I apologize for the wall of text that follows. I'm a noob at Smash and at Wolf and therefore have quite a few questions. I realize that it's long, but if you can answer even SOME of my questions (please indicate the question number but don't quote it), I'd really appreciate it.
Thanks in advance. Without further ado...
1) Jabbing
What's the best way to jab?
a) Holding A counters enemy spotdodges, but makes jab canceling really difficult
b) Tapping A makes jab canceling easy, but is terrible against spotdodge
You should use the way that works best for you. Personally, I wouldn't even worry about the jab tricks when punishing a spotdodge.
2) Up B Bouncing
On occasion, I've seen wolf move left/right during the startup frames of his Up B. As in, before he starts kicking, he sort of floats in a direction. This has saved me from a few SDs before.
What is it called? How do I perform it consistently? Is it useful at all?
This movement comes from the leftover momentum you had in the air before you used up-b. There is no way you can do it consistantly that I know of, but I highly doubt that this is needed whenever you need an up-b recovery.
3) Fair
a) I'm rarely ever in range for a retreating Fair as Bair can be done from a bit further away. However, I need a rising aerial that works against the shorter characters that rising SH Bair will miss. Fair works, but I'm worried about its safety.
A short-hopped f-air will always autocancel if it was performed while rising. If you always seem to be out of f-air range, keep in mind that not all of your aerials have to hit because you're still pressuring the opponent.
As I'm always out of range for a retreating Fair, I've begun to SH Fair while DIing towards my opponent, then DIing away before I touch the ground. Wolf can't reverse his momentum like Wario, but he does retreat a decent distance. Is this distance enough to be considered safe on shield? If not, what rising SH options do I have against shorter characters?
A viable way of knowing whether or not a move is safe on sheild is if King Dedede can grab you OoS, as he has the largest (standing?) grab size. If he can, you still have the perfect-spaced b-air, as King Dedede can't shieldgrab that.
b) On a related note, I've noticed that you can SH Fair and FF a bit after the peak of Fair. Wolf lands with a larger dust cloud and without the entire ground lag animation. Does this recover any faster than SH Fair without the FF?
I've never heard of this, but I know for sure that fast-falling the rising short-hop f-air will prevent the move from autocancelling.
c) Are there any guaranteed combos with Fair? According to training mode, at certain percents Fair -> Jab combos and at other percents Fair -> Utilt combos. However, I don't know how DI and sDI affects this. Is there anything useful?
Those combos seem pretty viable, but CPUs never had the ability to DI correctly, so you're going to have to test them against an actual human opponent. DI affects the trajectory of knockback, so if done correctly, f-air's vertical knockback can be DI'd to have the knockback go slightly diagonally, possibly outside of u-tilt's hitbox. I haven't tested anything with it though.
4) Approaching (preferably Bair)
Sometimes I need to move towards my opponent. I usually rely on FH double Bair to space myself, but I don't want to get too predictable.
I then looked at what other options I had, but I need some advice on them.
a) I can approach with SH. However, if I DI too much towards my opponent, Bair becomes unsafe even IF I perfectly space it as he slides towards the opponent after the FF. I then started to SH towards the opponent a little, DI backwards, then Bair without FF just before I hit the ground so it auto cancels. I don't FF as I'm hoping the extra time in the air will give him more time to retreat. Wolf no longer slides forward after he hits the ground and he does move forward overall, but I'm not sure if this is safe on shield. Verification would be awesome.
A "perfectly" spaced b-air will not get punished. Especially if you perform it by the autocancelling method.
b) There's walking. However, as I think Wolf's tilts are garbage, walking doesn't seem to give him the same benefit that it gives Marth (Marth has a godly dtilt and his DB).
Wolf's tilts aren't as bad as you think. F-tilt is a decent spacing move on ground, d-tilt trips people to let you do amazing things, and u-tilt can be a surpise kill move on light characters.
c) There's running, which means tripping. That and Wolf's dash attack leaves much to be desired.
You can boost smash, or simply u-smash out of the dash. They're still not safe though, I'm sorry to say. I'd rather punish with u-smash than approach with it.
5) Combating Perfect Shield
Against taller characters, FH double Bair can be aimed at the opponent's head or feet, which also messes up perfect shield timing. The problem I have is against shorter opponents.
Against shorter opponents, I tend to SH more than I FH. However, SH telegraphs when the Bair will come out. Opponents just have to make sure they are in range of Wolf's Bair, then shield when Wolf reaches the peak of his jump.
Is there any way to punish opponents for doing this? For example, is SH Bair FF (Wolf kicks at the peak of his jump, then FF late enough to just barely hit the opponent) a different enough timing from SH FF Bair (the typical one) to stop perfect shielding? Or is there another option I can use?
I'm just surprised that you haven't even hinted at grabbing yet. Grabbing is always an option whenever a sheild is up. If they spotdodge, go for that pivot grab.
6) It's an In-Fight!
So my opponent is now too close for comfort (think too close to safely try for a retreating SH FF Bair). what do I do? I have a tendency to get overly aggressive in my walling and therefore become predictable in that I'll immediately try to respace myself. This often times means missed punish opportunities or in the worst case, I eat damage.
The following is what I tend to do (though the most common is dash away). Which options are better to prioritize?
Back towards enemy:
a) Dash away
b) Roll away
c) B-air
Facing enemy:
a) Jab cancels
b) Shield
c) Spotdodge
d) Retreating Fair (rare, almost never)
e) Dash away
f) Roll away
Wolf has a slow running speed, so running away might not be enough to escape an opponent's incoming hitbox. Rolling away is my preference in this case.
7) I'm trapped!
So I'm walling with my bairs and my opponent has managed to get my back towards the edge. What do I do? If I keep walling, they will get too close and I'll have to rely on a close ranged fight. What's my best option?
My usual options are:
a) SHAD through them
b) FH Bair then AD behind them
c) SH Fair through them
d) Roll through them
e) Go into a close ranged game (jab, shield,
spotdodge)f) shieldgrab
Which ones are safer to do? Which ones should I avoid?
8) To wall or not to wall
I play Wolf because I love walling with Bair. If it wasn't for that, I wouldn't play him. That being said, I notice that I sometimes stay in the air too often. As in, sometimes the opponent will leave themselves open, perfect for a Fsmash punish had I been grounded. Note that I can't always Bair punish as if I'm retreating in the air, I can't immediately reverse my momentum like Wario can.
What is a good balance between walling and well...standing still? Note that when walling, I usually try to keep myself close enough to Fsmash but far enough to safely do a retreating SH FF Bair.
Never ignore your ground game. Wolf has great options there too. Walling is good for keeping your opponent at bay, not as a strategy in general. Mix it up.
9) OoS
After spotdodging an enemy attack, I usually jab, fsmash, or dsmash depending on the situation. However, after shielding I'm not sure what to do.
I've listed a couple options that I've used occasionally, but I'm not sure which ones I should be using and which ones I shouldn't.
a) Shieldgrab for speed and grab armor
b) Usmash for damage, assuming they can't DI the second hit reliably
c) Retreating Fair
d) Jab
Good for a mix up.
e) Dsmash (rare and only for the kill)
f) Fsmash (if they're out of range for other options)
These are unsafe.
The first three can be done without losing frames from dropping the shield. The last three can't. Which ones should or should I not use and when?
10) Dthrow Tech Chase
I almost never deal damage after a dthrow as I'm not sure how to tech chase. I usually blaster or DACUS, but those rarely land.
What do I do when...
a) The opponent techs into a standing position
b) The opponent gets up normally
c) The opponent rolls behind you
d) The opponent rolls away from you
e) The opponent does a get up attack
I lack the reaction time to identify a specific action and to punish it, so I'm relying on prediction alone. Therefore, I'm hoping for 2-3 different moves that cover all 5 options. 2 is ideal, 3 is usable, 4+ makes tech chasing all but worthless for me.
Tech chasing is far from being worthless. The idea of tech chasing is to predict your opponent's reaction and counter it with a variety of moves. Mixing up your follow ups are crucial for a successful tech chase. If you realize you've been doing nothing but smashes, aerials, tilts, etc., surprise your opponent by grabbing them out of the anticipated sheild they would put up and vice versa. It's all about the mixups and the possibilities.
11) Juggling with Uair
Uair is a great aerial. I just can't figure out how to hit with it. Uair has given me so much trouble that I've begun relying on Shine against opponents above me. Shine works, but Uair offers more damage and a second chance at a juggle.
Therefore, I'd like tips on how to get used to its speed and range. In particular, I want to learn to juggle after landing a Fair as that's my most common vertical launcher. Should I wait until they reach the right distance then do a rising FH Uair? If they airdodge, follow with a FF Uair/Bair/Blaster depending on their DI? Or should I learn to jump earlier and Uair at the peak of the jump?
One of the few things that makes u-air not as great as it should be is its borderline range. A nice thing to keep in mind when learning u-air's hitbox is that Wolf's claw reaches only as far as directly overhead. But when it comes to learning when to use it, all I can say is learn to predict. If you've been to direct with your attacks, be a bit more technicalcan punish thier anticipated air-dodge with the aerial that suits the situation best and vice versa.
12) YOU MUST RECOVER
Wolf's recovery sucks, we all know it. I need some tips on how to prevent getting gimped. The following is what I currently TRY to do, though fail often at (I have a high SD rate T_T).
a) I'm getting edgeguarded
I use a jumping Blaster to discourage attacks near the ledge (think ROB Bair or DK Up B right next to the ledge). I then side B at a close enough distance such that I can grab onto the ledge if they don't grab it and automatically semi scar through the ledge if they do (counters speedhugging good).
b) They're rushing me!
I have a bit more trouble here. If they jump off the stage towards me, my natural reaction is to jump away from them and side B onto the stage. This works if they're insanely aggressive and heavily DI towards me so I can go around them, but I'm worried that I'll face an opponent who will learn to bait the second jump and interrupt the side B.
In that case, what do I do? Theoretically, Jump shine might work to counter closer attacks and pass through longer ones that outranges it, but it's risky. I can DI the Shine in 3 directions via diagonals (down back B, down B, or down forward B). Even still though, there's the chance that the opponent will bait the jump shine and hit me out of the side B.
You shouldn't jump shine, since that could significantly reduce your air speed with the jump's momentum. Just shine when DI'ing towards the ledge without jumping. It saves your midair jump and doesn't decrease your air sped as much.
Theoretically, I can also jump Blaster, which has a melee attack if they're closing in (not sure about the melee priority though) and the fat laser if they were faking it and are preparing to hit me out of side B. I don't know if the melee attack is good enough or if the laser is fat enough. Are there any other suggestions?
If the f-air wasn't as end-laggy in the air, I would've suggested it. Blaster's melee hitbox is disjointed, so you may be able to slice through a few jointed moves. But the b-reversal actually gives you a nice boost toward the stage. Take a look in this thread:
http://www.smashboards.com/showthread.php?t=216805
c) Projectile doom
If the opponent starts trying to gimp me with projectiles, I'm usually dead. No matter what I do, they can toss 1 projectile to bait a reaction (jump, shine, or air dodge) and then hit me right after that with a second projectile or an aerial.
I usually jump shine (crossing my fingers that I can reflect a projectile in such a way to discourage a followup aerial) and hope for the best, but I'm really not sure what to do here.
Jump shining will waste that jump, as you cant DI as long as you have it on. Just shine without jumping.
13) DACUS and DACIT
There have been plenty of threads on this, but my situation is a little unique due to my control scheme.
I use the GC controller. I set Z to shield, L to grab, R to special, and tap jump is off. The rest is the same. I can do retreating SH Fair with tap jump off just fine.
I NEED Z to shield in order to reliably perfect shield stuff. I've tried Z to jump before and didn't like it. SHing with my index finger was too difficult. I really like having two jump buttons as I use Y for rising aerials (it's comfortable to go from Y to A) and X for SH (since I can't flick the Y without hitting the A accidentally) so I'm iffy on changing my jump configurations. I also really like having two buttons for specials as I use the R for rising specials and the B for turn arounds and reversals. A is self explanatory.
The problem? I can't DACUS consistently with the L as I can't use Z as an attack or grab for the DACUS.
Interestingly enough, I can DACUS REALLY consistently by clawing the A button, but this requires that I move my index finger to that position before the DACUS. I can't continually claw as that would cause problems in hitting the X and Y for jump. Normally, this is fine as I typically DACUS after SH FF Bair or a Dthrow so I have time to move my index finger. However, the problem comes with matchups against characters like Diddy, where I need to be able to DACIT on demand.
What recommendations do you have? Perhaps an alternative control scheme that sacrifices a jump button or the B special button (it would hinder the rest of my gameplay though)? Or should I continue working towards using L (set to grab) in my DACUS? Note that I have L set to grab and not attack as I use this control scheme for other characters that need it.
I don't know much about control changes, as I've stuck with the traditional one with tap jump on and I'm perfectly fine with it. Sorry.
14) Footstool and Locks
Does wolf have any combos, even if it's situational, dealing with footstools or locks? In particular, I saw Sheik do a true combo via Grab Release to a footstool to a FF Bair lock into a needle lock to a needle to force standup to a DACUS. My jaw dropped. Is there any chance that Wolf has something similar?
Sadly, no. We still have the basic b-air -> ??? and possibly the f-air -> u-tilt one you mentioned.
15) Japan
Does anyone have vids of pro Japanese Wolf players? I found a post that says Wolf ranks 10th in their tier list (I DO NOT KNOW OF ITS VALIDITY OR HOW OLD IT IS, I quoted it below for reference), so I'm wondering if we're missing anything. I'd really like to see how their metagame progressed. From 10th in the Japanese tier list to 20th in the SBR tier list is a pretty big gap after all.
queensaki's YouTube channel might have a Wolf player involved. I haven't checked though. Just stick with the videos on our video thread if you couldn't find anything.