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[Speculative] Wolf Frame Data (very preliminary; subject to change before retail version)

JosePollo

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Some preliminary pre-release frame data. Collected by frame-skipping on 720p60fps mode on YouTube. Gifs are generally accurate to the frame, but don't be surprised by human error. "Damage" means base damage, with no short hop/1v1 multipliers added. It's difficult to get accurate calculations with the available footage, so the numbers are mostly estimates.

Parameter|Value|Ranking|Additional comments
Weight|92|T-45th|Tied with 3 others
Walk speed|1.208|T-26th|Tied with 4 others
Dash speed|2.09|T-17th|Tied with 6 others
Run speed|1.54|62nd|
Traction|0.11||
Short hop height|17.611||Air time: 21-30 frames
Jump height|32.02||Air time: 30-43 frames
Double jump height|30.709...||
Gravity|0.13||
Fall speed (Fast-fall)|1.8 (2.88)|T-10|Tied with 5 others
Air speed|1.281|T-6th|Tied with Lucario
Max air acceleration|0.9|T-29th|Base: 0.1, additional: 0.8; tied with 8 others

https://gfycat.com/DefinitivePertinentDrongo

Jab 1: https://gfycat.com/ShockingPettyIvorybilledwoodpecker
  • FAF: 22
  • Transition to jab 2 on frame 6
  • Can still interrupt jab 1 with another jab 1 if button is held
  • Hits on frame 4 (probably 4-5)
    • Damage: 2%
Jab 2 (starts on frame 7 of the combo):
  • Transitions to jab 3 on frame 6, too (frame 12 of the combo)
  • Hits on frame 4 (probably 4-5, as well); frame 10 (10-11) of the combo
    • Damage: 2%
Jab 3 (starts on frame 13 of the combo):
  • FAF: 34
  • Hits on frame 4 (4-5, presumably); frame 16 (16-17) of the combo
    • Damage: 4%
https://gfycat.com/IllfatedShyLeafcutterant
  • FAF: 38
  • Clean hit: active frame 11
    • Damage: 11.5%
    • Angle: 80°
  • Late hit: active ???
    • Leg starts to come down on frame 19
    • Damage: 9%?
    • Angle: 40°? (possibly 361°)
  • Total active frames might be 11-18/19
  • Probably something like 11-12 clean, 13-18/19 late
Can cross up shields: https://gfycat.com/ShimmeringEducatedAmethystgemclam
Horizontal hitbox: https://gfycat.com/MeatyJoyousGroundbeetle

https://gfycat.com/FamiliarSecretCanadagoose
  • Duration: 40 frames
  • FAF: 37
  • Hit 1: active frame 8
    • Damage: 5%
  • Hit 2: active frame 9
    • Damage: 5%
    • Angle: 45°?
Forward tilt (high): https://gfycat.com/GenerousPolishedAmericancurl
Forward tilt (on hit): https://gfycat.com/LividFrighteningAmoeba
https://gfycat.com/PessimisticSpanishIndianringneckparakeet
  • FAF: 36
  • Active: frame 7
    • Damage: 10.5/8%
    • Angle: 80°
Up tilt (on hit): https://gfycat.com/BonyTameBernesemountaindog
https://gfycat.com/PhysicalYawningBorzoi
  • Duration: 32 frames
  • FAF: 26
  • Active: frame 5
    • Damage: 5.5%?
    • Angle: 361°
Down tilt (on hit): https://gfycat.com/SoreUncommonBluet

https://gfycat.com/WearyUntriedDairycow
  • Duration: 50 frames
  • FAF: 44
  • Charge: frame 6
  • Active: frame 20
    • Damage: 15%
    • Angle: 40° (possibly 361°)
On hit: https://gfycat.com/ScornfulFlashyFlicker
https://gfycat.com/NextDentalHake
  • FAF: 50
  • Charge: frame 3
  • Hit 1: active frame 12 (probably 12-13)
  • Hit 2: active frame 18 (18-20? Effects start to fade on frame 21)
    • Damage: 14%?
    • Angle: 90°
Up smash (on hit): https://gfycat.com/BogusSlimJay

https://gfycat.com/WelldocumentedBeautifulEsok
  • FAF: 43
  • Landing lag: 9 frames
  • Clean hit: active frame 7-8...>?
    • Damage: 10.5%
  • Late hit: ...-25?
    • Damage: 6%
https://gfycat.com/GiddyImmediateEastsiberianlaika
  • FAF: 41
  • SHAC: confirmed, but strict
  • Landing lag: 10 frames
  • Hitbox active: 7-10
    • Damage: 9.5%
    • Angle: 60°
SHAC f-air: https://gfycat.com/DetailedMelodicBlacklab
https://gfycat.com/DefiniteShockedGodwit
  • FAF: 45
  • Auto-cancel: 1-2*, very early late auto-cancel (*only confirmed frames)
  • Landing lag: 15 frames
  • Active: frame 13
    • Damage: 11.5/15%
    • Angle: 30°
Sourspot: https://gfycat.com/BraveGorgeousAxisdeer
Sweetspot: https://gfycat.com/DifficultNeatBandicoot
https://gfycat.com/FavorableQuerulousIndianhare
  • FAF: 41
  • Active: 7-9
    • Damage: 12.5%
    • Angle: 80°
  • SHAC confirmed
Pretty good hitbox: https://gfycat.com/HollowLimpDog
https://gfycat.com/BluePersonalBass
  • FAF: 45?
  • Landing lag: 19 frames
  • Active: frame 16
    • Damage: 15%
    • Angle: 270°
On hit: https://gfycat.com/SmoothFilthyCanadagoose

https://gfycat.com/ExhaustedOddballIlladopsis
  • Standing grab: active 6-7
    • FAF: 37
https://gfycat.com/DecisiveUnknownBellsnake
  • Dash grab active on frame 8
  • Fthrow: https://gfycat.com/MetallicShortHoneyeater
  • FAF: 39 (weight dependency may cause the timings to vary)
  • Collateral hitbox: active frame 10
    • Damage: 4%
  • Throws on: frame 11
    • Damage: 4%
    • Angle: 40°
https://gfycat.com/QualifiedFluffyItaliangreyhound
  • FAF: 53 (weight dependency may cause the timings to vary
  • Collateral hitbox: active frame 23
    • Damage: 5%
  • Throws on: frame 25?
    • Damage: 4%
    • Angle: 45°?
https://gfycat.com/RigidFickleDarwinsfox
  • Duration: 55 frames?
  • FAF: 50?
  • Weight-dependency might make the timings variable
  • Collateral hitbox active frame 26 (26-27?)
    • Damage: 6%
  • Throws on frame 28
    • Damage: 2%
    • Angle: 80°
https://gfycat.com/SilentIllIndusriverdolphin
  • Weight-dependency might make the timings variable
  • FAF 43
  • Throws on frame 25
    • Damage: 7%
    • Angle: 45°
    • Low base knockback; has some combo/trapping potential

https://gfycat.com/AmusedOblongBlackrhino
  • FAF: 52
  • Blaster generated on frame 2
  • Bayonet hitbox: active frame 15 (15-17? White action trail likely indicates the hitbox swinging upward)
    • Damage: 7%?
    • Angle: 50°
    • No facing restriction (can reverse hit)
  • Blaster bullet generated on frame 17
    • Lifetime: 34 frames
    • Damage: 4%, 7% late?
    • Angle: 50°?
Bullet max distance: https://gfycat.com/AbleFirstCardinal
https://gfycat.com/ChiefFatBrahmanbull
  • Start-up: 18 frames
  • Lunge: 2 frames
  • End: hits on frame 2; frame 22 overall
    • Landing lag: 35 frames
    • Sweetspot:
      • Damage: 19/16% sweetspot
      • Angle: 270/28°
      • Hitbox seems to cover the entire slashing graphic in front of Wolf
    • Sourspot: https://gfycat.com/IncompleteHairyBillygoat
      • Article hitbox that covers the slash graphic behind Wolf
      • Damage: 2.5%
      • Angle: 45°
    • Special fall confirmed
WolfFlashHitboxes.png
Grounded version (E3 direct): https://gfycat.com/NecessaryBreakableChuckwalla
Aerial version (on hit): https://gfycat.com/AncientScrawnyGermanpinscher
Sourspot clank + special fall and SD: https://gfycat.com/CreamyLikableIsabellineshrike
Momentum properties: https://gfycat.com/FewAcidicLamprey
https://gfycat.com/ElementaryGreedyIlsamochadegu
Horizontally: https://gfycat.com/ConsiderateDiligentAsiaticmouflon
Vertically: https://gfycat.com/SickGargantuanBronco
https://gfycat.com/PopularPhysicalDesertpupfish
  • Start-up (SpecialLwStart): 9 frames (1-9)
    • Reflects as soon as frame 4?
    • Intangible: 6-9
    • Hitbox active on frame 7
      • Damage: 3.5%
      • Angle: 60°
  • Hold (SpecialLwLoop): 10 mandatory frames (10-19)
  • Endlag (SpecialLwEnd) FAF: 11 (20-30; FAF 31)
Frame counts (30fps): https://gfycat.com/ExaltedConsiderateImpala

https://gfycat.com/HonestAnimatedLeafbird
  • Timings may vary due to staling
  • FAF: 26?
  • Intangibility: 3-17

https://gfycat.com/VastOldCockatoo
  • Crouch start: 8 frames
  • Crouch idle: 60 frames before looping?
  • Crouch end: 6 frames
https://gfycat.com/DismalImperturbableAnteater
  • The backflip pulls his hurtbox away from the ground, much the same way Sheik's jump animation does
https://gfycat.com/ScentedFatBluet
  • Item thrown on frame 8
  • FAF 25
https://gfycat.com/ThinFancyCoypu
  • Duration: 84 frames
  • FAF: 85?
https://gfycat.com/YellowishAnotherGlassfrog
  • Duration: 66 frames?
  • FAF: ???
https://gfycat.com/ExemplaryAlarmingCaimanlizard
  • Damage: 37% total?
  • Angle: 25-30°

Update: added some parameter stuff; bair landing lag confirmed 15f (not 16, as previously thought)
 
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T!t!

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Thanks for the first summary of all the seen moves with gifs. I have to be honest: I missed the Fire Wolf part in the Smash direct, but watching the gif it definitely is the Fire Wolf.

I just hope next time we see Wolf gameplay in a video, it's not on a dark stage and not during a flashy stage transition like this stage morph. Still good job putting all these gifs together and collecting first frame data guesses. Nair actually really looks quick. Frame 5 wouldn't be that bad. I'm really curious once we can get the 100% accurate frame data to see how good Wolf's moves are.
 

MeatOfJustice

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Rosalina & Luma performed a perfect shield against Blaster, which now increases the attacker's endlag, but I'm not sure if it affects projectiles.
 

JosePollo

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Rosalina & Luma performed a perfect shield against Blaster, which now increases the attacker's endlag, but I'm not sure if it affects projectiles.
In smash 4 hitlag from projectiles definitely doesn't affect the attacker, only the fighter being hit. That seems to be the case, still
 
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Chiroz

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In smash 4 hitlag from projectiles definitely doesn't affect the attacker, only the fighter being hit. That seems to be the case, still
It's not hitlag, perfect shield now has a new freeze frame properties added on the attacker. Whether this affects projectiles or not I don't know, but it's something not present in any other Smash game.

Regularly perfect shielding was good because it reduced your shield stun AND also allowed you to circumvent the shield drop frames, in this game perfect shielding ALSO adds extra freeze frames on the attacker, making it easier to punish after one (and do harder punishes too)
 
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JosePollo

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It's not hitlag, perfect shield now has a new freeze frame properties added on the attacker. Whether this affects projectiles or not I don't know, but it's something not present in any other Smash game.

Regularly perfect shielding was good because it reduced your shield stun AND also allowed you to circumvent the shield drop frames, in this game perfect shielding ALSO adds extra freeze frames on the attacker, making it easier to punish after one (and do harder punishes too)
Fighter-to-fighter interactions, yes. Projectile-to-fighter doesn't affect the owner of the projectile, so only the defender would experience the lag from the parry. You can pretty clearly see that in action in the gif
 

Chiroz

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Fighter-to-fighter interactions, yes. Projectile-to-fighter doesn't affect the owner of the projectile, so only the defender would experience the lag from the parry. You can pretty clearly see that in action in the gif
Oh, I hadn’t seen the gif. So it confirma it doesn’t affect projectiles. Still my post is 100% accurate, it’s not hitlag, it’s freeze frames.



So as far as I could tell and don’t take this as “correct” take this more as a “needs to be confirmed by someone else”.

F-Tilt: 1st hit Frame 8. 2nd hit Frame 10 if it doesn’t last the 1st hit (This was tipper range, it’s possible this 2nd hitbox is still frame 9 like in Brawl if the opponent is closer to Wolf).

D-Tilt: Frame 5

U-Tilt: Frame 7

B-Air: Frame 13

U-Air: Earlier than frame 8. Either frame 6 or 7. Ends frame 9. (We can assume it’s frame 7-9 like in Brawl).

D-Air: First frame is around frame 14-16 but it didn’t land so I can’t tell. (We could assume frame 16 like Brawl but it seems like it hits earlier)

U-Smash: Setup hit is around frame 17?

F-Smash: Frame 22?

Down-B: Intangibility frame 7-10. I have no idea when the hitbox comes out but I would wager it’s frame 10 or earlier.

Up-B: lasts more than 18 frames of “charge time”. Wolf was hit on frame 19 and he still hadn’t started moving.



Landing Lag:

F-Air: 10 frames of landing lag

B-Air: AC from a short hop. 10 frames of langing lag

D-Air: 19 frames of landing lag




Please check and let me know what was wrong.
 
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JesseMcCloud

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Is it alright if I start posting gameplay/analysis video in this thread, or should I start another?
 

JosePollo

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There's the competitive thread, too, but there probably should be a video analysis/match critique thread made tbh
 

Ishiey

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I mean, a video thread will be essential once the game is actually out so no harm in starting a month early, but I hope whoever does it is willing to keep things organized :p
 

JosePollo

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Wolf_ReflectorEndlagFAF.gif
I hope the hitbox is good and the mandatory hold frames aren't many because this endlag (or lack thereof) is juicy
 
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JosePollo

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Nahh that was Pichu using fthrow on Dark Samus. Pichu takes damage from its own electric attacks and team attack was off so Wolf doesn't actually hit anything in that clip
 

Chiroz

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I will upload a video of myself doing Reflector then holding shield. That will allow is to dissect the exact frames. Tomorrow I will try to get one for each tilt, smash, jab and gun just so we can get the FAF of each one.
 

JosePollo

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Yeah I counted it to be FAF 31.

Wolf_Reflector30fps.gif


The first frame of shielding doesn't actually have the shield graphic active, so seeing the shield means it's at least the 2nd frame of shield. The shine graphics during the start up appear on frame 4
 
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Chiroz

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So is N-Air frame 7 then instead of 5?

I am going to try to record myself N-Airing inside an opponent and Reflecting inside an opponent so we can get the first active frame of the hitbox. I need to start theorizing about Wolf’s OoS options which seem to be pretty lackluster. It seems like Shine OoS might be the quickest punish for “get off me”.
 

Brooster77

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So is N-Air frame 7 then instead of 5?

I am going to try to record myself N-Airing inside an opponent and Reflecting inside an opponent so we can get the first active frame of the hitbox. I need to start theorizing about Wolf’s OoS options which seem to be pretty lackluster. It seems like Shine OoS might be the quickest punish for “get off me”.
Wolf has an amazing oos option. Parry>ftilt. It's a new game. Shield pressure is no longer safe unless you drastically outrange your opponent with tilts/projectiles/ or areals. And wolf has one of the furthest ranged tilts in the game.
 

Chiroz

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When you count OoS you normally try not to talk about Perfect Shield/Parry as you normally can't always land it. If that were the case no single character has bad OoS as everyone can just parry into possibly even smashes depending on what they parry.

Wolf's fastest OoS option is grab currently, being frame 6. But in the case of a spaced aerial or a cross up his fastest option seems to be N-Air (or maybe reflector), which would be frame 10 (3 jump squat + 7 frames). This isn't horrible, but it isn't the best, not going to be guaranteed punishing a lot of approaches. F-Tilt OoS is frame 19 (I've heard shield dropping is 11 frames in this game, but I don't have any proof so I might be wrong), which is something that will never land (unless parried).

That said, it is a new game and maybe most other characters are in the same boat of not being able to punish OoS "guaranteed" and instead having to rely on reading the opponent's next move or just using OoS to escape pressure as opposed to to punish.
 

Aggressivv

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Is there any data on the landing lag frames on SH aerial blaster?
 

JosePollo

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It's always FAF 52. There's no difference in starting grounded/airborne or landing in the middle of the animation since it will just transition from one version to the other and continue
 
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Aggressivv

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Aah I see, now all we need is earliest frame you can shoot start neutral b out of a short hop, to figure out the min endlag oh SH lasers
 

J0eyboi

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Based on this video and this one, assuming Reflector still has set knockback, it appears Reflector is frame 7 and ~+7-+13, depending on weight, on hit (WBKB 95), which means it may be able to combo into Nair, Fair, and Uair on middleweights and below, depending on DI. It might be possible to combo an Utilt or up-angled Ftilt after Reflector on heavier characters if they DI it badly, but I can't really tell. take a shot every time I use a comma

Also, are you sure Dtilt has the Sakurai angle? It looks more like 30 or 35 to me.
 
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Ffamran

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Aah I see, now all we need is earliest frame you can shoot start neutral b out of a short hop, to figure out the min endlag oh SH lasers
Take jump frame and add in the move's startup to find the earliest possible frame an aerial move of any kind, so including air dodge, double/multiple jump, item throwing, whatever. Jumps are universally frame 3 in Ultimate, so on frame 4 is the earliest when all moves begin their startup in the air. if Wolf's Bair is frame 13, then the earliest it would come out from a jump is frame 16: frame 3 jump + frame 13 Bair.

In this thread, Blaster's projectile is stated to be frame 17. So that would mean at the earliest, it would come out on frame 20. Also, the bayonet would hit on frame 18 at the earliest.

Any reason why you're specifically looking for Blaster out of hop or the recovery of it from a hop? Smash 4 removed auto-canceling for projectiles, but for some projectiles, the developers did not address their actual recovery. Smash 4 Falco's Blaster being the most extreme example as its recovery was increased from Melee to Brawl because all they did was lower its startup, but didn't change its total frames and removing auto-canceling meant it had massive recovery for what it does. Some of the patches for Smash 4 and Ultimate, however, tweaked the recovery of projectiles now that there isn't auto-canceling, so it's overall more reasonable.

This also means that most projectiles will have the same recovery on the ground as they do in the air. I say most because some projectiles have different startup and/or recovery on the ground compared to in the air. Two examples being Fox and Falco at least up to Smash 4. Fox's Blaster has slightly faster startup in the air than on the ground, but it has the same recovery while Falco's Blaster has both faster startup and lower recovery in the air than on the ground.
 
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Aggressivv

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Any reason why you're specifically looking for Blaster out of hop or the recovery of it from a hop?
I’m looking for it for 2 reasons mainly.

First one being how fast you can shoot lasers one after the other, wolf laser is honestly pretty much a hadoken in this game so knowing how fast you can act into another one is relevant for figuring out its viability in neutral in terms of how far you have to be in neutral before it’s safe.

The other reason is I want to know how fast you can act out of it defensively, I think u-tilt is a great anti-air and if you keep SH lasering to the point where they try to jump over it I’m curious how fast you can uptilt out of laser lag.

I haven’t seen the frame data for his short hop yet but if you act on frame 4 with a laser out of a jump, and the grounded end lag for his aerial laser is only like 16 or so frames (just guessing his short hop is around 40 or so frames, 56 total with the blaster animation) then your defensive options (ftilt/utilt/SH Nair) or repeat SH Lasers out of a laser become super viable.
 
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JosePollo

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Wolf's air mobility is insanely good. Also traction values are significantly higher in this game than in smash 4. The only character at sub 0.1 traction is Luigi, at 0.096.
 
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