castorpollux
Smash Champion
- Joined
- Dec 19, 2007
- Messages
- 2,502
The Wolf Back Room Presents:
“Can’t let you do that Starfox!”
“Can’t let you do that Starfox!”
Table of Content:
1.) Intro
2.) Why Wolf? Pro's and Con's
3.) Moveset Discussion
4.) Useful Advanced Tactics
5.) Credits
1.) Intro
The time is right for a new, complete guide my fellow Wolf players. This guide will provide all the info you need on Wolf as a SSBB Character. That's right; Wolf O'Donnell - the rival of Fox McCloud from the Star Fox games - finally did us the favor to join the battles in SSBB. He's not only cool and badass but also a good character, which is fun to play as. If you decided to play Wolf as your main character, rest assured: You picked up the right character!
2.) Why Wolf? Pro's and Con's
Don't let the new tier list fool you - Wolf is clearly a high tier character with few weaknesses overall. That said there are only few outstanding things about him either - he is a well balanced character and certainly not among the best fighters in Brawl. That's no reason not to use him of course, he's still good enough to be used in tournaments so don't be shy about using him. If you know what to do and how to play him he'll serve you well.
Pros:
- His speed, range, weight and ability to deal damage are all over-average
- He can punish mistakes very well
- His moveset is very good and well balanced
- He has overall good match-up's
- He has great air speed and mobility
Cons:
- He is easily comboed/Chain grabbed due to his high fall speed
- His recovery requires patience and smart use
- He has a hard time KOing opponents
Out of all these weaknesses, recovery is the easiest to overcome. If you are smart, know how to DI and und use Wolfs tools (blaster, shine, Bair) you won't get gimped. Unfortunately there's nothing you can do about the combo/CG issue but it's rarely match-up breaking. Just watch out and be prepared for some damage. Unlike the other Space animals Wolf can take it
His lack of good KO move is an issue - the Dsmash is his only good finisher. However if you use it for damaging purposes, you will have to refresh it when you need to land a killing blow. If you don't use it, then you are taking a great move out of your damaging repertoire. The best strategy would probably be to use sparingly, and to refresh it with jabs or pummels when the opponent reaches higher percents. Bair, Fair, Utilt, Fsmash, and Usmash are the other moves Wolf would KO with.
3.) Moveset Discussion
Neutral AAA- The Triple Claw Swipe
1st hit
Start-up lag lasts between frames: 1-3
Hitbox lasts between frames: 4-8
Cooldown lasts between frames: 9-11
2nd hit
Start-up lag lasts between frames: 12-14
Hitbox lasts between frames: 15-19
Cooldown lasts between frames: 20-22
3rd hit
Start-up lag lasts between frames: 23-24
Hitbox lasts between frames: 25-29
Cooldown lasts between frames: 30-60
Damage: 3,2,4
Knockback: Mediocre
Trajectory: The first swipe has almost no knockback. The second swipe hits the opponent forward a little. The third swipe pops the opponent upwards and sends them on a forward/backwards trajectory depending on their DI and which part of the hitbox they were hit by.
Notes: Thankfully, the jab combo is guaranteed after the first hit. It's a great quick gtfo move, and one of your safer moves. Jab cancelling is very good, you can cancel it into a variety of things, but dsmash and grab are the most notable. It's your fastest move on the ground, and the more you play, the more you'll realize how truly great this move is.
Forward Tilt- The Extending Claw Swipe
Start-up lag lasts between frames: 1-6
1st hitbox lasts between frames: 7-22
2nd hitbox lasts between frames: 23-27
Cooldown lasts between frames: 28-44
Damage: 5, 6
Knockback: first hit stuns; second hit has decent knockback
Trajectory: Sends them forward in the air
Notes: A decent move and probably Wolfs best tilt. It consists of two attacks actually, the second being disjointed. It's possible to only hit with one of the two hitboxes. The first hit has Wolf swinging his arms towards his opponent. This attack has little startup lag and very good range. Wolf seems to enter a weird "freezing" animation for a few frames in which he is unable to move. The second hit is - as mentioned - disjointed: only his claws hit the opponent. If the opponent drops his shield during the stun of the first hit the second hit can connect. If the move misses completely the entire animation will be canceled and has very little lag.
It can be easily punished or very safe depending on the way you use it. If you make use of its full range - which is more than it looks like - it's a very good poking move that barely gets punished. It is one of the longest reaching Ftilts in the game and can therefore be used from a safe distance with relatively little risk. It's not spammable though and a good opponent can predict it very well.
It's best used after an Auto-Canceled aerial. After a bair you can do a turnaround ftilt. Both moves have very long range and are reasonably fast. You can also use it after a retreating fair for decent shield pressure at good range. You can also angle ftilt downwards to take a quick swipe at those trying to get to the ledge.
Overall the F-tilt is a bit underrated and one of Wolfs more underused moves.
Forward Smash: The Lunge
*Insert Gif Animation Here
Start-up lag lasts between frames: 1-5
1st hitbox lasts between frames: 6-14
2nd hitbox lasts between frames: 15-22
Cooldown lasts between frames: 23-45
Damage: 5, 10
Knockback: Above average knockback
Trajectory: Sends them forward in the air
Notes: Fsmash can be SDI'd out of during the middle hit, but it's still one of, if not the best punisher in the game. It's VERY susceptible to being punished itself though, so make sure it hits when you use it. SHFF Bair to fsmash is good, but don't do it automatically. Fsmash (preferably tipper) can also serve as a KO move when fresh, but that's only if dsmash isn't working out for some reason. Fsmash’s main use is punishing, but its speed and range also make it useful after baiting someone to run straight into it.
Down Tilt: The Low Kick
*Insert Gif Animation Here
Start-up lag lasts between frames: 1-4
Hitbox lasts between frames: 5-10
Cooldown lasts between frames: 11-28
Damage: 6
Knockback: Below average knockback
Trajectory: Sends them forward at a very low angle
Notes: A well spaced Dtilt is one of your safer moves, but Dtilt in general is average. It can lock opponents against walls until about 50%, and it can trip opponents at lower %s which can be followed with a grab or something. It’s one of your better options after a Dthrow at relatively close range, and it can also serve as a poking move. It’s far from useless, but not something you’ll be using too often.
Down Smash: The Claw Sweep
*Insert Gif Animation Here
Front hit:
Start-up lag lasts between frames: 1-6
Hitbox lasts between frames: 7-14
Cooldown lasts between frames: 15-36
Back hit:
Start-up lag lasts between frames: 1-12
Hitbox lasts between frames: 13-20
Cooldown lasts between frames: 21-37
Damage: 14 front, 13 back
Knockback: Amazing
Trajectory: Sends them forward at a low angle
Notes: Your one real kill move. That being said, try to keep it fresh once your opponent reaches something like 60%. It's a useful gtfo move when you need it though, and don't be afraid to use it when you really need to, even if it will stale when you'll need it for the kill soon (keeping it fresh is highly recommended though). Some effective ways of using dsmash are out of a jab cancel, after airdodging behind your opponents, and (if you're fortunate enough to get a hit with hitstun right before you land) out of nair. If your opponent shields your dsmash, it will push them away making you harder to punish, but this move is still punishable on block.
Up Tilt: The Sky Kick
*Insert Gif Animation Here
Start-up lag lasts between frames: 1-5
Hitbox lasts between frames: 6-14
Cooldown lasts between frames: 15-35
Damage: 8-10 depending where you hit
Knockback: varies with percent
Trajectory: Sends them upwards
Notes: Utilt has a great hitbox, but it’s not something you’ll use too often. It can work well as a KO move on levels with low ceilings (such as halberd), and it comes out quick enough to combo out of things such as FF uair. It’s not bad for killing people above you on platforms, since the vertical part comes out faster than that of usmash.
Up Smash: The Scissor Kick
*Insert Gif Animation Here
Start-up lag lasts between frames: 1-10
1st hitbox lasts between frames: 11-22
2nd hitbox lasts between frames: 23-33
Cooldown lasts between frames: 34-49
Damage: 6, 12
Knockback: Above average
Trajectory: Sends them upwards
Notes: The Usmash is good for punishing people when they're close enough, and it sets them up to be juggled. It can also stagespike people who are hanging onto the ledge. The large hitbox that covers both your front and your back also make usmash useful OoS. Boost smashing is another great use for usmash, check it out in the AT section.
Dash Attack: The Flip Kick
*Insert Gif Animation Here
Start-up lag lasts between frames: 1-8
Hitbox lasts between frames: 9-18
Cooldown lasts between frames: 19-37
Damage: 9
Knockback: Varies with the hitbox
Trajectory: Sends them upwards or forward in the air…depending on how you hit them
Notes: This attack is sub-par in almost every way. At lower %s it sets up for a nice utilt and it is decent for hitting opponents in a SH or slightly above you, but its usefulness pretty much ends there. Wolf has better options.
Ledge Attack
*Insert Gif Animation Here
Less than 100%
Start-up lag lasts between frames: 1-20
Hitbox lasts between frames: 21-28
Cooldown lasts between frames: 29-51
More than 100%
Start-up lag lasts between frames: 1-50
Hitbox lasts between frames: 51-57
Cooldown lasts between frames: 58-67
Neutral Air: Somersaults
*Insert Gif Animation Here
Strong hit
Start-up lag lasts between frames: 1-3
Hitbox lasts between frames: 4-12
Cooldown lasts between frames: 13-25
Weak hits
Start-up lag lasts between frames: 1-3
1st Hitbox lasts between frames: 4-11
2nd Hitbox lasts between frames: 12-15
3rd Hitbox lasts between frames: 16-23
Cooldown lasts between frames: 24-32
Damage: 8 on first hit, followed by some weak hits (about 1 each) with occasional 3% hits with some hitstun.
Knockback: The first hit has average knockback. The other hits have absolutely no knockback
Trajectory: Hits them forward in the air at a pretty low angle.
Notes: Nair has strangely good priority, the weak hits have lock capability, the strong hit can be used offstage for edgeguarding (even the weak hits can do this because you can drag the opponent with you a bit), and hits with hitstun can combo into dsmash if they come out right before landing. However, the damage is crap for this move overall. Against people who don’t know how to counter it though, nair can get annoying. You'll probably want to use this mainly to hit opponents in front of you in situations where fair would result in bad landing lag, or if you just need a quick aerial gtfo move right before you land. It's probably most useful for hitting shyguys on YI to refresh moves though (dead serious).
Forward Air: The Aerial Swipe
*Insert Gif Animation Here
Start-up lag lasts between frames: 1-5
Hitbox lasts between frames: 6-13
Cooldown lasts between frames: 14-33 (cancelled fair)
Cooldown lasts between frames: 14-55 (uncancelled fair)
Damage: 11
Knockback: Varies with percent
Trajectory: Sends them upwards
Notes:
Killing power
From the ground (Fresh)>>>
>Lighter characters; 127%-132%
>>Average Weight Characters; 135%-143%
>>>Heavy Characters; 156%-166%
Spacing
The way I look at it, there are 3 forms of spacing with the f-air.
Advancing F-air - Simply put, you move forward through the air without hesitation, your gonna wanna use this mostly when your opponent is right in front of you, thus you f-air right through them, if you connect with the lagless advancing f-air at low %'s it sets up for a free no strings attached b-air or if they block it you have quite a few options f-tilt, shine, grab, it all depends on your opponents habbits.
In place F-airing - This is a useful one, basically you lagless f-air DI toward the target while in the air and as soon as the attack frames have started quickly DI back so you land in the same spot as you started, this type f-air spacing is great for controlling the satge, if they are edge camping or their back is to the edge of the stage lt limits your opponents options drastically, much like WoW, except should your opponent choose to roll past the IPF-airing it will more than likely hit them.
Retreating F-air - Yes, the retreating f-air, most exp'd wolf players are well acquainted with this, IMO the most useful of the three. It's a bit tricky to pull off at first, but once you get it down, it's second nature. You simply run/walk in the direction you wish to f-air, quickly start a jump and as soon as humanly possible DI straight back while f-airing at the same time. A great spacing tool if there ever was one, it cut's through most projectiles like sapling tree's and this type of f-air also perfectly spaces an f-smash, most ppl block the f-air and run right into the f-smash, I've hit azen and m2k with this almost every time I tried it xD. If they choose to camp it, just RF>Laser, it's quite hard to get around.
Well, thats my take on the f-air, if you have any questions or if you feel as if I left something out, don't hesitate to contact me.
All testing was done on FD, killing %'s may change considering DI and stages.
Back Air: The Sex Kick
*Insert Gif animation here
Start-up lag lasts between frames: 1-4
Hitbox lasts between frames: 5-13
Cooldown lasts between frames: 14-21 (ground cancelled)
Cooldown lasts between frames: 14-31 (uncancelled)
Damage: 10-13
Knockback: Great
Trajectory: Sends them forward. The angle depends on their DI
Notes: Easily Wolf's best approaching move. The priority of this move is considerably more than what it seems to have. If spaced right this move is nearly unpunishable on block, hence why it's Wolf's best approaching move.
A little thing that helps with the unpunishability of Bair: If it's fresh, it pushes them back farther, thus making it harder to punish. If it is stale, it does not push the opponent back as far and so a little bit more punishable. So be sure to keep your Bair fresh by mixing it up, and getting off the 3 hit jab combo =D
This move has VERY little lag, this makes it an excellent move for zoning, because you can quickly execute another option after you Bair. And zoning is absolute key to spacing.
Overall just an amazing move. It for sure is disjointed, it has clashed with MK's Fair, and it beats out a LOT of moves, so use this one wisely.
Also, it starts in 6 frames, the same as MK's Fair, so yeah, it's freakin' fast. Another useful little tidbit of info: If you are able to start a Bair the first frame possible after you leave the ground (From shorthopping) you can double jump before you hit the ground, surprising your opponents, or whatever else you can apply it to ^_^
One last piece of advice: Don't always advance it, I see a lot of people just RAR and have their control stick pointed directly at the opponent. Don't do that, it is horrible for spacing, you have to really control where Wolf is going due to his really good aerial mobility. Even I advance Bairs sometimes, and it's a bad habit that needs to go. So before you start getting into that habit, don't get into it. Only advance if you have the room, if you don't, then stay where you are or retreat it. Spacing spacing spacing.
Up Air: The Sky Swipe
*Insert Gif animation here
Start-up lag lasts between frames: 1-5
Hitbox lasts between frames: 6-15
Cooldown lasts between frames: 16-23 (ground cancelled)
Cooldown lasts between frames: 16-35 (uncancelled)
Damage: 12
Knockback: Low
Trajectory: Sends them upwards
Notes: Uair isn’t a bad move, just one that sees little application. It autocancels, and it’s fast enough that you can whip out another attack if someone dodges the first one. Platform drop uair is useful and FF uair actually combos into utilt and usmash (works better on bigger characters), but its main use will be juggling, especially against characters with bad dairs. It’s somewhat useful for ledgehopping, but fair is generally better, except for YI maybe (slope screws with fair). There are usually better options though, fair and bair will still be the dominant aerials for everything besides juggling.
Down Air: The Spike
*Insert Gif animation here
Start-up lag lasts between frames: 1-13
Hitbox lasts between frames: 14-20
Cooldown lasts between frames: 21-44 (ground cancelled)
Cooldown lasts between frames: 21-47 (uncancelled)
Damage: 15
Knockback: Moderate spike
Trajectory: Sends them downwards
Notes: Dair is a decent spike, but not very good for much else. FH dair can hit some taller characters. If your opponent is dumb enough to hold onto the ledge past their invincibility frames, you can usually hit them through the lip with dair. Overall, this is a move you won’t use often at all at a higher level of play, even though you can probably find ways to incorporate it into your game.
Neutral B: The Blaster
*Insert Gif animation here
Start-up lag lasts between frames: 1-9
MeleeHitbox lasts between frames: 10-17
Laser animation lasts between frames: 18-26
Cooldown lasts between frames: 27-43
Damage: 4 from bayonet, 6 from close shot, 5 from distanced shot
Knockback: bayonet semispikes and knocks them back into the shot, which stuns
Trajectory: Sends them horizontal
Notes: The blaster is great. If you use it to camp (only projectile that outcamps olimar btw), be sure to use it near its maximum range, you don't want to get punished. Ledgehopped blaster is pretty good, try it out. Blaster is also useful for recovery because of the additional boost in aerial momentum it gives you, and it can also turn you around so you can Bair away edgeguarders. With mastery of using blaster for recovery, getting back on stage should be much simpler task. Look at the blaster in the ATs section for some more information on reverse blaster.
Up B: Fire Wolf (this is the official name)
**Insert Gif animation here
Start-up lag lasts between frames: 1-20
Flies up between frames: 21-45
Cooldown lasts between frames: 46-69
Begins to fall on frame: 70
Damage: 11 total, 3 on final kick
Knockback: very weak, it drags people along but can be SDI'd easily
Trajectory: Sends them forward at a high angle
Notes: There really isn't much to say about fire wolf. Only use it when you really need to for recovery, most times wolf flash is a better option. It's other uses are VERY situational and unreliable, such as dragging the opponent down with you for a suicide kill. Trying to use this move as an attack is just bad, don’t do it.
Side B: Wolf Flash/Illusion
**Insert Gif animation here
Start-up lag lasts between frames: 1-12
Flies forward between frames: 13
Damage: 10-15
Knockback: Above average
Trajectory: Sends them forward/backwards or downwards depending on which part of the sweetspotted hitbox made contact with the opponent.
Notes: Wolf flash has quite a few tricks, check the ATs for that. It's very unsafe though, if it gets shielded or avoided another way, expect to get punished. It's situational overall, you can hit people on platforms and people trying to jump over blaster shots, but the 'surprise' factor will be the main reason you’d use it over another attack (bair, anyone?). Wolf flash is your better recovery move, you can cancel it when recovering from above if you need to and, well, let’s face it, fire wolf sucks.
Down B: The Shine
**Insert Gif animation here
Invincibility frames: 1-6
Hitbox lasts between frames: 7-14
Cooldown lasts between frames: 15-28
Damage: 3
Knockback: Very little
Trajectory: Sends them slightly slightly forward
Notes: Who doesn't love the reflector. It works as a counter move with its invincibility, but beware of the long cooldown. If someone shields it, you're getting punished. And, of course, it reflects. At close range it can combo into jabs, and at a SHing opponent you can combo it into dsmash. For example, you can shine in between diddy's jab and upsmash, just to give you an idea of how useful this thing is for combo breaking. It's good, but just don't get predictable with it. On a side note, after hitting the opponent with a reflector, you have a 4 frame advantage over the opponent.
Wolf’s Grab
**Insert Epic picture here
Standing grab
Start-up lag is between frames: 1-5
Cooldown lag if you miss: 12 frames
Dash grab
Start-up lag is between frames: 1-9
Cooldown lag if you miss: 33 frames
Wolf’s pummel is very fast, does 1% per hit when fresh, but only the first one in each grab refreshes your moves. Get a few in for each grab, but don’t push it too much. Out of ground releases, you don’t have any great options, but jab or dsmash might work. On some characters (most notably marth and MK) you can wolf flash them on an air release, and on wario you have a guaranteed fair (I believe, not 100% on that part).
Up throw
Damage: 7
Knockback: decent vertical knockback
This is your worst throw. I can't think of ANY situation where you'd want to use this.
Back throw
Damage: 7
Knockback: mediocre knockback, high trajectory behind wolf
Not a very useful throw. It can work to get people on platforms, and at low %s it can be followed up pretty well. You'll usually want to use another throw though.
Forward throw
Damage: 7
Knockback: moderate, opponent is thrown forward with a varying trajectory (generally pretty low)
I personally don't find this throw too useful, but it can be good for setting up a spike. On more floaty characters you can try to chain fthrows (I've never tried it but K9 had a vid of it on azen’s marth, could work).
Down throw
Damage: 12
Knockback: decent, opponent moves along the ground, semispikes if you hit them off the ledge.
Your best throw, by a long shot. It puts your opponent in a bad position no matter what, so you can follow it up with just about anything. You can use it to get people offstage and then attempt to spike, but that's mostly for snake, otherwise fthrow is better. Beware of people who like to tech it right next to you though, it can get troublesome.
4.) Useful Advanced Tactics for Wolf Users
After you learn the basics such as short hopping and fast falling, in order to take your technical game to the next level, you need to learn advanced techniques. In this section, I will describe to you what the advanced technique is, how to perform it, and how to utilize it. I have left some advanced techniques out, such as reverse boost-grabbing, because I haven’t found a use for it yet. However, I greatly encourage you to not limit yourself to what I say. If you find more uses for the listed or unlisted advanced techniques, please share your knowledge with the Wolf Community.
Boost-Smashing
Description:
This advanced technique results in the character sliding on the ground while performing a charged or uncharged u-smash. The distance of the slide is character dependent, and luckily, Wolf is one of the few characters who have a long and useful boost-smash. Demonstration of the boost-smash can be found here:
http://www.youtube.com/watch?v=TLyyK4M8YQQ
How to Perform:
In order to do this technique, you have to initiate a dash-attack with Wolf and immediately cancel the dash-attack animation by instigating an up-smash. The best way to do this is to slam the joystick in the direction you want to go while pressing down on the c-stick (this will initiate the dash attack). Immediately afterwards, press up on the joystick and Z at the same time (this will cancel the dash attack animation and instigate the sliding up smash). If you hold up+Z, you will charge the u-smash.
Application:
Currently, there are two uses for this advanced technique:
1) The boost-smash is very useful as a punisher. Not only does this outrange Wolf’s f-smash, it also does an additional 3%. You are probably thinking that 3% isn’t worth the effort to learn this technique. However, you need to take into account that the boost-smash sends the opponent upwards which will lead to additional damage due to Wolf’s juggling game (AKA forcing the opponent to air dodge a rising u-air and then hitting them with a b-air after the air dodge ends). Thus instead of an additional 3%, the boost-smash can potentially deal an additional 15+% more damage to an opponent compared to Wolf’s f-smash. Another advantage the boost-smash has over an f-smash is the fact that you cannot punish your opponent with f-smash if Wolf is in his running animation. For instance, if DK uses his up+B to go over your edgehog, you can quickly get up from the ledge, run forward, and boost-smash to the area he will land. You wouldn’t be able to punish the DK with an f-smash. Also, by substituting f-smash with boost-smashing during times when f-smash’s speed isn’t necessary, you not only deal additional damage, but you also keep your f-smash fresher.
2) The boost-smash is also great at chasing techs and rolls.
Item-Boosting
Description:
Although Wolf has one of the worst glide-tosses in this game, does not mean he will be completely ***** by Diddy’s bananas. To make up for the lack of a good glide-toss, Wolf instead has a very fast, very far item-boost which acts the same as a glide toss. This advanced technique results in the character quickly sliding on the ground while throwing an item forward, backwards, or upwards, depending on how you do it. Like the boost-smash, the distance of the slide is character dependent, and once again, Wolf luckily has a very long item-boost. Demonstration of the item-boost can be found here:
http://www.youtube.com/watch?v=2XQcLDmsZlw
How to perform:
Al though Item-Boosting can replace the glide-toss, it is much more difficult to execute. In order to do this technique, you need to be holding an item such as banana peels, peanuts, grenades, bombs, turnips, Mr. Saturns, or gyros. Similarly to the boost-smash, you need to initiate a dash-attack and then immediately cancel the dash-attack animation by rotating the joystick towards the direction you want to throw the item and pressing Z at the same time.
Application:
This technique is extremely useful whenever you are matched up against a character that has item based projectiles such as Diddy Kong, ROB, or Peach because it essentially gives you an amazing approaching option.
Against characters such as Diddy Kong, Peach, and Rob, by item boosting their items forward, you can pretty much follow it up with almost anything. If the banana, turnip, or gyro hits the opponent, he will trip or be stunned and pretty much be at your mercy for d-smash, grab, f-smash, or AAA combo. If the opponent shields the item you should follow it up with either a grab or a d-smash. Often times when the item hits their shield, the opponents lift their shields right after which will allow you hit the opponent with a d-smash. If the opponent doesn’t lift his shield, the d-smash will be safe on shield anyways.
Speed Hugging
Description:
Some characters, such as Metaknight can just run off the edge and press the other direction to quickly grab/hog the edge. Wolf however, due to his character properties such as fall and air speed, is unable to do this using the same method as Metaknight. However, Wolf can still quickly grab the edge through the use of speed hugging. A demonstration of speed hugging can be seen here:
http://www.youtube.com/watch?v=Z32hjrBgjyY
How to Perform:
In order to execute this tactic, all you have to do is press diagonally down away from the stage once you reach the edge. You will have to practice the timing a little bit to get it down, but eventually, it will become second nature.
Application:
Speed Hugging is the primary technique used in Wolf’s edge guarding game. Besides the obvious gimps you can perform on Falco, Mario, Marth, and Ike using this technique, you can combine this with edge shine gimps on Diddy and other characters that have bad recoveries. In case the characters do happen to get back onto the stage, you can scar them as well or do a ledge-hopped blaster to do additional damage.
Reverse Blaster
Description:
Basically, if Wolf is facing one direction, whether he is in the air or on the ground, he can perform a turn-around blaster that will change the direction Wolf is facing as well as the direction he will fire his blaster. A demonstration of the reverse blaster can be seen here:
http://www.youtube.com/watch?v=k96F0vaGH1U
How to Perform:
The way this technique works is that there are some frames in the beginning of the blaster that allows you to change the direction you face. During these start-up frames of gently tap the joystick in the other direction and Wolf will fire the blaster in the other direction.
Applications:
The application for this technique is pretty obvious. If your opponent is behind you and out of range of any of your attacks, doing a reverse blaster usually catches them off guard. You can also make your opponent think you are approaching with a back air and then surprise them with a turnaround blaster.
Pivot Smash
Description:
This technique is a lot like the reverse blaster in the sense that it allows you to change the direction of an attack. However, instead of your projectile, you can change the direction of Wolf’s d-smash. You can see a demonstration of this here:
http://www.youtube.com/watch?v=sVCW8ChsGaw
How to Perform:
In order to perform this technique, you have to tap the joystick in the direction you want the d-smash to attack first. During the turn-around animation, quickly perform a d-smash by pressing down on the c-stick. If done correctly, the first hit of your d-smash will hit behind you while also making you face the other direction.
Application:
The application to this is pretty obvious as well. Basically, if you want to land a kill move and your opponent is/will be right behind you, perform this technique and your opponent will be sent flying.
Illusion Cancelling
http://www.youtube.com/watch?v=Cgee5jP2mPQ
Implementation: ****
Difficulty: Short Cancel-7, Mid Cancel-5
Research and Opinion: Illusion cancelling was always a heated discussion in the wolf boards regarding its usefulness in the wolf metagame. At first it seemd pretty useless since many players where unable to perform and perfect the point of cancellation in which they wanted.
Towards the Short Cancel , (the earliest point in the frames of the flash in which makes wolf dash a slight distance forward), my research concludes that it's relatively difficult in timing regarding the flashes frame data which is in the beginning stages. The short Cancel we'll give you the largest vertical distance in air, as well as retain 3% of damage of used close to an opponent. In my opinion, if it could be chained repeatedly while ground, it could be used as a peusdo combo starter since its relatively quick, and can be chained with other moves because of the short lag. Recommened for an alternative to recovery.
In regards to the Mid Cancel, I would more then gladly recommend this more of a chaser once youve knocked the opponent a good distance away. It's also much easier to produce then the short cancel, as well as accomplish around the same results ( faster distance while grounded, slightly smaller vertical aerial distance, anad retains 3% damage when used in close proximity of an opponent).
Illusion Tricks: http://www.youtube.com/watch?v=JuUlJSSnfI0
Scarring / Semi-Scarring
Implementation: *****
Difficulty: Scarring-1, Semi-Scarring- 0
Research and opinion: Scarring and Semi-scarring have been around since the earliest of wolf play, and was one of the first few things discovered, making wolf a starting contender for high tier play. Scarring is easily executiable, as with semi-scarring being relatively beyond easy to accomplish (holding down when flashing, being able to scar any stage).
List of scar-able stages, and semi-scar-able stages(neutral color for scar-able and semi-scar-able):
-Battlefield
-Final destination
-Castle Siege
-Distant Planet
-Frigate Orpheon
-Green Hill Zone
-Luigi's Mansion
-Lylat Cruise
-Norfair
-Picto-Chat
-Pirate Ship
-Pokemon Stadium 2
-Skyworld
-Smashville
-WarioWare
-Yoshi's Island
-Brinstar
-Corneria
-Jungle Japes
-Pokemon Stadium
-Rainbow Cruise
-Yoshi's Island(SSBB)
As you can see, most stages are green meaning, that pretty much every stage can be semi-scarred, and every stage that is scarable is also semi-scarable. Highly recommened for any player.
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Light-Stepping
Implementation- ****
difficulty- 3, Consistency-5
Research and opinion: Light-stepping was actually a forgotten technique of wolf's after scarring came in to play, so there was not much research in it's fesibility and was never looked into as being useful, but more of an outcome from a misplaced scar. well after researching it's capablities a bit more, I myself have began implementin gthis technique into my wolf style.
For one thing, most of my light-stepping research came from jungle japes, where I found the proper distance for light-stepping as well as the ability to chain multiple light-steps for edgeguarding, stalling, and mindgame purposes. It appears that the distance between the two upper platforms (length wise), and the main platform are the proper alignments for you to be able to properly Light-step.
Here's a small diagram:
W-Wolf
I- distance from wolf and the edge
(Diagram isnt coming out write so I'l ldo it later)
As wolf, if you simply walk off the platform, shorthop till your about the same distance as the middle I, and top I, you'll execute a prefect light-step, resulting in being able to jump immediately afterwards, and repeat. This can be produced on any stage, which means new techniques come into play. At Jungle Japes, I was able to produce this 95% of the time, and the other 5% percent resulting in telestepping because of improper distance.
-Infinite Light-Stepping- Used as a means of edgegaurding, and mindgame oriented play. In order to properly infinite light-step, the player must first be able to learn the distance and timing to jump during light steps. In order to make the desired results, the player must first light-step, immediately buffering(not really required to buffer) a jump, enabling them to either re-chain a light-step, or follow up with an edgegaurd.
-Light-Walling- Executing an infinite light-step while adding in aerials after the jumps. Can be a bit more technical, but still useful if done correctly, giving Bair a whole new definition of "walling".
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Tele-Stepping
Implementation-***
Difficulty-1
Telestepping was one of wolf's other outcomes if you missed a proper scar. It's easily implementable, and just another way for wolf to get back on stage. It can be easily follow up with an unsuspected D-smash, of grab when done correctly. The easiest way to produce telestepping, is to be as close to the edge as possible with wolf, and immediately flashing, placing you on the direct edge of the platform. Every edge is telesteppable.
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