhere in the middle ground between {{SSBU|Fox}}'s focus on pressure and {{SSBU|Falco}}'s focus on [[punish]]es. This is reflected in his attributes, which include a slow [[dash]]ing speed (though his [[initial dash]] is quite fast), an above average [[walk]]ing speed, the 11th fastest [[falling speed]], above average [[air acceleration]], and high [[gravity]], most of which are not uncharacteristic of the ''Star Fox'' characters. Unlike the other [[space animals]], however, Wolf has the 6th fastest [[air speed]] in the game. This grants him mobility that is fairly average overall, but relatively balanced compared to the other spacies. Additionally, Wolf is also significantly [[Weight|heavier]] than them, as he is a light-middleweight (tied with the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}). Though his special moveset and vertical mobility are derived from his brethren, the similarities end there, with Wolf's being the most unique of the trio.
Wolf's attributes and moveset give him a versatile gameplan, somewhere in the middle ground between {{SSBU|Fox}}'s focus on pressure and {{SSBU|Falco}}'s focus on [[punish]]es. This is reflected in his attributes: he has a slow [[dash]]ing speed (though his [[initial dash]] is quite fast), an above-average [[walk]]ing speed, the 11th fastest [[falling speed]], above-average [[air acceleration]], and high [[gravity]], most of which are not uncharacteristic of the ''Star Fox'' characters. Unlike the other "[[space animals]]", however, Wolf has the 6th fastest [[air speed]] in the game. This grants him mobility that is fairly average overall, but relatively balanced compared to Fox and Falco. Additionally, Wolf is also significantly [[Weight|heavier]] than them, as he is a middleweight (tied with the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}). Although Wolf's special moveset and vertical mobility are derived from his fellow ''Star Fox'' fighters, the similarities end there, with Wolf's being the most unique of the trio.
 
Wolf's {{b|Blaster|Wolf}} is the centerpiece of his [[neutral game]]. With the lasers causing higher [[knockback]] (and therefore [[hitstun]]) than the average projectile, and having a long duration with [[transcendent priority]], they grant him the ability to disrupt opponents' approaches, even when their grounded mobility is superior to his own, and its unique close-range hitbox on the bayonet give it some utility in close combat, dealing substantial damage if it connects. Lasers can often force opponents to jump over them, leaving them vulnerable to Wolf's fast aerial attacks; these are comprised of a [[neutral aerial]] [[sex kick]] with a powerful clean hit, a disjointed [[forward aerial]] that can [[combo]] into itself and his other aerials, a [[back aerial]] with moderate startup offset by its impressive power and hitboxes, an [[up aerial]] with fast startup and a wide arc well-suited to [[juggling]], and a [[down aerial]] that consistently [[meteor smash]]es opponents.
 
Wolf also possesses large hitboxes on several of his attacks with many of them being disjointed, greatly aiding his devastating punish game as he can easily combo and deal massive damage from very few openings. While he can apply pressure from a distance, Wolf's close range options are not lacking either. [[Forward tilt]] and [[down tilt]] are decent poking tools, the latter of which can [[trip]] at low percents, while [[up smash]] deals high damage, covers a wide area around him, and has decent knockback. His neutral and forward aerials are quite fast and difficult to punish even if shielded, while his standing [[grab]] is tied for the fastest in the game. Further augmenting his strong neutral game are his [[dash attack]] and {{b|Reflector|Wolf}}, the former which is useful for punishing aerial approaches and KOing at high percents, and the latter which allows him to deal with opposing [[camping]] while also having a close range hit that can be followed up with aerials.
 
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.


Wolf's {{b|Blaster|Wolf}} is the centerpiece of his [[neutral game]]. With the lasers causing higher [[knockback]] (and therefore [[hitstun]]) than the average projectile, and having a long duration with [[transcendent priority]], they grant him the ability to disrupt opponents' approaches, even when their grounded mobility is superior to his own, and its unique close-range hitbox on the bayonet give it some utility in close combat, dealing substantial damage if it connects. Lasers can often force opponents to jump over them, leaving them vulnerable to Wolf's fast aerial attacks; these are comprised of a fast [[neutral aerial]] that has a lingering hitbox with a powerful clean hit, a disjointed [[forward aerial]] that can [[combo]] into itself and his other aerials, a [[back aerial]] with moderate startup offset by its high power, an [[up aerial]] with fast startup and a wide arc well-suited to [[juggling]], and a [[down aerial]] that consistently [[meteor smash]]es opponents. Wolf also possesses large hitboxes on several of his attacks with many of them being disjointed, greatly aiding his devastating punish game as he can easily combo and deal massive damage from very few openings. While he can apply pressure from a distance, Wolf's close range options are not lacking either. [[Forward tilt]] and [[down tilt]] are decent poking tools, the latter which can [[trip]] at low percents. [[Forward smash]] has slow startup, but deceptively low ending [[lag]], while [[up smash]] deals high damage, covers a wide area around him, and has decent knockback. His neutral and forward aerials are quite fast and difficult to punish even if shielded, while his standing [[grab]] is tied for the fastest in the game. Further augmenting his strong neutral game are his [[dash attack]] and {{b|Reflector|Wolf}}, the former which is useful for punishing aerial approaches and KOing at very high percents, and the latter which allows him to deal with opposing [[camping]] while also having a close range hit that can be followed up with aerials.
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.


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, the most notable of which is his recovery. Wolf Flash and Fire Wolf are both linear and offer unremarkable travel distance compared to other recovery options. Unlike Fox and Falco, Wolf's side special renders him [[helpless]]; this essentially restricts him to using only one of his specials as a recovery option, which leaves him with a much shorter recovery distance overall. This also 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 where 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.
Though he is not short of finishers, Wolf can frequently have 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), his below-average dashing speed, and his lack of guaranteed setups into them. Although he possesses true setups into Wolf Flash, 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 thus inadvertently [[self-destruct]] (since it renders him [[helpless]]) or miss the sweetspots and end up vulnerable due to its high landing lag. Lastly, Wolf is, like Fox and Falco, very susceptible to combos because of his high falling speed and gravity. However, Wolf's heavier weight and lack of sufficiently fast options to escape pressure (his fastest aerial attacks start on frame 7) make this weakness even more apparent compared to Fox and Falco.


Overall, Wolf is a non-traditional glass cannon. He sacrifices the power of other glass cannons like {{SSBU|Mewtwo}} and {{SSBU|Mr. Game & Watch}} 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}} and {{SSBU|Mr. Game & Watch}} for sheer versatility, due to his combination of an effective projectile for disrupting and forcing approaches, fast approach options of his own, and an abundance of combo and KO options, which allow him to keep up the pressure on his opponent even after winning the neutral game. As such, Wolf 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 in turn can easily be KO'd.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Wolf received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSBU|Link}} and {{SSBU|Mr. Game & Watch}}. Aesthetically, most of his moveset has been reanimated to look more polished and further differentiated from {{SSBU|Fox}}. Mechanically, Wolf received a mix of buffs and nerfs in his transition from ''Brawl'', but has been buffed significantly overall.
Wolf has received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSBU|Link}} and {{SSBU|Mr. Game & Watch}}. In ''Brawl'', Wolf's moveset was rather unpolished compared to the cast, most likely due to his late inclusion, which Sakurai acknowledges was possible thanks to his popularity and similarities to the ''Star Fox'' cast. Likely because of this, most of Wolf's moveset has been significantly reworked to be more polished and further distinct him from {{SSBU|Fox}}. This has led to a much larger overhaul in Wolf's moveset compared to other veterans, as several of his attacks either have altered or completely new animations alongside mechanical changes. As a result, Wolf has received a large mix of buffs and nerfs in his transition from ''Brawl'', but has been considerably buffed overall.
 
Like most of the returning veterans, Wolf's [[initial dash]] is much faster, while his dash and [[air speed]] have been slightly increased. In addition to this, however, his [[fast falling]] speed is significantly faster, no longer providing the smallest falling speed increase out of the cast by a considerable margin, greatly enhancing his aerial approach and landing ability. Coupled with his superior mobility are the buffs to his {{b|Blaster|Wolf}}, already an effective projectile in his previous appearance, and his new [[dash attack]]; the former's blasts deal more damage and knockback, while the latter covers much more horizontal range and is stronger. Both of these changes improve his [[neutral game]], now boasting one of the most respectable ones among the cast.
 
Wolf's entire moveset has been generally improved. He has a new [[neutral aerial]] that gives him a vastly more effective [[approach]] option, his [[forward aerial]] has become an excellent combo starter due to its reduced ending and landing lag, and his [[back aerial|back]] and [[up aerial]]s have had their knockback noticeably increased (most notably the former). [[Back throw]] now deals enough knockback to be a KO option at the edge, and [[up throw]] and [[down throw]] have useful combo starters at low percentages. [[Wolf Flash]] and [[Fire Wolf]] are far stronger, giving him two more powerful, albeit risky, KO options; the former in particular can now be aimed up or down, slightly improving his horizontal recovery and potentially making the clean hit easier to land. {{b|Reflector|Wolf}} has a stronger damage multiplier, which combined with its intact speed multiplier makes it the best of the three space animals.


Like most of the returning veterans, Wolf's [[initial dash]] is much faster, while his dash and [[air speed]] have been slightly increased. In addition to this, however, his [[fast falling]] speed is significantly faster, no longer providing the smallest falling speed increase out of the cast by a considerable margin, greatly enhancing his aerial approach and landing ability. Coupled with his superior mobility are the buffs to his {{b|Blaster|Wolf}}, already an effective projectile in his previous appearance, and his new [[dash attack]]; the former's blasts deal more damage and knockback, while the latter covers much more horizontal range and is stronger, both of which improve his [[neutral game]]. His aerial attacks have also seen improvements: his new [[neutral aerial]] gives Wolf a vastly more effective [[approach]] option, his [[forward aerial]] has become an excellent combo starter due to its reduced ending and landing lag, and his [[back aerial|back]] and [[up aerial]]s have had their knockback noticeably increased (most notably the former). Wolf's grab game also received some noteworthy buffs, now having a KO option in his [[back throw]], and useful combo starters in his [[up throw]] and [[down throw]]. Finally, [[Wolf Flash]] and [[Fire Wolf]] are far stronger, giving him two more powerful, albeit risky, KO options; the former in particular can now be aimed up or down, slightly improving his horizontal recovery and making the clean hit easier to land.
Wolf also heavily benefits from the changes to gameplay mechanics. Aside from his faster mobility, the new [[air dodge]] mechanics, as well as the changes to [[hitstun canceling]], allow Wolf to combo and juggle his opponents for a longer period of time; he has gained not only several more ways to start combos, but also KO setups into his powerful [[back aerial]] and Wolf Flash. The drastic weakening of [[momentum canceling]] allows his moves to KO earlier and overall put his survivability more in line with the cast. The removal of [[edgehogging]] in favor of [[edgeguarding#ledge trump|ledge trumping]] and the removal of [[chain grab]]bing and [[meteor cancel]]ing also significantly improve his survivability; in particular, Wolf benefits from meteor canceling far more than any other returning veteran, as it puts his own survivability more in-line with the rest of the cast while making his down aerial and Wolf Flash more effective for KOing offstage.


Wolf also heavily benefits from the changes to gameplay mechanics. The new [[air dodge]] mechanics, as well as the changes to [[hitstun canceling]], allow him to combo and juggle his opponents for a longer period of time, especially paired with his improved mobility; he has gained not only several more ways to start combos (such as with a landing up aerial, or a [[down aerial]] on grounded opponents), but also KO setups into his powerful Wolf Flash. The drastic weakening of [[momentum canceling]] allows his moves to KO earlier and overall put his survivability more in line with the cast. Lastly, the new ledge mechanics and the removal of [[chain grab]]bing and [[meteor cancel]]ing also significantly improve his survivability, while the latter change makes his down aerial and Wolf Flash more effective for KOing offstage.
However, Wolf has received a few significant nerfs as well. Some of his moves have received increased lag, such as his [[forward smash]], [[down smash]], and his renowned back aerial from ''Brawl'', in exchange for more power; the latter two are particularly noteworthy due to their previous speed and already decent power. Because of this, Wolf has a more difficult time scoring KOs without resorting to setups at medium percentages, as his finishers are much harder to land in general, forcing him to either time them precisely or lure the opponent into them.


However, Wolf has received a few significant nerfs as well. Some of his moves have received increased lag in all aspects, such as his [[forward smash]], [[down smash]], and his renowned back aerial from ''Brawl'', in exchange for more power; the latter two are particularly noteworthy due to their previous speed and already decent power. Because of this, he has a more difficult time scoring KOs as his finishers are much harder to land in general, forcing him to either time them precisely or lure the opponent into them; while he does possess KO setups into Wolf Flash offstage, they are extremely risky, as Wolf will [[self-destruct]] more often than not and the opponent can [[DI]] to avoid them. Additionally, several of his moves have reduced range to various degrees, most notably his new forward smash, which no longer travels a considerable distance forward, and his [[forward aerial]], which has lost its deceptively large [[disjoint]]. His already poor recovery has been made worse, as both Fire Wolf and Wolf Flash have decreased distance, making him more susceptible to [[edgeguarding]] than in ''Brawl''. His neutral and forward aerials, while possessing greater combo ability and safety, are now weaker, with the former also having slower startup, and the latter no longer being a reliable KO option. Finally, his new down throw is less effective for [[tech-chasing]] and setting up edgeguards because of its higher launch angle.
Additionally, several of Wolf's moves have less range to varying degrees. His new forward smash does not move him a considerable distance forward, while his [[forward aerial]] has lost its deceptively large disjoint. His recovery has also worsened due to both Fire Wolf and Wolf Flash's travel distances being shortened; unlike {{SSBU|Fox}}'s or {{SSBU|Falco}}'s own side special, Wolf Flash also still leaves him helpless after the move, which makes him more susceptible to [[edgeguarding]] than in ''Brawl''. Wolf's neutral and forward aerials, while possessing greater combo ability and safety, are also weaker, while the former also has slower startup. Wolf's new down throw is now less effective for [[tech-chasing]] and setting up edgeguards because of its higher launch angle (though this is mitigated by Wolf's newfound combo game).


Despite ''Ultimate''{{'}}s new mechanics heavily benefiting Wolf, he has also seen a few nerfs from the changes to the mechanics, most notably the removal of [[DACUS]] which hinders his grounded approach. Lastly, his lower [[weight]] worsens his survivability, especially horizontally (which is also hindered by the changes to [[momentum canceling]]), while he remains an easy combo target due to his high falling speed and the changes to hitstun canceling.
Despite ''Ultimate''{{'}}s new mechanics heavily benefiting Wolf, he has also seen a few nerfs from the changes to the mechanics, most notably the removal of [[DACUS]] which hinders his grounded approach. Lastly, Wolf is much [[weight|lighter]], worsening his survivability (especially horizontally, due to the changes to [[momentum canceling]]), while he remains an easy combo target due to his high falling speed and the changes to hitstun canceling.


Overall, Wolf's nerfs are offset by the new game mechanics and the buffs he has received, which has currently allowed him to fare better than he did in ''Brawl'' during ''Ultimate'''s early meta. So far, he has managed to achieve excellent representation and results thanks to {{Sm|Zackray}} winning multiple Japanese majors with the character, as well as numerous other top players such as {{Sm|MkLeo}} and {{Sm|Tweek}} placing favorably with him in tournaments. However, Wolf's results have become worse overtime as Zackray, who was his strongest player, dropped him in favor of {{SSBU|Joker}} while MkLeo has done the same. However, Tweek has continued to use him alongside {{SSBU|Wario}} and {{SSBU|Pokemon Trainer}}. As such, Wolf's viability has been questionable as players are debating on whether Wolf is as good as originally imagined. Regardless, he still has great results and is widely agreed to be significantly better than he was in ''Brawl''.
Overall, Wolf's buffs have drastically altered his playstyle for the better, though he now possesses a higher learning curve. He is now able to take advantage of his less polarized moveset and has gained a varied combo game that makes up for the loss of his previous damage racking options in ''Brawl'', but his higher frailty means he must keep playing carefully to avoid opponents from taking advantage of him. Wolf's buffs and benefits from the revamped game engine eclipse his nerfs, and he is widely agreed to be significantly better than he was in ''Brawl'' and a fairly strong contender in competitive play.


{{SSB4 to SSBU changelist|char=Wolf}}
{{SSB4 to SSBU changelist|char=Wolf}}


==Update history==
==Update history==
Wolf has received a mix of buffs and nerfs via game updates, but has been nerfed slightly overall. In update 3.0.0, the sweetspot of his down smash's front hit, infamous among the community for its extreme power (especially near edges), was weakened slightly. {{b|Blaster|Wolf}} was also affected by the near-universal nerf to projectiles' shield damage outputs, while an exploit that allowed Wolf to reduce [[Wolf Flash]]'s landing lag with a directional air dodge was removed. These nerfs were negligible, however, as Wolf retained his strengths and continued to perform very well in tournaments.
Wolf received a mix of buffs and nerfs via game updates, but was nerfed slightly overall. In update 3.0.0, the sweetspot of his down smash's front hit, infamous among the community for its extreme power (especially near edges), was weakened slightly. {{b|Blaster|Wolf}} was also affected by the near-universal nerf to projectiles' shield damage outputs, while an exploit that allowed Wolf to reduce [[Wolf Flash]]'s landing lag with a directional air dodge was removed. These nerfs were negligible, however, as Wolf retained his strengths and continued to perform very well in tournaments.


Following this, update 3.1.0 granted Wolf a few buffs and nerfs. Blaster's ending lag was increased, which slightly worsened its renowned utility as a safe [[neutral]] tool that could counter approaches with relatively low risk. Down smash's front sweetspot was weakened slightly once again, while [[Fire Wolf]]'s final hitbox was shrunken noticeably to compensate for its looping hits' improved consistency. Conversely, neutral attack's hits connect together more reliably, and {{b|Reflector|Wolf}} is overall faster by 1 frame. Most recently, update 7.0.0 enlarged Wolf's shield as part of a near-universal buff.
Update 3.1.0 granted Wolf a few buffs and nerfs, although the latter were more impactful than the former. Blaster's ending lag was increased, which slightly worsened its renowned utility as a safe [[neutral]] tool that could counter approaches with relatively low risk. Down smash's front sweetspot was weakened slightly once again, while [[Fire Wolf]]'s final hitbox was shrunken noticeably to compensate for its looping hits' improved consistency. Conversely, neutral attack's hits connect together more reliably, and {{b|Reflector|Wolf}}'s overall lag was decreased by 1 frame. Lastly, update 7.0.0 enlarged Wolf's shield as part of a near-universal buff.


It is unknown how these changes will affect Wolf in the long run; while his nerfs are more impactful than his buffs, his sizeable playerbase and tournament success have both remained largely intact.
Overall, Wolf fares mildly worse than he did at the launch of ''Ultimate''. However, his sizeable player base and consistent success in tournaments have both remained largely intact regardless.
[[File:WolfDsmashKnockback.svg|thumb|right|350px|A comparison of the knockback dealt against Mario by Wolf's sweetspotted down smash, in each version which changed it.]]
[[File:WolfDsmashKnockback.svg|thumb|350px|A comparison of the knockback dealt against Mario by Wolf's sweetspotted down smash, in each version which changed it.]]
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Wolf}}
{{UpdateList (SSBU)/3.0.0|char=Wolf}}
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Snap Claw ({{ja|スナップクロー|Sunappo Kurō}}) / Follow Claw ({{ja|フォロークロー|Forō Kurō}}) / Wild Scratch ({{ja|ワイルドスクラッチ|Wairudo Sukuratchi}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A left-handed inward slash, followed by a right-handed inward slash, followed by a right-handed outward slash. Fairly quick, coming out on frame 4, and can [[jab lock]] opponents. However, the last hit has short range compared to other neutral attacks, which can cause it to fail to connect from the previous hits at high percents.
|neutraldesc=A left-handed inward slash, followed by a right-handed inward slash, followed by a right-handed outward slash. Fairly quick, coming out on frame 4, and can [[jab lock]] opponents. However, the last hit has short range compared to other neutral attacks, which can cause it to fail to connect from the previous hits at high percentages.
|ftiltname= 
|ftiltname=Dual Burst ({{ja|デュアルバースト|Duaru Bāsuto}})
|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 frame punish|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. It can KO at around 115%-140% while near the edge of {{SSBU|Final Destination}} depending on the opponent, and even earlier as a 2 frame punish.
|utiltname= 
|utiltname=Kick Up ({{ja|キックアップ|Kikku Appu}})
|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 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. It is especially useful to read edge jumps and to poke platforms, as the sweetspot will sometimes KO earlier than both the second hit of up smash and up aerial. However, unlike the majority of up tilts, its ending lag prevents it from being used to start combos.
|dtiltname= 
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|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 useful for poking, pressuring, and denying 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 percentages, which can lead into a grab or other attacks. However, it is Wolf's least damaging tilt attack.
|dashname= 
|dashname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|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, 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.
|dashdesc=A front kick. Has decent start-up, but most importantly, it propels Wolf forward a considerable distance. This allows it to function as a reliable burst option to punish landings and whiffed moves, as well as follow up from other attacks. Hitting opponents close to Wolf launches them upward, allowing for up tilt at 0% and aerial follow-ups at low percentages. Conversely, 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% while near the edge. It is also a reliable follow-up from down throw at low percentages. Due to its versatility, it is one of the most useful dash attacks in the game.
|fsmashname= 
|fsmashname=Wolf Crash ({{ja|ウルフクラッシュ|Urufu Kurasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdesc=Rears back then performs a palm thrust. While it has slow startup, hitting on frame 20, it has notoriously low ending lag (interruptible on frame 42), making it to be relatively safe on shield, and difficult to punish even if missed. It also has remarkable power, KOing middleweights at around 70% from the edge of the stage. As a result, it is one of Wolf's safest KO options on the ground.
|fsmashdesc=A palm thrust. While it has slow startup (comes out on frame 20), it has notoriously low ending lag (interruptible on frame 42), making it to be relatively safe on shield and difficult to punish even if missed. It also has remarkable power, KOing middleweights at around 70% while near the edge of the stage. As a result, it is one of Wolf's safest KO options on the ground.
|usmashname= 
|usmashname=Spinning Leg Scissors ({{ja|スピニングレッグシザース|Supiningu Reggu Shizāsu}})
|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 KOing 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 (coming out on frame 13). 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 when both hits connect, hits in front of and behind Wolf, and provides wide coverage above Wolf. Altogether, these traits make it useful to quickly punish opponents close to him and set up juggles. However, its KO potential is slightly below-average for a smash attack because of its second hit's below-average knockback. As a result, it will not KO middleweights reliably until around 130% when uncharged, whereas heavyweights will not be KO'd reliably even around 140%.
|dsmashname= 
|dsmashname=Gust Slash ({{ja|ガストスラッシュ|Gasuto Surasshu}})
|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. Considered to be one of the best down smashes in the game.  
|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 [[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 [[edge-guard]] tool, as well as a reliable finisher when reading an opponent's tech options out of forward throw or neutral aerial. Considered to be one of the best down smashes in the game.  
|nairname= 
|nairname=Wolf Kick ({{ja|ウルフキック|Urufu Kikku}})
|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. 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%.
|nairdesc=A flying kick. 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 percentages, with the clean hit being more effective at low percentages and the late hit being more effective at high percentages. The clean hit is also a decent finisher near the edge, KOing at around 145%. Due to its versatility, it is Wolf's overall most useful aerial.
|fairname= 
|fairname=Quick Slash ({{ja|クイックスラッシュ|Kuikku Surasshu}})
|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 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 percentages, any aerial attack from low to mid percentages (including itself to extend combos), and even Wolf Flash as a KO setup at high percentages. However, it has poor edge-guarding potential due to its more vertical angle. It also deals the least damage and knockback out of Wolf's aerials, which is exacerbated further by [[stale-move negation]] due to its typically frequent usage in his neutral game.
|bairname= 
|bairname=Behind Kick ({{ja|ビハインドキック|Behind Kick}})
|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 KO move near the edge.
|bairdesc=A back kick. It has noticeable startup (hitting on frame 13), ending lag (FAF 45), 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=Air Slice ({{ja|エアスライス|Ea Suraisu}})
|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%-130% near the top blast line.
|uairdesc=An overhead arcing slash. 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=Meteor Crash ({{ja|メテオクラッシュ|Meteo Kurasshu}})
|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 edge-guarding option. Against grounded opponents, it can combo into a variety of attacks, even up to high percentages.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his right arm.
|grabdesc=Reaches out with his right arm.
|pummelname= 
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike.
|pummeldesc=A knee strike.
|fthrowname= 
|fthrowname=Short Scratch ({{ja|ショートスクラッチ|Shōto Sukuratchi}})
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdesc=An inward slash. While it deals decent damage, it is extremely weak, not KOing opponents under 300% even at the edge, and its ending lag is too high for reliable followups. However, the low angle makes it an extremely potent tech-chasing move at higher percentages.
|fthrowdesc=An inward slash. While it deals decent damage, it is extremely weak, not KOing opponents under 300% even at the edge, and its ending lag is too high for reliable follow-ups. However, its low launching angle makes it an extremely potent tech-chasing move at higher percentages.
|bthrowname= 
|bthrowname=Scratch Upper ({{ja|スクラッチアッパー|Sukuratchi Appā}})
|bthrowdmg=6% (hit 1), 5% (throw)
|bthrowdmg=6% (hit 1), 5% (throw)
|bthrowdesc=Sets the opponent behind himself and launches them away with an ascending slash. Deals the most damage out of Wolf's throws, and has remarkable knockback, allowing it to KO middleweights at around 185% from center stage, and around 130% near the edge. However, its launching angle is mostly diagonal, making it somewhat easy to DI.
|bthrowdesc=Sets the opponent behind himself and launches them away with an ascending slash. Deals the most damage out of Wolf's throws, and has remarkable knockback, allowing it to KO middleweights at around 185% from center stage, and around 130% near the edge. However, its launching angle is mostly diagonal, making it somewhat easy to DI.
|uthrowname= 
|uthrowname=Throw Scratch ({{ja|スルースクラッチ|Surū Sukuratchi}})
|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=Bottom Down ({{ja|ボトムダウン|Botomu Daun}})
|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 {{iw|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% range, it can also combo into Wolf Flash depending on character and DI (most notably works on floaty characters), 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%
Line 141: Line 161:
|nspage=Blaster (Wolf)
|nspage=Blaster (Wolf)
|nsdmg=7% (bayonet), 6%/8%/7% (blast close-far)
|nsdmg=7% (bayonet), 6%/8%/7% (blast close-far)
|nsdesc=Shoots a purple, arrowhead-shaped energy blast from his {{s|lylatwiki|Blaster}}. It is reliable at both disrupting and forcing approaches, thanks to its decent lag and the energy blast'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 blast. 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 blast from his {{iw|lylatwiki|Blaster}}. It is reliable at both disrupting and forcing approaches, thanks to its decent lag and the energy blast'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 blast. 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)
Line 154: Line 174:
|fsname=Team Star Wolf
|fsname=Team Star Wolf
|fsdmg= 3% (reticle), 35% (lasers), 10% (ending)
|fsdmg= 3% (reticle), 35% (lasers), 10% (ending)
|fsdesc=Upon activation, Wolf shouts "Wolf Pack!" as a large red reticle appears in front of him that launches opponents and is immediately followed by a {{s|lylatwiki|Wolfen}} flying from behind the screen where the reticle is located. Upon hitting an opponent, Wolf leaps upward to board his Wolfen and a cutscene begins with him joining the rest of {{s|lylatwiki|Star Wolf}}. Wolf himself then says, "Grahaha! The hunt is on, boys!" (or "I've got you now, Star Fox!" if he hits {{SSBU|Fox}} or {{SSBU|Falco}}), as he and rest of Star Wolf fire their Wolfens' laser cannons at the trapped opponents. It deals a considerable amount of damage and launches the opponent horizontally after the cutscene ends.
|fsdesc=Upon activation, Wolf shouts "Wolf Pack!" as a large red reticle appears in front of him that launches opponents and is immediately followed by a {{iw|lylatwiki|Wolfen}} flying from behind the screen where the reticle is located. Upon hitting an opponent, Wolf leaps upward to board his Wolfen and a cutscene begins with him joining the rest of {{iw|lylatwiki|Star Wolf}}. Wolf then says, "Grahaha! The hunt is on, boys!" (or "I've got you now, Star Fox!" if he hits {{SSBU|Fox}} or {{SSBU|Falco}}), as he and rest of Star Wolf fire their Wolfens' laser cannons at the trapped opponents. It deals a considerable amount of damage and launches the opponent horizontally after the cutscene ends.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=2.09 | rdash=18-24
| run=1.54 | rrun=71
| walk=1.208 | rwalk=27-31
| trac=0.11 | rtrac=39-47
| airfric=0.004 | rairfric=83-84
| air=1.281 | rair=6-7
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.08 | raddaccel=16-24
| gravity=0.13 | rgravity=8-9
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32.02 | rjumpheight=50
| shorthop=15.38 | rshorthop=56
| djump=30.71 | rdjump=67
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Wolf English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 166: Line 214:
*'''Up taunt''': Leans his head back and howls.
*'''Up taunt''': Leans his head back and howls.
*'''Side taunt''': Does a beckoning gesture with his fingers while smirking and asking "Are you scared?" ({{ja|どうした、どうした?|Doshita, doshita?}}, ''What's wrong, what's wrong?'').
*'''Side taunt''': Does a beckoning gesture with his fingers while smirking and asking "Are you scared?" ({{ja|どうした、どうした?|Doshita, doshita?}}, ''What's wrong, what's wrong?'').
*'''Down taunt''': Kneels down, slaps the ground with one hand and makes a howling-esque noise.
*'''Down taunt''': Kneels down, slaps the ground with one hand, and makes a howling-esque noise.
**'''[[Smash Taunt]]''': Kneels down before [[Star Fox Smash Taunt#Wolf O'Donnell|contacting Team Star Wolf]]. This can only be done on [[Lylat Cruise]] and is performed by tapping the down taunt command. Wolf will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Wolf is holding his pose before the conversation starts, it is canceled.
**'''[[Smash Taunt]]''': Kneels down before [[Star Fox Smash Taunt#Wolf O'Donnell|contacting Team Star Wolf]]. This can only be done on [[Lylat Cruise]] and is performed by tapping the down taunt command. Wolf will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Wolf is holding his pose before the conversation starts, it is canceled.
<gallery>
<gallery>
Line 178: Line 226:
*Pretends to howl.
*Pretends to howl.
<gallery>
<gallery>
SSBUWolfIdle1.gif|Wolf's first idle pose
SSBUWolfIdle1.gif|Wolf's first idle pose.
SSBUWolfIdle2.gif|Wolf's second idle pose
SSBUWolfIdle2.gif|Wolf's second idle pose.
</gallery>
</gallery>


Line 223: Line 271:
*'''Left:''' Raises his right hand towards his face. He then moves his arms in alternating circular motions before bringing his left arm towards his right side. He then concludes by swinging out his left arm while raising his right, assuming a martial arts stance. This may be in reference to his idle stance in ''Brawl''.
*'''Left:''' Raises his right hand towards his face. He then moves his arms in alternating circular motions before bringing his left arm towards his right side. He then concludes by swinging out his left arm while raising his right, assuming a martial arts stance. This may be in reference to his idle stance in ''Brawl''.
*'''Up:''' Performs two alternating slashes and then a wheel kick, saying "You're good, but I'm better." ({{ja|貴様を倒すのはこの俺様だ!|Kisama wo taosu no wa kono oresama da!}}, ''You will be defeated by the very me!''). After the kick, Wolf assumes a low-postured stance in which he raises his right arm behind himself while he holds out his left while smirking.
*'''Up:''' Performs two alternating slashes and then a wheel kick, saying "You're good, but I'm better." ({{ja|貴様を倒すのはこの俺様だ!|Kisama wo taosu no wa kono oresama da!}}, ''You will be defeated by the very me!''). After the kick, Wolf assumes a low-postured stance in which he raises his right arm behind himself while he holds out his left while smirking.
*'''Right:''' While facing away from the camera, Wolf raises his right arm. He then turns quickly toward the camera, gesturing towards the screen with his claws. During the entirety of the pose, he scoffs and says "Weaklings! The lot of you." ({{ja|弱者どもめ。|Jakusha domo me.}}, ''Such weak ones.'')
*'''Right:''' While facing away from the camera, Wolf raises his right arm. He then turns quickly toward the camera, gesturing towards the screen with his claws. During the entirety of the pose, he scoffs and says "Weaklings, the lot of you." ({{ja|弱者どもめ。|Jakusha domo me.}}, ''Such weak ones.'')
[[File:StarFoxUniverseTheme.ogg|thumb|This victory theme is based upon the main theme of ''{{s|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.]]
[[File:StarFoxUniverseTheme.ogg|thumb|This victory theme is based upon the main theme of ''{{iw|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.]]
<gallery>
<gallery>
WolfVictoryPose1SSBU.gif
WolfVictoryPose1SSBU.gif
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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
Initial opinions of Wolf were mixed before the release of ''Ultimate'', with players noting the loss of his renowned back aerial and powerful [[DACUS]], reduced invincibility from {{b|Reflector|Wolf}}, and [[Wolf Flash]] still causing helplessness, which was a big detriment compared to {{SSBU|Fox}} and {{SSBU|Falco}}'s respective side specials. However, players began to realize the effectiveness of Wolf's buffs past the game's release, as it gave him a powerful projectile courtesy of his Blaster, effective combos due to his modified physics, and a notorious [[edgeguard]]ing tool in down smash, which kept its high power despite being nerfed twice through game updates. This caused Wolf to gain a renowned, controllable [[neutral game]], allowing him to dictate the flow of battle through use of his Blaster, overall speed, and combo ability.
 
As a result, Wolf has consistently been a very popular pick in competitive play since ''Ultimate'''s early lifespan; he has been the most used character in many competitive events, including {{Trn|Pound 2019}}<ref>[https://web.e-gsol.in/2019/04/22/the-wolf-pack-came-out-in-full-force-for-super-smash-bros-ultimate-during-pound-2019-here-are-the-top-128-character-usage-stats-eventhubs/]</ref>, {{Trn|EVO 2019}}, <ref>[https://www.eventhubs.com/news/2019/aug/04/super-smash-bros-ultimate-usage-stats-evo-2019/]</ref> and {{Trn|Valhalla III}}<ref>[https://www.eventhubs.com/news/2020/jan/12/wolf-chrom-and-peach-were-frequent-picks-valhalla-3s-super-smash-bros-ultimate-event-while-fox-and-falco-were-picks-melee/]</ref>. In addition, many professional players have attained strong results with the character, and players in general have agreed that Wolf is potentially one of the best characters in the game. However, Wolf's weaknesses have become more exploitable as the meta evolved, with his strongest mains either dropping him ({{Sm|Zackray}}) or moving to other characters ({{Sm|MkLeo}}). This has put his current standing in the meta in question, although it is agreed that the character is a top-tier with some such as {{Sm|Ned}} believing he is top 5 while {{Sm|Cloudy}} and {{Sm|Tweek}} believing he is top 3 and a contender for the best alongside {{SSBU|Joker}} and {{SSBU|Pikachu}}.
 
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Numbers in parentheses denote a smasher's placement on the [[Fall 2019 PGRU]], which recognizes the top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
''See also: [[:Category:Wolf players (SSBU)]]''
 
*{{Sm|Atelier|Japan}} - One of the first successful Wolf players thanks his victory at {{Trn|Sumabato SP 3}} and his 7th-place finish at {{Trn|Sumabato SP 6}}. Although he later picked up {{SSBU|Pokémon Trainer}} as a co-main, he remains a prominent Wolf player and one of the best Wolf players since 2022, placing 7th at both {{Trn|Maesuma TOP 9}} where he primarily played Wolf and {{Trn|Umebura SP 9}} with only Wolf.
*{{Sm|Charliedaking|USA}} - One of the best Wolf players in the world in 2020 and 2021, raking in several high major placements including 7th at {{Trn|Temple: Hermès Edition}} and 9th at {{Trn|GENESIS 7}} and {{Trn|Glitch 8.5 - Konami Code}}; and defeating {{Sm|Dabuz}} and {{Sm|Cosmos}} at {{Trn|Smash Ultimate Summit 3}}. Since then he has largely disappeared from the global scene, only appearing at [[SoCal]] weeklies and regionals.
*{{Sm|Jakal|USA}} - One of the best Wolf players in the world since 2021. His most notable accomplishment was finishing 2nd at {{Trn|Crown the Third}} defeating {{Sm|Sparg0}}, {{Sm|MkLeo}}, and {{Sm|Shuton}}, the best Wolf placement since the early months of ''Ultimate''. Outside of Crown the Third, his best results also include 5th at both {{Trn|Super Smash Con: Fall Fest}} and {{Trn|MAJOR UPSET}}.
*{{Sm|Larry Lurr|USA}} - Began playing Wolf alongside {{SSBU|Falco}} in mid-2019 and is one of the best Wolf players in North America from then until early-2022. With Wolf, he most notably double-eliminated {{Sm|MkLeo}} to place 2nd at {{Trn|G4 Smash Ultimate Invitational}}, and placed 9th at both {{Trn|2GG: SwitchFest 2019}} and {{Trn|Thunder Smash 3: Clash of the Pandas}}, defeating {{Sm|VoiD}} in the former and {{Sm|Marss}} in the latter.
*{{Sm|Masha|Japan}} - A hidden boss in Japan up until 2022, with his most notable accomplishment as a hidden boss being placing 4th at {{Trn|Sumabato SP 5}}. Since then, he has been considered one of the best Wolf players in the world, placing 7th at both {{Trn|Maesuma TOP 9}} and {{Trn|JAPAN 24}} as well as 9th at {{Trn|Kagaribi 11}}, and frequently placing top 8 at superregionals, most notably winning {{Trn|Chūbu Smash Chronicle 2}}.
*{{Sm|Oryon|France}} - First known for defeating {{Sm|Abadango}} to place 4th at {{Trn|Stunfest 2019}}, and has since become Europe's premier Wolf player, with notable placements such as 4th at {{Trn|ICARUS 2023}}, 7th at {{Trn|King Con}}, and 9th at {{Trn|Albion 4}}, and a notable win over {{Sm|Tea}} at {{Trn|L'Odyssée - Chant I}}. He has also seen some success outside of Europe, with his best placements being 13th at {{Trn|GENESIS 8}} and 25th at {{Trn|GENESIS X}}.
*{{Sm|Ouch!?|Canada}} - First known for his dominance in the [[Pacific Northwest]] region that began the same year. He gained further recognition after placing 3rd at {{Trn|Battle of BC 4}}, with a massive Loser's run that saw him eliminate {{Sm|Riddles}}, {{Sm|Shuton}}, and {{Sm|Kome}}. He has since established himself as one of the best Wolf players in the world, placing 7th at {{Trn|Battle of BC 6}} and 9th at both {{Trn|Mainstage 2022}} and {{Trn|GENESIS 9}}.
*{{Sm|Zackray|Japan}} - The best Wolf player in the early metagame who was Wolf's primary representative during this time, using Wolf to win {{Trn|Umebura SP 2}} and place 2nd at {{Trn|2GG: Prime Saga}}, 5th at {{Trn|GENESIS 6}}, and 7th at {{Trn|EVO 2019}}. His victory at Umebura SP 2 remains the only major win for a Wolf player. Following {{Trn|Super Smash Con 2019}}, he began playing other characters over Wolf and ultimately dropped the character by the end of 2019.


''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
===Tier placement and history===
For most of competitive ''Ultimate'', Wolf has been considered one of the most popular characters in the metagame. This was especially true in the game's first few months, where players recogonized that Wolf's buffs from ''[[Brawl]]'', which gave him powerful projectile courtesy of his Blaster, effective combos due to his modified physics, and a notorious [[edgeguard]]ing tool in down smash, allowed him to dictate the flow of battle through use of his Blaster, overall speed, and combo ability. As such, Wolf was arguably the most popular character in the early metagame, ranking 1st for January-June 2019 and 2nd for July-December 2019 for character representation by [[OrionRank]], and was regularly one of the most used character at majors, including being the most used character in {{Trn|Pound 2019}}'s top 128<ref>{{cite web|url=https://www.eventhubs.com/news/2019/apr/21/wolf-pack-came-out-full-force-super-smash-bros-ultimate-during-pound-2019-here-are-top-128-character-usage-stats/|title=The Wolf pack came out in full force for Super Smash Bros. Ultimate during Pound 2019, here are the top 128 character usage stats}}</ref> and the third-most used character in {{Trn|EVO 2019}}'s top 256.<ref>{{cite web|url=https://www.eventhubs.com/news/2019/aug/04/super-smash-bros-ultimate-usage-stats-evo-2019/|title=Yoshi, Fox, and Wolf were the three most used characters in Super Smash Bros. Ultimate top 256 at EVO 2019}}</ref> Spearheading Wolf's huge playerbase was {{Sm|Zackray}}, who regularly finished top 8 at majors. Wolf's strengths and popularity led many to consider him as one of the best characters in the game.


''See also: [[:Category:Wolf professionals (SSBU)]]''
Despite this popularity, as time went on Wolf's weaknesses became more apparent: his linear recovery left him vulnerable to edgeguards and gimping while his falling speed left him vulnerable to combos. In addition, subsequent patches nerfed down smash's knockback, which further hurt Wolf's KO ability, as his other best KO options often had high starting lag. Initially, this led several of his best players to drop him, most notably Zackray, however other Wolf players were ultimately able to fill that void, such as {{Sm|Atelier}}, {{Sm|Jakal}}, and {{Sm|Ouch!?}}, and as such Wolf's representation remained in the top 10 for the following few years. However, none of these players were able to reach the top-level consistency that Zackray had; in fact Atelier and Jakal themselves were notoriously inconsistent in competitive play. As such, opinions on Wolf mellowed out significantly, with some players believing Wolf was overrated. This was reflected in Wolf's ranking on the first tier list, where he was ranked 12th in the upper half of S- tier. Although he remained a top tier, he was no longer considered one of the best characters in the game.


*{{Sm|Atelier|Japan}} - One of the best Wolf players in the world but has since been using more {{SSBU|Pokémon Trainer}} in tournament. Place 1st at {{Trn|Sumabato SP 3}}, 2nd at {{Trn|Maesuma TOP 2}}, 7th at {{Trn|Sumabato SP 2}}, and 17th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Abadango}}, {{Sm|Nietono}}, and {{Sm|Kome}}. Currently ranked 28th on the [[Japan Player Rankings]].
As time went on, Wolf's position in the metagame further weakened, with his best players remaining inconsistent and his playerbase becoming stagnant. Wolf's decline during this time was the most apparent by the end of 2023, which saw Wolf leave the top 10 for the first time representation-wise, ranking 15th for July-December 2023, and despite having four players who primarily played Wolf on [[LumiRank 2023]]'s top 100, not a single one of them was ranked in the top 50. This decline led to Wolf dropping 10 spots on the second tier list to 21st, now ranking in the bottom half of A tier and tied for the second-largest drop from the first tier list.
*{{Sm|Charliedaking|USA}} - One of the best Wolf players in the United States. Placed 4th at {{Trn|Super Smashed Fest}}, 9th at both {{Trn|GENESIS 7}} and {{Trn|Ultimate Nimbus}}, 17th at {{Trn|2GG: SwitchFest 2019}}, and 25th at both {{Trn|The Big House 9}} and {{Trn|Frostbite 2020}} with wins over players such as {{Sm|Elegant}}, {{Sm|Pandarian}}, and {{Sm|ScAtt}}. Currently ranked 1st on the [[SoCal Power Rankings#Super Smash Bros. Ultimate rankings|SoCal Ultimate Power Rankings]].
*{{Sm|Greil|France}} - One of the best Wolf players in Europe. Placed 4th at {{Trn|Syndicate 2019}}, 7th at {{Trn|BURST 4}}, 9th at {{Trn|DreamHack Winter 2019}}, and 17th at {{Trn|Ultimate WANTED 2}} with wins over players such as {{Sm|Flow|p=France}}, {{Sm|Oryon}}, and {{Sm|Homika}}. Currently ranked 24th on the [[European Smash Rankings]].
*{{Sm|Keen|Chile}} - The best Wolf player in South America. Placed 4th at both {{Trn|Smash Chile - Civil War}} and {{Trn|Iwanna Torneo Nacional!}} as well as 25th at {{Trn|Smash Factor 8}} with wins over {{Sm|Javi}}, {{Sm|Chag}}, and {{Sm|Frido}}. Currently ranked 5th on the [[Chilean Power Rankings]]. Online, placed 4th at {{Trn|SWT: South America Ultimate Online Qualifier}} and 7th at {{Trn|White Phoenix}}.
*{{Sm|Larry Lurr|USA}} - One of the best Wolf players in the world. Placed 1st at {{Trn|DreamHack Anaheim 2020}}, 7th at {{Trn|The Kid, the Goat, and the Mang0}}, 9th at {{Trn|Thunder Smash 3: Clash of the Pandas}}, 17th at {{Trn|2GG: Prime Saga}}, and 25th at {{Trn|Mainstage}} with wins over players such as {{Sm|Marss}}, {{Sm|Nairo}}, and {{Sm|Cosmos}}.
*{{Sm|Masha|Japan}} - The best Wolf players in Japan. Placed 3rd at {{Trn|Karisuma SP 5}}, 4th at {{Trn|Sumabato SP 5}}, 5th at {{Trn|Karisuma SP 6}}, and 13th at {{Trn|Sumabato SP 7}} with wins over players such as {{Sm|Abadango}}, {{Sm|T}}, and {{Sm|Shogun}}. Currently ranked 40th on the [[Japan Player Rankings]].
*{{Sm|Oryon|France}} - The best Wolf player in Europe. Placed 4th at {{Trn|Stunfest 2019}}, 5th at {{Trn|Syndicate 2019}}, 7th at {{Trn|VCA 2019}}, and 9th at {{Trn|Albion 4}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Abadango}}, and {{Sm|Prodigy}}. Currently ranked 7th on the [[European Smash Rankings]].
*{{Sm|Ouch!?|Canada}} - Placed 4th at {{Trn|VORTEX}} and {{Trn|Play With Heart}}, 13th at {{Trn|Port Priority 5}}, and 33rd at {{Trn|Get On My Level 2019}} with wins over players such as {{Sm|Big D}}, {{Sm|Lemmon}}, and {{Sm|Dark Wizzy}}. Currently ranked 16th on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Tweek|USA}} (#3) - Formerly considered one of the best Wolf player in the world but has since largely dropped the character. Placed 1st at both {{Trn|Frostbite 2019}} and {{Trn|Glitch 8 - Missingno}}, 2nd at {{Trn|2GG: Kongo Saga}}, 5th at {{Trn|The Big House 9}}, and 9th at {{Trn|GENESIS 6}}.
*{{Sm|Zackray|Japan}} (#7) - Formerly considered one of the best Wolf player in the world but has since dropped the character. Placed 1st at both {{Trn|Umebura SP 2}} and {{Trn|The Big House 9}}, 2nd at {{Trn|Umebura SP 5}}, 5th at {{Trn|GENESIS 6}}, and 7th at {{Trn|EVO 2019}}.


=={{SSBU|Classic Mode}}: Reunited Roster==
=={{SSBU|Classic Mode}}: Reunited Roster==
[[File:SSBU Congratulations Wolf.png|thumb|Wolf's congratulations screen.]]
[[File:SSBU Congratulations Wolf.png|thumb|Wolf's congratulations screen.]]
Wolf's opponents, like himself, are characters who are once again playable after being absent from ''[[Super Smash Bros. 4]]'', or in the case of [[Pichu]] and [[Young Link]], absent from both ''SSB4'' and ''[[Super Smash Bros. Brawl]]''. The [[boss]] of the route, [[Galleom]], also fits with this theme because of his absence from ''SSB4''.
Wolf's opponents, like himself, are veterans who were absent from ''[[Super Smash Bros. 4]]''. The boss of this route is [[Galleom]], who was also absent from ''Smash 4''. Notably, Young Link and Pichu were also absent from ''Brawl''.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||
|}
|}
Note: All stages Wolf travels to are ''Melee'' and ''Brawl'' stages.


[[Credits]] roll after completing Classic Mode. Completing it as Wolf has ''{{SSBUMusicLink|Star Fox|Star Wolf}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Wolf has ''{{SSBUMusicLink|Star Fox|Star Wolf}}'' accompany the credits.
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-44Wolf.jpg|thumb|Finding Wolf in World of Light|left]]
[[File:WoL-44Wolf.jpg|thumb|Finding Wolf in World of Light|left]]
Although Wolf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Wolf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Wolf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Mysterious Dimension]] in [[The Dark Realm]]. The player must defeat the [[Andross]] [[List of spirits (Star Fox series)#Andross (Star Fox 64 3D)|(Star Fox 64 3D)]] spirit, which is the answer to a given question ("Who among these spirits is a scientist?"), to reveal a path leading to a wrecked airplane. His unlock battle is on the plane's tail, just to the left of the [[Krystal]] [[List of spirits (Star Fox series)#Krystal|spirit]].
Wolf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Mysterious Dimension]] in [[The Dark Realm]]. The player must defeat the [[Andross]] [[List of spirits (Star Fox series)#Andross (Star Fox 64 3D)|(Star Fox 64 3D)]] spirit, which is the answer to a given question ("Who among these spirits is a scientist?"), to reveal a path leading to a wrecked airplane. His unlock battle is on the plane's tail, just to the left of the [[Krystal]] [[List of spirits (Star Fox series)#Krystal|spirit]].
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|''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''
|''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]==
==[[Spirit]]==
Wolf's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Wolf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Wolf's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Wolf has been unlocked. Unlocking Wolf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


<center>
<center>
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|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fatal Fury|Stormy Saxophone 2 - KOF '96}}
|{{SSBUMusicLink|Fatal Fury|Stormy Saxophone 2 - KOF '96}}
|[https://snk.fandom.com/wiki/Orochi_Iori Orochi Iori] (default costume)
|[https://snk.fandom.com/wiki/Orochi_Iori Orochi Iori] (red costume)
|-
|-
|1,447
|1,447
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SSBUWebsiteChrom5.jpg|Wolf, {{SSBU|Lucario}} and Fox sleeping around {{SSBU|Chrom}} with [[Super Leaf]] equipped on [[Living Room]].
SSBUWebsiteChrom5.jpg|Wolf, {{SSBU|Lucario}} and Fox sleeping around {{SSBU|Chrom}} with [[Super Leaf]] equipped on [[Living Room]].
SSBUWebsite5.jpg|Firing his Blaster on Corneria.
SSBUWebsite5.jpg|Firing his Blaster on Corneria.
SSBUWebsiteKazuya3.jpg|Getting attacked by {{SSBU|Kazuya}} on [[Great Bay]].
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=YLG2LGY95f4}}
{{#widget:YouTube|id=YLG2LGY95f4}}


==Trivia==
==Trivia==
{{ImageCaption|File:Wolf left foot error 1 (forward tech).jpg|File:Wolf left foot error 2 (up victory pose).jpg|width1=160x160px|width2=160x160px|align  = right|caption=Wolf's left foot being twisted around during his<br>forward tech rolling animation (left) and on his<br>"Up" victory pose on the Results Screen (right).}}
{{ImageCaption|File:Wolf left foot error 1 (forward tech).jpg|File:Wolf left foot error 2 (up victory pose).jpg|width1=160x160px|width2=160x160px|align  = right|caption=Wolf's left foot being twisted around during his<br>forward tech rolling animation (left) and on his<br>"Up" victory pose on the Results Screen (right).}}
*Early gameplay footage of Wolf in ''Ultimate'' contains a few inconsistencies between his official render and his in-game model. The soles of his boots are blue in his official render while they were red in his in-game model, the straps behind his right shin guard were white instead of black, and his jacket and gloves were a dark purple color instead of light purple. <ref>[https://www.youtube.com/watch?v=62uBiZfw9w0&t=0m13s]</ref> <ref>[https://www.youtube.com/watch?v=7B4w2Tsy9PE&t=0m4s]</ref>
*Early gameplay footage of Wolf in ''Ultimate'' contains a few inconsistencies between his official render and his in-game model. The soles of his boots are blue in his official render while they were red in his in-game model, the straps behind his right shin guard were white instead of black, and his jacket and gloves were a dark purple color instead of light purple.<ref>[https://www.youtube.com/watch?v=62uBiZfw9w0&t=0m13s]</ref><ref>[https://www.youtube.com/watch?v=7B4w2Tsy9PE&t=0m4s]</ref>
**Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
**Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
**They are also present in {{SSBU|Fox}}'s, {{SSBU|Mewtwo}}'s, and {{SSBU|Corrin}}'s character showcase videos.
**They are also present in {{SSBU|Fox}}, {{SSBU|Mewtwo}}, and {{SSBU|Corrin}}'s character showcase videos.
**Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the ''Smash Bros. Ultimate'' official website.
**Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the ''Ultimate'' official website.
*Wolf is the only returning ''Brawl'' veteran who does not have palette swap of his design from that game in ''Ultimate''.
**The black bootstraps in his render are themselves an inconsistency, as they are purple in his in-game model.
*Wolf is the only playable ''Star Fox'' character:
**Whose [[neutral attack]] does not transition into a rapid jab.
**Whose [[down smash]] doesn't hit simultaneously on both sides.
**Whose [[forward aerial]] does not hit multiple times.
**Who does not use his Blaster for any of his throws.
**Whose [[side special]] still puts him in helpless.
**Who does not face [[Master Hand]] and/or [[Crazy Hand]] as the final boss in Classic Mode.
**Whose [[fighter spirit]] does not use artwork from ''Star Fox Zero''; in Wolf's case, it is his artwork from ''Star Fox: Assault'', which was previously used for Wolf's design in ''Brawl''.
**Whose English voice actor from ''Brawl'' reprises his role in ''Ultimate'', while Fox and Falco's voice actors were changed from ''Brawl'' to ''Smash 4'', which is retained in ''Ultimate''.
***Wolf (in English) is also the only ''Star Fox'' character in ''Ultimate'' (in either English or Japanese) whose voice actor reprises his role from a previous ''Smash'' game, as his, Fox, and Falco's Japanese voice actors were all changed in ''Ultimate'' from previous games.
*Wolf is the only returning ''Brawl'' veteran who does not have a palette swap of his design from that game in ''Ultimate''.
*The visual effects for all of Wolf's claw-based attacks display three slash trails, despite attacking with four fingers.
*The visual effects for all of Wolf's claw-based attacks display three slash trails, despite attacking with four fingers.
*Prior to update 8.0.0, Wolf's unique voice clip when winning against Fox ("Playtime's over, Star Fox!") was not present in the [[Sound Test]]. Fox, {{SSBU|Simon}}, {{SSBU|Palutena}}, and {{SSBU|Lucina}} also shared this distinction.
*Prior to update 8.0.0, Wolf's unique voice clip when winning against Fox ("Playtime's over, Star Fox!") was not present in the [[Sound Test]]. Fox, {{SSBU|Simon}}, {{SSBU|Palutena}}, and {{SSBU|Lucina}} also shared this distinction.
*Wolf is the only playable ''Star Fox'' character whose fighter spirit does not use artwork from ''Star Fox Zero''; in Wolf's case, it is his artwork from ''Star Fox: Assault'', which previously used for Wolf's design in ''Brawl''.
*There's been a change in Wolf's in-game model that's not present on either his official artwork or amiibo. Additional straps were added to his shin guards that match the color of the bands on his gloves.
*There's been a change in Wolf's in-game model that's not present on either his official artwork or amiibo. Additional straps were added on his shin guards that match the color of the bands on his gloves.
*Wolf is the only playable ''Star Fox'' character whose voice actor from ''Brawl'' reprises his role in ''Ultimate'', while Fox and Falco's voice actors were changed from ''Brawl'' to ''Smash 4'', which is retained in ''Ultimate''.
*Unlike in ''Brawl'', looking through Wolf's eyepatch reveals that the eye socket is empty.
*Unlike in ''Brawl'', looking through Wolf's eyepatch reveals that the eye socket is empty.
*Wolf uses his left hand for his forward smash, but uses his right hand to fire his blaster. This shows that Wolf has some kind of cross-dominance.
*Wolf uses his left hand for his forward smash but uses his right hand to fire his Blaster. This shows that Wolf has some kind of cross-dominance.
*Navigating the camera around Wolf's model reveals that there are a few gaps in some parts of his body including:
*Navigating the camera around Wolf's model reveals that there are a few gaps in some parts of his body including:
**Between the bandana and collar in the back.<ref>[https://imgur.com/ZdZIT1w]</ref>
**Between the bandana and collar in the back.<ref>[https://imgur.com/ZdZIT1w]</ref>
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***Additionally, Wolf's zipper disconnects from his jacket when performing certain animations such as his idle pose or hanging on an edge. This also happens with {{SSBU|Falco}}.
***Additionally, Wolf's zipper disconnects from his jacket when performing certain animations such as his idle pose or hanging on an edge. This also happens with {{SSBU|Falco}}.
***Certain animations will also cause the nape of Wolf's neck to detach from his bandanna, exposing a gap.
***Certain animations will also cause the nape of Wolf's neck to detach from his bandanna, exposing a gap.
*There's currently an animation error with Wolf's forward teching animation, his left foot will be twisted the other way when rolling.
*There is an animation error with Wolf's forward teching animation; his left foot will be twisted the other way when rolling.
**The same thing happens for exactly 1 frame during the roundhouse kick segment of his up-inputted victory pose.
**The same thing happens for exactly 1 frame during the roundhouse kick segment of his up-inputted victory pose.
*When Wolf walks off a platform with his left leading foot, his body becomes slightly disfigured. This is better seen when playing the game in slow motion.
*When Wolf walks off a platform with his left leading foot, his body becomes slightly disfigured. This is better seen when playing the game in slow motion.
**Additionally, if he throws an item upward while airborne, both his arms will be dis-positioned before snapping back to normal.
**Additionally, if he throws an item upward while airborne, both his arms will be dis-positioned before snapping back to normal.
*Wolf, {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Young Link}}, {{SSBU|Roy}}, and {{SSBU|Chrom}} are the only characters that uses their crouching animation from their previous ''Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).
*Wolf, {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Young Link}}, {{SSBU|Roy}}, and {{SSBU|Chrom}} are the only characters that use their crouching animation from their previous ''Super Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).
**This makes Wolf, Marth, and Lucina the only characters to have both updated idle and crouching animations, but will transition to their previous animations when holding a small item.
**This makes Wolf, Marth, and Lucina the only characters to have both updated idle and crouching animations, but will transition to their previous animations when holding a small item.
*Wolf is the only ''Star Fox'' character:
**Whose [[neutral attack]] does not transition into a rapid jab.
**Whose [[down smash]] doesn't hit simultaneously on both sides.
**Whose [[forward aerial]] does not hit multiple times.
**Who does not use his Blaster for any of his throws.
**Whose [[side special]] still puts him in helpless.
**Who does not face [[Master Hand]] and/or [[Crazy Hand]] as the final boss in Classic Mode.
*Much like in ''Brawl'', Wolf's supine floor attack is the only arm-based attack that involves him punching rather than using his claws.
*Much like in ''Brawl'', Wolf's supine floor attack is the only arm-based attack that involves him punching rather than using his claws.
*Despite Wolf's design changing from ''Brawl'', the [[Star Fox Smash Taunt]] reuses his design from ''Brawl''. This is also the case with Fox and Falco.
*Despite Wolf's design changing from ''Brawl'', the [[Star Fox Smash Taunt]] reuses his design from ''Brawl''. This is also the case with Fox and Falco.
*If Fox is present in the match, the lasers fired from Wolf's Blaster generates a black smoke effect when hitting an opponent, an item or wall, much like the lasers fired from Fox's Blaster.
*If Fox is present in the match, the lasers fired from Wolf's Blaster generate a black smoke effect when hitting an opponent, an item, or a wall, much like the lasers fired from Fox's Blaster.
*Wolf's [https://www.nintendo.com/amiibo/detail/wolf-amiibo-super-smash-bros-series/ description] from the North American [[amiibo]] website is based on his trophy description from ''[[Super Smash Bros. 4]]''.
*Wolf's [https://www.nintendo.com/amiibo/detail/wolf-amiibo-super-smash-bros-series/ description] from the North American [[amiibo]] website is based on his trophy description from ''Smash 4''.
*Interestingly, Wolf's up taunt finishes faster when facing left if uninterrupted. A similar situation occurs with both {{SSBU|Hero}} (down taunt) and {{SSBU|Kazuya}} (up taunt).
*Interestingly, Wolf's up taunt finishes faster when facing left if uninterrupted. A similar situation occurs with both {{SSBU|Hero}} (up and down taunts) and {{SSBU|Kazuya}} (up taunt).
*While Wolf's design in ''Ultimate'' was based on his appearance in ''Star Fox Zero'', his outfit is almost entirely original. That's most likely because the only time he was ever visible was in his in-game head shot when he's speaking, in which only his head and part of his outfit can be seen.
*While Wolf's design in ''Ultimate'' was based on his appearance in ''Star Fox Zero'', his outfit is entirely original, most likely because he lacks any full-body appearance in-game, with both his headshot while speaking and the view of him in the cockpit of his Wolfen only showing his head and a small part of his outfit.
**However, the design of his outfit in ''Ultimate'' does not appear to match with the small amount of his outfit that is visible in ''Star Fox Zero''.
*Masahiro Sakurai showed an early version of Wolf's taking damage animation in a [[YouTube]] video, notably with a different facial expression that was changed to be more exaggerated.<ref>[https://www.youtube.com/watch?v=TUHL7Ex-RH8 Facial Animations <nowiki>[Animation]</nowiki>]</ref>


==References==
==References==