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And there was a bump in the night...*insert whining about how Wolf can't guarantee an air release on any character*
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From what I recall, Wolf can't force an air release on anyone.Who can Wolf force an air release on? Cause I rarely see air releases and being able to DACUS a predicted air release on reaction seems a bit... ludicrous.
*shrug*
<3I'd rather just Dsmash because I won't mess it up. We don't have regrabs on. I hate
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It isn't guaranteed on<3
Yeah, I thought the Dash-Regrab thing was known about Ness+Wolf. Though that's something to double-check if it's guaranteed on him.
hey, im the frame expert here plz
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Wait, PF is still active? :o
Also, dashgrab should be guaranteed on Ness frame-wise. But I still suck with it lol
Fighting Lucas is so kjdfnvksjdfvnksdfjnv what a nonsense character.
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^^^This, PF is making his return it seems from the Lucas boards perspective. A lot of us came back like myself for researching (getting competitive finally) and Pink.Too hard. And PF is making his return.
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qftIt's only hard because Sparkles are ****ing broken
One of Wolf's greatest strengths is the ability to hit people when they can't hit you. Some grab releases put Wolf in a better position to attack immediately than the opponent.The hilt of blaster might reach people out of a GR. And my worry with grounded releases is getting my attack shielded because all of our grounded moves are easily punished at that range, sans maybe jab. Wolf's dashgrab is meh and I'd rather take the guaranteed 13% from dthrow, y'know? It already sets up pretty well imo, idk.
KOs aren't hard to come by? Am I really the only one with this issue? ;___;
Also, what are you referring to by the downB usage in the last paragraph? I don't understand how it's tying in with grab releases :x
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Dthrow does 12%. Every other throw does 7%.The hilt of blaster might reach people out of a GR. And my worry with grounded releases is getting my attack shielded because all of our grounded moves are easily punished at that range, sans maybe jab. Wolf's dashgrab is meh and I'd rather take the guaranteed 13% from dthrow, y'know? It already sets up pretty well imo, idk.
KOs aren't hard to come by? Am I really the only one with this issue? ;___;
Also, what are you referring to by the downB usage in the last paragraph? I don't understand how it's tying in with grab releases :x
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Actually, jumpshine>Dsmash "can" true combo. It's position dependent. You have to js somebody at a specific height in the air and they would be right above the ground and get hit. Also if you shine>Dsmash somebody who is jumping on stage over the edge it true combos as well. I believe Lucien used to do this.One of Wolf's greatest strengths is the ability to hit people when they can't hit you. Some grab releases put Wolf in a better position to attack immediately than the opponent.
The main point is the pressure involved in having the advantage in spacing (Wolf being at his best range, the opponent not so much) and slight frame advantage, piling on great pressure. People will have to mix up their options or pay dearly for it. Anything that allows for basic mix-ups that net you low-damage KOs is excellent, and it's something Wolf can manage really well in this situation.
D-Throw is a great move that still gives Wolf the advantage overall, but, it often doesn't come with the same advantage of optimal spacing for a KO move or great pressure. Knocking most opponents offstage really only applies pressure once they get to the ledge, which some people/characters are more comfortable with, since Wolf's options against opponents on the ledge are limited (though powerful).
In relation to Down-B, you can't Down-B -> D-Smash opponents as a true combo (as far as I know--otherwise, JESUS CHRIST), but having at least +4 frame advantage makes any follow-up to hitting the opponent with Down-B that much safer for Wolf and that much more scary for the opponent. It's like a grab-release in that it's still close to optimal spacing for Wolf after a Down-B.
Guaranteed damage out of these things is nice, but, why forego the chance to KO an opponent at 115% for a little more damage with D-Throw/Jab when it will probably reset the situation in a lot of match-ups? The KO potential can save you a lot of trouble.
Yeah the ps thing after a grab release usually happens to me I personally just try and go for a regrab if they decide to the opponet decides to stay in his shiedl also we have a shine to fsmash is a true combo that I did on marth after I countered his follow with a foward throw and yeah dthrow is really extremely broken for fox cause if the fox techs it its an automatic regrabDthrow does 12%. Every other throw does 7%.
Actually, jumpshine>Dsmash "can" true combo. It's position dependent. You have to js somebody at a specific height in the air and they would be right above the ground and get hit. Also if you shine>Dsmash somebody who is jumping on stage over the edge it true combos as well. I believe Lucien used to do this.
's strongest move will always be Usmash 2nd hit. Killing absurdly early, but it isn't reliable in how an opponent will get hit by it. Insane kill power though.
I'm not a huge fan of ground releasing opponents personally. Nothing is guaranteed and if I do opt to Dsmash it's usually Ps'd on reaction. Dthrow does a good amount of damage and true combos with laser most of the time at percents it floors. It also sets up to gimp and even follow up people. When they're on the floor Dacus out of Dthrow is usually a good option that only loses out to get up attack. We also have advantage if they tech a Dthrow. Tech away we can Fsmash. Tech in front of us jab is guaranteed. Dthrow is broken.
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