Sage JoWii
Smash Champion
Overview:
The strongest Spacies steps up to bat when Wolf enters the fray. Be prepared for blasters to annoy you and the disjointed hitboxes to mess with your game. All in all, be prepared for an uphill battle.
Kirby’s Pros and Cons:
+ Good Kill options
+ Excellent off-stage game
+ Good grab game @ early percents
- Lightweight
- Lacks projectile
Wolf's Pros and Cons:
+ Strong kill moves
+ Excellent projectile
+ Superior onstage game
+Heavyweight
- ***** offstage
Watch out for:
Blaster – It's a strong projectile with decent speed. More important is while it can't 'spam' it can be used effectively to force an approach. Small damage taken from Blasters over time lead to early kills.
BAir and other aerials – Bair trade hits, Fair beats inhale and Uair is bloody fast. Spacing well and aircamping to punish is a good way to handle Wolf in the air.
DThrow – Don't tech or you'll eat a followup.
How to win:
Get Wolf Offstage – Use your grabs> Bair strings to get him offstage. Attempt to gimp or edgegaurd at every instant to gain an early stock lead.
Aircamp – W/ a percent or stock lead aircamp and punish Wolf's approach.
Keep Fsmash fresh – Wolf is a heavy character so kills are going to be harder to come by. A smart strategy would be to keep Fsmash fresh to get Wolf offstage (or dead) faster/ @ earlier percents.
Spit out or Swallow?
Stages (in order of priority):
PS1 – The go-to Kirby stage. Obstacles, platforms, gimpy edge and several transformations to work with.
RC – A Kirby staple as far as Cping. Bank on the movement of the stage gimping Wolf's recovery and aircamp a lot harder.
Pictochat – A mix of different 'backgrounds' and stage gimmicks that come in handy to get around Wolf's blaster and help Kirby live longer.
FD – Aircamping with a stock/% lead is harder without obstacles or platforms. Approaching is the same principle.
SV – Same as FD
Synopsis:
Pew pew. Om nom nom. Gimp. GAME!
Wolf has an advantage in this match-up so Kirby will definitely have to fight harder (or smarter) in this matchup to take away a win. Getting the blaster is a decisive change for the match-up and will make it easier for Kirby to force an approach that can be punished but don't get killed trying to obtain the power. Work the level in Kirby's advantage when dealing with Wolf.
The strongest Spacies steps up to bat when Wolf enters the fray. Be prepared for blasters to annoy you and the disjointed hitboxes to mess with your game. All in all, be prepared for an uphill battle.
Kirby’s Pros and Cons:
+ Good Kill options
+ Excellent off-stage game
+ Good grab game @ early percents
- Lightweight
- Lacks projectile
Wolf's Pros and Cons:
+ Strong kill moves
+ Excellent projectile
+ Superior onstage game
+Heavyweight
- ***** offstage
Watch out for:
Blaster – It's a strong projectile with decent speed. More important is while it can't 'spam' it can be used effectively to force an approach. Small damage taken from Blasters over time lead to early kills.
BAir and other aerials – Bair trade hits, Fair beats inhale and Uair is bloody fast. Spacing well and aircamping to punish is a good way to handle Wolf in the air.
DThrow – Don't tech or you'll eat a followup.
How to win:
Get Wolf Offstage – Use your grabs> Bair strings to get him offstage. Attempt to gimp or edgegaurd at every instant to gain an early stock lead.
Aircamp – W/ a percent or stock lead aircamp and punish Wolf's approach.
Keep Fsmash fresh – Wolf is a heavy character so kills are going to be harder to come by. A smart strategy would be to keep Fsmash fresh to get Wolf offstage (or dead) faster/ @ earlier percents.
Spit out or Swallow?
If Kirby copies Wolf's ability he'll have an awesome blaster at his disposal that can wreck Wolf's recovery. I mean wreck. If Wolf gets hit, his momentum stops and he starts dropping, forcing either a Side-B or UpB, which can be easily telegraphed and Dair'd.
Kirby should NOT TRY TO SWALLOCIDE. For the love of all that's Kirby, do NOT attempt it. Fair beats inhale. FAIR BEATS INAHALE!
It's just...ugh. It's bad. So, please, be wary of using Inhale off-stage. Wolf's Fair will cut through it every time..
Stages (in order of priority):
PS1 – The go-to Kirby stage. Obstacles, platforms, gimpy edge and several transformations to work with.
RC – A Kirby staple as far as Cping. Bank on the movement of the stage gimping Wolf's recovery and aircamp a lot harder.
Pictochat – A mix of different 'backgrounds' and stage gimmicks that come in handy to get around Wolf's blaster and help Kirby live longer.
FD – Aircamping with a stock/% lead is harder without obstacles or platforms. Approaching is the same principle.
SV – Same as FD
Neutrals: Ranked and Explained
Key: Good, Bad.
PS1 –Explained above.
FD – Same as above.
SV – Same as above.
Key: Good, Bad.
PS1 –Explained above.
FD – Same as above.
SV – Same as above.
Synopsis:
Pew pew. Om nom nom. Gimp. GAME!
Wolf has an advantage in this match-up so Kirby will definitely have to fight harder (or smarter) in this matchup to take away a win. Getting the blaster is a decisive change for the match-up and will make it easier for Kirby to force an approach that can be punished but don't get killed trying to obtain the power. Work the level in Kirby's advantage when dealing with Wolf.