Hitbox visualization showing Wolf's down smash.

OverviewEdit

Wolf performs a kneeling one handed slash on both sides of him. It has great range, and the sweetspots of the move are located on Wolf's claws and are extremely powerful, with its front hitbox being among the strongest down smashes in the game, while its sourspots can still function as finishers despite being much less powerful than the sweetspots. This is one of Wolf's most reliable finishers and edgeguarding options, and one of his best moves in general as it can easily KO opponents with its high power and consistent ability to 2 frame punish characters. It has moderate startup as its first hit comes out on frame 14, but has low ending lag as it is interruptible on frame 44. Because of this, it is safe on shield if the move is properly spaced or if the second hit is the one that connects with shield. Lastly, it is also a great finisher when reading an opponent's tech options, mainly out of his neutral aerial or forward throw.

One downside of the move is that its sourspots outpriortize the sweetspots. Although its sourspots are still strong enough to be finishers, landing them regularly can lead to very inconsistent KOs. Therefore, it is important to space and position the move well so that its sourspots don't hit the opponent.

Overall, Wolf's down smash is one of the best of its kind in the game due to its very high power, good range, low ending lag, safety on shield if spaced, and 2 frame punish ability. Although it was slightly weakened in updates 3.0.0 and 3.1.0, these changes have not hindered it very much at all, and it remains as an invaluable move in Wolf's toolkit.

Update HistoryEdit

  3.0.0

  •   The sweetspotted front hit of down smash deals less knockback scaling with its base knockback not fully compensated, weakening it overall (50 base/90 scaling → 56/82).

  3.1.0

  •   The sweetspotted front hit of down smash deals noticeably less base knockback, but has more knockback scaling (56 base/82 scaling → 37/93), causing it to KO later near edges and from center stage.
    •   However, this allows it to KO slightly earlier from across the stage.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 14.0% 0   Standard 50 80 0   3.5 shoulderr -1.0 -0.6 -0.6 1.0× 1.0× 35%               Slash   All All            
1 0 0 16.0% 0   Standard 37 93 0   4.5 armr 0.0 0.5 0.5 1.0× 1.0× 35%               Slash   All All            
2 0 0 16.0% 0   Standard 37 93 0   5.5 handr 3.0 -0.5 0.0 1.0× 1.0× 35%               Slash   All All            
Hit 2
0 0 0 12.0% 0   Standard 50 80 0   2.5 shoulderr -0.3 0.0 -2.0 1.0× 1.0× 35%               Slash   All All            
1 0 0 14.0% 0   Standard 50 90 0   3.0 armr 1.0 0.0 0.0 1.0× 1.0× 35%               Slash   All All            
2 0 0 14.0% 0   Standard 50 90 0   3.5 handr 4.0 -0.5 0.0 1.0× 1.0× 35%               Slash   All All            

TimingEdit

Charges between 2-3
Hit 1 14-15
Hit 2 21-22
Interruptible 44
Animation length 63
                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

TriviaEdit

  • The move has a 35% trip chance that can only happen on slants due to the launch angle.