Wolf (PM): Difference between revisions

284 bytes added ,  5 years ago
Line 26: Line 26:
*{{buff|Wolf is the character that has benefited the most from the standarized [[meteor cancel]] delay of 16 frames; this allows him to act out much faster than with the previous 60 frames he had to wait, leaving him much less vulnerable to meteor smashes and thus enhancing his vertical recovery.}}
*{{buff|Wolf is the character that has benefited the most from the standarized [[meteor cancel]] delay of 16 frames; this allows him to act out much faster than with the previous 60 frames he had to wait, leaving him much less vulnerable to meteor smashes and thus enhancing his vertical recovery.}}
*{{buff|Relative to the cast, Wolf falls faster, going from being the 4th fastest faller of 39 characters to the fastest faller of 41 in ''Project M'' (1.8 → 3.2); this acts as a massive aid to his vertical survivability, especially considering that falling speed once again has a big impact on vertical knockback like in ''Melee'' and unlike in ''Brawl''. It also provides for him an excellent [[SHFFL]], similar to {{PM|Fox}} and {{PM|Falco}}.}}
*{{buff|Relative to the cast, Wolf falls faster, going from being the 4th fastest faller of 39 characters to the fastest faller of 41 in ''Project M'' (1.8 → 3.2); this acts as a massive aid to his vertical survivability, especially considering that falling speed once again has a big impact on vertical knockback like in ''Melee'' and unlike in ''Brawl''. It also provides for him an excellent [[SHFFL]], similar to {{PM|Fox}} and {{PM|Falco}}.}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 85), which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 85), which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.}}
*{{nerf|Wolf's [[spotdodge]] has less [[intangibility]] (Frame 2-20 → 2-16).}}


===Ground Attacks===
===Ground Attacks===
*{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%).}}
*{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 (hits 2 and 3) → 4)}}
*{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}}
*{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}}
*{{buff|Up tilt has less knockback and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}}
*{{buff|Up tilt has less knockback due to universally increased [[fall speed]]s and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}}
*{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}}
*{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}}
*{{buff|Down tilt does more damage (6% → 8%) and has higher base knockback (25 → 30).}}
*{{buff|Down tilt does more damage (6% → 8%) and has higher base knockback (25 → 30).}}
*{{buff|Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its ''Brawl'' equivalent.}}
*{{buff|Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its ''Brawl'' equivalent. It also has a longer duration (frame 11-12 → 11-15).}}
*{{buff|Forward smash is a stronger KO move due to the second hit having higher knockback (30 (base) 106 (scaling) → 45/115) and has less end lag (FAF 46 → 42). The first hit now has set knockback and the second hit comes out slightly faster (frame 16 → 15) making the move connect more reliably.}}
*{{buff|Forward smash is a stronger KO move due to the second hit having higher knockback (30 (base) 106 (scaling) → 45/115) and has less end lag (FAF 46 → 42). The first hit now has set knockback and the second hit comes out slightly faster (frame 16 → 15) making the move connect more reliably.}}
*{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move. It also has a faster start up and more active frames (frame 13-15 (hit 1), frame 20-22 (hit 2) → 11-16/17-19/20-24).}}
*{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move. It also has a faster start up and more active frames (frame 13-15 (hit 1), frame 20-22 (hit 2) → 11-16/17-19/20-24).}}
*{{nerf|New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.}}  
*{{nerf|New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.}}  
*{{change|Wolf makes a different noise when performing up smash.}}
*{{change|Wolf no longer makes a unique noise when performing up smash.}}
*{{buff|Down smash first hit does slightly more damage (14%/12% (front), 13%/10% (back) → 15/13% (front), 13/11% (back) and knockback (40/50/50 (base) 90/90/60 (scaling) → 25/25/20, 100/100/95).}}
*{{buff|Down smash first hit does slightly more damage (14%/12% (front), 13%/10% (back) → 15/13% (front), 13/11% (back) and knockback (40/50/50 (base) 90/90/60 (scaling) → 25/25/20, 100/100/95).}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|With the exception of forward aerial, all aerials have more landing lag (9 frames → 15 (neutral), 9 frames → 20/22 (back/up), 19 frames → 23 (down)). While this is heavily compensated with [[L cancel]]ing, back and up aerials still have more landing lag even when L cancelled.}}
*{{nerf|With the exception of forward aerial, all aerials have more landing lag (9 frames → 15 (neutral), 9 frames → 20/22 (back/up), 19 frames → 23 (down)). While this is heavily compensated with [[L cancel]]ing, back and up aerials still have more landing lag even when L cancelled.}}
*{{buff|Neutral aerial no longer has a sweetspot and sourspot which send opponents away making neutral air properly connect all hits in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39) and landing lag (30 frames → 26), and the animation stays still, and does more damage (8% (clean), 3% (late sweetspot), 1% (late sourspot) → 4% (hit 1), 2% (hits 2-5 & landing).}}  
*{{buff|Neutral aerial no longer has a sweetspot and sourspot which send opponents away making neutral air properly connect all hits in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage (8% (clean), 3% (late sweetspot), 1% (late sourspot) → 4% (hit 1), 2% (hits 2-5 & landing).}}  
*{{nerf|As neutral aerial no longer has a sweetspot, it is now completely incapable of killing opponents as aerial hits have set knockback (40 (base) 80 (scaling) → 0/100). This changes also hinders neutral aerial's edgeguarding potential. The grounded hit which does not have set knockback is also too weak to kill opponents even at 999%.}}
*{{nerf|As neutral aerial no longer has a sweetspot, it is now completely incapable of killing opponents as aerial hits have set knockback (40 (base) 80 (scaling) → 0/100). This changes also hinders neutral aerial's edgeguarding potential. The grounded hit which does not have set knockback is also too weak to kill opponents even at 999%.}}
*{{buff|Forward aerial has much less endlag (FAF 52 → 30) and now has a sweetspot which does much more damage (11% → 15%) and knockback (40 (base) 95 (scaling) → 90/100), and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4)}}
*{{buff|Forward aerial has much less endlag (FAF 52 → 30) and landing lag when not L cancelled (30 frames → 26) and now has a sweetspot which does much more damage (11% → 15%) and knockback (40 (base) 95 (scaling) → 90/100), and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4).}}
*{{nerf|Forward aerial has slower start-up (frame 7 → 11) and the new sweetspot is significantly harder to land. The sourspot has drastically less KO potential compared to his old forward aerial due to its much lower knockback (40/95 → 15/25).}}
*{{nerf|Forward aerial has slower start-up (frame 7 → 11) and the new sweetspot is significantly harder to land. The sourspot has drastically less KO potential compared to his old forward aerial due to its much lower knockback (40/95 → 15/25).}}
*{{buff|Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.}}  
*{{buff|Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.}}  
Line 51: Line 52:
*{{change|Up aerial sends opponents at a more horizontal angle (80° → 57/50°) which hinders its juggling potential but makes it more effective at edgeguarding. The move now also has an early and late hitbox which send opponents at slightly different angles.}}  
*{{change|Up aerial sends opponents at a more horizontal angle (80° → 57/50°) which hinders its juggling potential but makes it more effective at edgeguarding. The move now also has an early and late hitbox which send opponents at slightly different angles.}}  
*{{buff|Up aerial has a longer duration (frame 7-9 → 7-11). The changes to PM's mechanics also give up aerial a lot more utility.}}
*{{buff|Up aerial has a longer duration (frame 7-9 → 7-11). The changes to PM's mechanics also give up aerial a lot more utility.}}
*{{nerf|Up aerial does slightly less damage (12% → 11%). It can also no longer auto cancel in a [[short hop]].}}
*{{nerf|Up aerial does slightly less damage (12% → 11%). It can also no longer [[auto cancel]] in a [[short hop]].}}
*{{buff|Down aerial has a faster start-up and has a longer duration (frame 16-17 → 13-15), and the sourspot does slightly more damage (13% → 14%). The attack is also capable of [[spike|spiking]] grounded opponents, allowing Wolf to combo into aerials, but can only [[meteor smash]] those in midair.}}
*{{buff|Down aerial has a faster start-up and has a longer duration (frame 16-17 → 13-15), and the sourspot does slightly more damage (13% → 14%). The attack is also capable of [[spike|spiking]] grounded opponents, allowing Wolf to combo into aerials, but can only [[meteor smash]] those in midair.}}


Line 72: Line 73:
*{{buff|Wolf can now immediately drift in the air out of Fire Wolf making it much more effective at recovering.}}
*{{buff|Wolf can now immediately drift in the air out of Fire Wolf making it much more effective at recovering.}}
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage (3% → 5%) and with considerably decreased startup (frame 8 → 1), and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}}
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage (3% → 5%) and with considerably decreased startup (frame 8 → 1), and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}}
*{{nerf|Reflector no longer has [[intangibility]]. The hitbox also has less active frames (2 frames → 1).}}
*{{nerf|Reflector no longer has intangibility. The hitbox also has less active frames (2 frames → 1).}}


==Revisions==
==Revisions==
6,517

edits