Random advice for people that are into the concept of baiting and punishing [I believe Ether and AC might find this particularly interesting]:
If the opponent is falling to the ground and he already used his last jump, he has 3 options:
- Airdodge
- Attack
- Land [+follow-up]
If the opponent airdodges you can DACUS him on reaction.
If the opponent attacks cancel your dash with shield [usually aerials like this are poorly spaced because your dash works against it and you can punish on block with fair].
If the opponent chooses to just land you can continue to dash and cross-up pivot grab him on reaction if he shields, stands or spotdodges [and often even when he attacks].
If the opponent rolls away you can keep on chasing him with the dash and grab him.
The reason why this is so powerful and effective is because you cover lots of options with very simple tools:
- All moves used can be done out of a dash
- All moves used keep the opponent in a bad position [fair, usmash and any throw you like]
- You can punish all his options on reaction except the roll away, which makes it the only options you have to predict. This makes it essentially a 50/50 gamble with very little risk and high reward.
Another reason why this works so well is Wolf's DACUS. Due to the sheer amount of ground it covers it can punish airdodges on reaction from far away making that option really easy to cover. The direct counter to this scenario for the opponent is to roll towards you upon landing, which is still risky and readable.
This sounds awfully theoretical but in fact it's neither hard to understand nor to make use of. I've actually executed it in battle before I managed to even grasp the concept behind it and I think it could improve Wolf's already incredible bait and punish game even further.