Luigitakesover
Smash Rookie
- Joined
- Nov 4, 2005
- Messages
- 4
I picked up wolf and I really like him, but I noticed there's not a thread for specific strategy/interesting things. So far I've personally discovered a few things, most people know about these but I'm listing them anyway
- When you use neutral B(n.B) in melee range, the gun actually hits your opponent.
- His forward B(f.B) has a "sweet spot" on the end that does more damage and has more knockback power, but its difficult to land due to the angular nature of it.
- His neutral air has almost no lag after it, so its fairly easy to combo after it.
- His f.Smash trips at point blank
I like how fast his reflector comes out, but I can't seem to find a use for it. I've been trying to use it to interrupt enemy attacks, but I can't seem to find the exact range. Sometimes it works, sometimes it does.
As for his up.B, well. I've been using it on the ground since you can control its direction and go forwards. CPU's and less experience players get caught off guard by it, but I'm pretty sure more experienced players will shield-grab
I don't like his dash.A either. It completely stops his momentum and if you miss with it you're wide open. From my experience, when I did hit with it, my opponent was able to get away before I could initiate an up air.
So has anyone discovered any tricks or have an impressions they'd like to share? If you discover something unique I'll update this post to include it
Update:
We've got some pretty good stuff. I'd like to thank everyone for contributing!
1. side.B can be cancelled! Don't really see much of a point, but you do get better horizontal distance. I take that back, if you can learn to do this fluidly you could theoretically land the sweetspot on someone who's standing on the ground.
2. In general, its agreed that his d.smash and bair are killtastic. F-smash, fair, uair kill at a little bit higher.
3. down throw is okay for set ups. It doesn't combo but it helps set the pace of a fight.
4. the shine is still...disputed. Some people claim to use it, some(like me) say they cant. Shine into fsmash can definitely be blocked, however.
5. The blaster is actually pretty awesome. Its a great tool for spacing.
6. Neutral air...its kind of weird. If you hit with the first part of it, you knock them away. If you hit with anything but the first, it grinds on them. After this there's very little lag. So when short hop nair-ing in, make sure start a bit early so that the first hit misses.
Something I'm still testing is back-throw into side.B...it can work(and kill) at some percents. Usually in the 40-60s I can land this. more experienced players will probably see it coming and DI, but in that case you could fair/rarbair for great justice? Not sure, exactly. Still working on practical applications
Please! Correct me if you see a discrepancy.
- When you use neutral B(n.B) in melee range, the gun actually hits your opponent.
- His forward B(f.B) has a "sweet spot" on the end that does more damage and has more knockback power, but its difficult to land due to the angular nature of it.
- His neutral air has almost no lag after it, so its fairly easy to combo after it.
- His f.Smash trips at point blank
I like how fast his reflector comes out, but I can't seem to find a use for it. I've been trying to use it to interrupt enemy attacks, but I can't seem to find the exact range. Sometimes it works, sometimes it does.
As for his up.B, well. I've been using it on the ground since you can control its direction and go forwards. CPU's and less experience players get caught off guard by it, but I'm pretty sure more experienced players will shield-grab
I don't like his dash.A either. It completely stops his momentum and if you miss with it you're wide open. From my experience, when I did hit with it, my opponent was able to get away before I could initiate an up air.
So has anyone discovered any tricks or have an impressions they'd like to share? If you discover something unique I'll update this post to include it
Update:
We've got some pretty good stuff. I'd like to thank everyone for contributing!
1. side.B can be cancelled! Don't really see much of a point, but you do get better horizontal distance. I take that back, if you can learn to do this fluidly you could theoretically land the sweetspot on someone who's standing on the ground.
2. In general, its agreed that his d.smash and bair are killtastic. F-smash, fair, uair kill at a little bit higher.
3. down throw is okay for set ups. It doesn't combo but it helps set the pace of a fight.
4. the shine is still...disputed. Some people claim to use it, some(like me) say they cant. Shine into fsmash can definitely be blocked, however.
5. The blaster is actually pretty awesome. Its a great tool for spacing.
6. Neutral air...its kind of weird. If you hit with the first part of it, you knock them away. If you hit with anything but the first, it grinds on them. After this there's very little lag. So when short hop nair-ing in, make sure start a bit early so that the first hit misses.
Something I'm still testing is back-throw into side.B...it can work(and kill) at some percents. Usually in the 40-60s I can land this. more experienced players will probably see it coming and DI, but in that case you could fair/rarbair for great justice? Not sure, exactly. Still working on practical applications
Please! Correct me if you see a discrepancy.