SSBB Icon.png

Wolf (SSBB)/Down throw

Overview

Wolf throws the opponent below himself and slashes him/her in a similar fashion to his down aerial. Considered Wolf's best throw, as it hits opponents at a very low diagonal angle in front of him, and can chain opponents until high percentages. Due to its semi-spike angle, it can be teched relatively early, and often requires a hard read to be chained effectively. Certain super-heavyweights can tech the throw as soon as they are released, however, making the throw less effective on extremely heavy opponents. One of this move's more scary aspects is that it can chain grab any character below 50%, barring Squirtle and Meta Knight, due to its low launch angle. This move can lead into an offstage down aerial meteor smash near the edge on certain characters. If not facing the edge, it can lead into a Wolf Flash if the opponent DI's upwards and they are at the correct percent. Deals 12% damage, very high for a throw, bolstering this throw's damage racking capabilities. Overall, one of the best chain throws in the game, and it sees its fair share of use in the metagame.

Throw and Hitbox Data

Hitbox

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Blockable Reflectable Absorbable Flinchless Heedless Piercing Strechy ?2 ?5 ?6 ?11 Hit Bits
0 0 0 6% 1   Forwards 50 100 0 6.0 49 -8.0 0.0 0.0 1.0x 1.5x 0%               Slash                         11111111111111

Throw

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 6%   Forwards 30 86 0 0 1.0x None 0%       None
1 3%   Forwards 60 100 0 0 1.0x None 0%       None

Timing

Invincibility 1-8
Hitbox 25
Throw Release 26
Animation length 50
                                                                                                   
                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point

Chain data

  This article or section may require competitive expertise.
The editor who added this tag elaborates: Need chain data
You can discuss this issue on the talk page or edit this page to improve it.

Reflectors and pummels can be fit in between to max out damage.

  • Jigglypuff, Mr. Game & Watch - Standing grab, walking grab, running grab, running grab. Mr. Game & Watch can escape with a perfectly timed down tilt.
  • Kirby, Pikachu, Zero Suit Samus, Fox - Standing grab, running grab, running grab. Fox can escape with a perfectly timed neutral combo (the timing is more strict than Mr. Game & Watch's).