SelfPossessed
Smash Apprentice
- Joined
- Oct 11, 2008
- Messages
- 170
Stage control is an important aspect of Wolf's zoning. In most matchups, Wolf tends to like controlling the middle of the stage. Successfully doing so accomplishes two things:
To further clarify, with stage control zoning, the goal is to put yourself in a favorable position to attack rather than just attacking outright. I consider relying on successfully landing a move (such as Dthrow) as an attack. Whereas you can connect with attacks even in bad positions (almost anything on hit has enough knockback to help you regain control), you carry a far higher risk if you read your opponent incorrectly. The ideal then is to use stage control moves that are not dependent on a successful hit.
Bair:
FH Bair crossover FF AD:
FH Shine to Flash Cancel/Double Jump crossover:
FH crossover:
SH footstool crossover:
SH Fair crossover:
SH crossover:
SHAD crossover:
Roll behind:
- Prevents him from getting easily knocked off the stage and gimped. You want to compensate for Wolf's crappy recovery and poor planking game.
- Gives him room to retreat and space. Wolf tends to like staying just outside his opponent's favorable melee range. When the opponent moves forward, Wolf can retreat and maintain that favorable range, perhaps baiting and punishing a whiff as well.
To further clarify, with stage control zoning, the goal is to put yourself in a favorable position to attack rather than just attacking outright. I consider relying on successfully landing a move (such as Dthrow) as an attack. Whereas you can connect with attacks even in bad positions (almost anything on hit has enough knockback to help you regain control), you carry a far higher risk if you read your opponent incorrectly. The ideal then is to use stage control moves that are not dependent on a successful hit.
Bair:
A staple move, Bair has a relatively large amount of knockback when hitting a shield. Simply spacing Bairs that aren't too staled (stale Bairs have less shield knockback) can give you breathing room. Note that this includes all variations of rising and falling Bairs.
FH Bair crossover FF AD:
One of the options of the Wolf Wall. The rising Bair pressures the opponent and the AD avoids attacks. As a bonus, you can attempt a jab/grab/dsmash/blaster afterwards.
FH Shine to Flash Cancel/Double Jump crossover:
Invincibility on jump with relatively low lag afterwards. Use it when you're pressured, such as when you're too close to the edge for comfort or OoS when you feel like you're holding shield out for too long. On stages like Battlefield, you can Flash onto the top platform as well. If you opt for the double jump route and they give chase, you can space a Bair or just change directions in midair. Note that by using diagonals, you can move during FH Shine instead of going straight up.
FH crossover:
Avoid an attack with vertical distance and land behind them. Usually done facing the opponent. If they stay in shield instead, you can space a Bair or turnaround Grab/Jab/Dsmash. If they give chase, you can change directions in midair and/or DJ away.
SH footstool crossover:
This relies on the opponent being defense when expecting a SH FF Bair. As such, it's preferable if you are facing away as if you're about to Bair. You can then footstool jump crossover. It works better on taller opponents and can possibly avoid low attacks. If they give chase, you can space a Bair or DJ away, possibly changing directions in midair.
SH Fair crossover:
Do not actually hit a shield with the Fair. This relies on the opponent shielding when they see the Fair and not reacting in time when it doesn't hit their shield. If the Fair actually interrupts an attack, the crossover puts you in a good position to chase them down.
SH crossover:
Used against low attacks or shielding opponents. Usually done facing the opponent and followed up by a Bair or FF turnaround Jab/Grab/Dsmash.
SHAD crossover:
Used to avoid slow attacks or projectiles. It's like a slower roll with more invincibility frames and less lag at the end.
Roll behind:
A universal option. Wolf's roll is pretty average, but it's a great tool if not abused. If you successfully avoid an attack, punish them.