This is just to talk about wolf mechanics and to discuss application. Everything here is pretty basic but there is other awesome stuff which I won't share yet (my secret =D). This is all observation right now with minimal testing.
The Nair:
The Nair is divided into about 3 parts. The initial hit, the multi-hit, and the final hit.
If you Nair right on top of them, the Nair will hit immediately and do about 8%. The animation will continue but none of the other hit-boxes connect. I need to test this some more. The hit trajectory for this is very horizontal. But the initial hit may function like Wolf's SideB. Knocking them out, depending upon where it connects.
The multi-hit has about 0 stun. I have hit Marth during the start-up of his Fsmash. Yeah...the Fsmash connected. Also the Multi-hit seems slow enough to shield grab through. =(
the final hit does like 4%. It might combo into a Shine above 20%. But nothing special here. It's just wierd that this move basically has 3 different priorities. Really good, horrendous, and ok.
The Fair:
(Not sure if anyone else noticed this but) During a SH, the Fair auto-cancels when performed immediately after the jumping animation. IE You can eliminate The Fair's landing lag. I have to play around with this one as Nair is my go-to attack but this gives the Fair approach potential.
The Uair:
This move is pretty dang good. It will connect against most standing opponents. Just not the really short ones. This also combos. At low %s go: Uair->Shine/Jab & Uair->Utilt. At mid-higher %s do: Uair->Uair/Fair. Also great for camping under a platform (just like DK).
Tripping:
The first hit of the Fsmash trips (someone else already pointed this out,) but also Wolf's Dtilt and Dair(!) trip. The Nair might trip (I remember it happening but haven't tested it yet). Awesome.
SideB:
(We already know this but) It can be canceled. The only application I can see is recovering. When you cancel Wolf's SideB it keeps the momentum and gives more horizontal distance then either the UpB or the regular SideB. Try it out, you go pretty d*** far.
Dthrow:
This move doesn't combo but has awesome set-ups at low percentage. Dthrow->Fsmash can be shielded. Instead predict with it. It they shield walk-up grab or Nair approach. If they roll away blaster. If they roll in wait and Dsmash. If they try to attack they will whiff but also in your Fsmash range. Punish it!
Ledge tricks:
Up-B Stall. Just like Fox and Falco you can Up-B edge stall. If you do it fast enough (Tap back then UpB, then hold in towards the stage) you will regrab before the Kick starts.
Ledgehop Bair, Uair, and Shine are fast enough to regrab the edge after the move finishes. This is good against other spacies where you force them to Side B onto the Stage then kick them in the Face!
Jumping off the edge gives some invicibility frames and can be canceled anytime into an aerial. So if someone is standing on a platform above the stage (rare) you can ledgejump into Fair.
Kills:
I just wanted to stay Wolf has some freaking awesome kill moves. Dsmash, Usmash, Fsmash, Fair, Bair, and (sort of) Uthrow/Uair.
The best set-ups so far have been:
Shield->Upsmash (out of shield, duh).
Empty Jump -> Fsmash (especially when they are above and left/right of you. First attack with a Fair/Uair/Bair and when the come back down Jump at them but just FF. If they take the Bait it's free smash/Fair.)
Nair->Dsmash (put the Nair behind them).
Shine->Fsmash.
B-throw->Bair (in the videos I've seen people are just doing it wrong. You have to trick them into the bair, so it doesn't always work.)
Barrel Roll:
Do.
Blaster:
Awesome. My favorites so far are: retreating SH reverse blasters (if they are chasing) and using it as a fake approach. You just run at them, SH away, tap towards them, B. The timing is a little wierd but it's good.
Wolf is pretty good so far. He's at least better than Sonic. =)
The Nair:
The Nair is divided into about 3 parts. The initial hit, the multi-hit, and the final hit.
If you Nair right on top of them, the Nair will hit immediately and do about 8%. The animation will continue but none of the other hit-boxes connect. I need to test this some more. The hit trajectory for this is very horizontal. But the initial hit may function like Wolf's SideB. Knocking them out, depending upon where it connects.
The multi-hit has about 0 stun. I have hit Marth during the start-up of his Fsmash. Yeah...the Fsmash connected. Also the Multi-hit seems slow enough to shield grab through. =(
the final hit does like 4%. It might combo into a Shine above 20%. But nothing special here. It's just wierd that this move basically has 3 different priorities. Really good, horrendous, and ok.
The Fair:
(Not sure if anyone else noticed this but) During a SH, the Fair auto-cancels when performed immediately after the jumping animation. IE You can eliminate The Fair's landing lag. I have to play around with this one as Nair is my go-to attack but this gives the Fair approach potential.
The Uair:
This move is pretty dang good. It will connect against most standing opponents. Just not the really short ones. This also combos. At low %s go: Uair->Shine/Jab & Uair->Utilt. At mid-higher %s do: Uair->Uair/Fair. Also great for camping under a platform (just like DK).
Tripping:
The first hit of the Fsmash trips (someone else already pointed this out,) but also Wolf's Dtilt and Dair(!) trip. The Nair might trip (I remember it happening but haven't tested it yet). Awesome.
SideB:
(We already know this but) It can be canceled. The only application I can see is recovering. When you cancel Wolf's SideB it keeps the momentum and gives more horizontal distance then either the UpB or the regular SideB. Try it out, you go pretty d*** far.
Dthrow:
This move doesn't combo but has awesome set-ups at low percentage. Dthrow->Fsmash can be shielded. Instead predict with it. It they shield walk-up grab or Nair approach. If they roll away blaster. If they roll in wait and Dsmash. If they try to attack they will whiff but also in your Fsmash range. Punish it!
Ledge tricks:
Up-B Stall. Just like Fox and Falco you can Up-B edge stall. If you do it fast enough (Tap back then UpB, then hold in towards the stage) you will regrab before the Kick starts.
Ledgehop Bair, Uair, and Shine are fast enough to regrab the edge after the move finishes. This is good against other spacies where you force them to Side B onto the Stage then kick them in the Face!
Jumping off the edge gives some invicibility frames and can be canceled anytime into an aerial. So if someone is standing on a platform above the stage (rare) you can ledgejump into Fair.
Kills:
I just wanted to stay Wolf has some freaking awesome kill moves. Dsmash, Usmash, Fsmash, Fair, Bair, and (sort of) Uthrow/Uair.
The best set-ups so far have been:
Shield->Upsmash (out of shield, duh).
Empty Jump -> Fsmash (especially when they are above and left/right of you. First attack with a Fair/Uair/Bair and when the come back down Jump at them but just FF. If they take the Bait it's free smash/Fair.)
Nair->Dsmash (put the Nair behind them).
Shine->Fsmash.
B-throw->Bair (in the videos I've seen people are just doing it wrong. You have to trick them into the bair, so it doesn't always work.)
Barrel Roll:
Do.
Blaster:
Awesome. My favorites so far are: retreating SH reverse blasters (if they are chasing) and using it as a fake approach. You just run at them, SH away, tap towards them, B. The timing is a little wierd but it's good.
Wolf is pretty good so far. He's at least better than Sonic. =)