# Wolf
* On the ground: Wolf's greatest strengths are here. Wolf needs to rack up damage for KOs and this is the place. Wolf's lazor and shield grab help tremendously for controlling approaches and AAtilts help to keep smashes fresh. FSmash doesnt outprioritize much but it helps to close gaps on characters with greater range. Rating: Above Average
* In the air: WoW. Wall of Wolf is an antiquated, outdated method of approach. Bair is still an excellent move and is great for keeping air happy opponents at bay. It is important in any matchup to control the air but like ROB and Ganondorf more often than not with wolf you are merely sending the opponent away. The reflector can set up dsmash KOs if it catches low arial opponent. Nair and Uair are situational moves useful vs specific character matchups. Rating: Average
* Off-stage: Get Back! Wolf's fall speed and minute upB sweetspot do not give wolf much time over the edge. Dair has terrible startup AND ending lag. Avoid those SDs by only bairing over the edge and sideB to return. Many Characters (DDD, MK, ROB, Falco CG, Pit arrow) can earn a early KO. The distance and speed of the wolf flash are the saving grace here. Rating: Below Average
I honestly believe you have the air and ground game switched. Ground game is not Wolf's forte, there are only two "safe" options he can do on the ground, well, kinda 3. Ftilt is not safe on block, Utilt is not safe on block, Usmash is not safe on block, Fsmash is not safe on block. Dsmash and Dtilt are the only things I believe (As I'm not entirely sure these are completely safe) and Dsmash should be used for killing =/ Dtilt is decent, but it has crap damage, no IASA frames for a frametrap, and most of the top tiers have an option to punish a blocked Dtilt. The third "Sort of" safe option is the blaster, if you're within range of any of their attacks, and you blaster, hit a shield, you will eat an attack. However if you space right and are at a decent range, you won't be punished for a blaster. Oh, and I forgot about jabs, those are usually safe, they're not actually safe, but usually people wait for the entire thing to go through, when you can just cancel it, and if they predict that, then you go through with the whole 3 hits... etc etc. I'd rate his ground game average at best, his Fsmash is NOT Godly, nor is his blaster, this is a common generalization -.-
In the air, before I say anything else, I have to get this over with: WOLF'S AERIAL GAME IS NOT JUST THE WALL OF WOLF, BELIEVE IT OR NOT HE HAS MORE OPTIONS THAN JUST BAIR.
I believe this is where Wolf excels, retreating Fair is nearly unpunishable, it is a VERY safe move, and sets up the perfect distance for a safe blaster shot. And his Bair, is nearly unpunishable as well when spaced right, I think the only person that can actually shieldgrab a well spaced Bair is D3. Then you have the option of feinting Bairs (As in, doing a Bair but spaced so that it doesn't hit them, but you're still out of range of most of their attacks) and taking advantage of their usual attempt at punishment, as well as Bair's little landing lag, you can usually do a Fsmash or a blaster depending on your spacing. The hitboxes in front of, and behind Wolf are definitely a force to be reckoned with, however, he doesn't do all too exceptionally well with the hiboxes above and below him. The hitboxes above him are decent (Uair) however it's probably best to shine or airdodge when the opponent is above him, this kinda limits him. But when the opponent is below Wolf, it's all shine or airdodge, Dair is CRAP for a hitbox below Wolf, laggy (Upon landing) and heavy on the start up time. Also, his aerial mobility *****, that is all. My rating for this would be above average, if he had a better Nair, better Dair, and Better Uair, I'd give him amazing, however, his Nair is crap, his Dair is crap (For uses on the stage) , and his Uair is decent.
Off-stage...meh, I'm sure you guys all know the deal here. He has a crap recovery, so he can't edgeguard very far.... blah blah blah. No, he can't go TOO far, however, he can still go OFFSTAGE. His edgeguarding options aren't as horrible as people make them out to be, granted, he can't gimp as well (Assuming the opponent DIs up when hit by Bair, if the opponent doesn't DI... then bye bye stock) His Bair as aforementioned is a decent edgeguard, if the opponent is smart, like at higher level of play, then he'll probably DI it, and all you get is an extra 10%, and a reset position. And his spike... his spike is amazing, assuming you can hit, but when you do, well, it's a spike, it usually results in a loss of stock (Except against ROB). Now, people say "He can easily be edgehogged when coming back after a failed edgeguard attemp". To this I say: Yes, he can be, if the player doesn't space Wolf properly, you can't go "too" far, you have to stay the right distance so that if you use Wolf flash, and the opponent has the invincibility from hanging on the ledge, you will go THROUGH them, and back onto the stage, nice safe and sound, plus you get to set up for ledge pressuring. And if they don't have invincibility... well, stage spike =) Overall rating of his off stage game is... average I'd say, he has options, he can get back to the stage safely when played intelligently. However he is rather limited on how far he can go.
Meh, I don't feel like going too in-depth for the spacing.
Extreme long distance - Bearable, he has reflector, but can't really retaliate... just defend.
Long distance - Comfortable, definitely better, blasters hit them, he still has his reflector.
Medium distance - Comfortable, blaster hits, he has the option of feinting crap, he has options, like Fsmash, Boost Smash, etc.
Short distance - I personally think he's comfortable here, his Dthrow is very nice, his pressure game is EXCELLENT, you can just spam lagless and safe attacks and be relatively...safe. A good Wolf should be able to work with little room, what with Fsmash, Reflector, Bair, and Fair. If absolute need be he can make room for himself, so I think he's comfortable in this department.
Not too much to discuss here...
Killing power - Dsmash, Dsmash, and more Dsmash, I'd rate this above average, as he really doesn't have any other options other than Dsmash... but it's fast, and it kills at early percents when Fresh.
Gimping potential - as explained before, he has options, just not too great for gimping. Below average.
Score: 26. I like Wolf.