The Baron
Smash Apprentice
So after noticing that we have no real Match-Up thread, I figured that it was about time we created one as right now, it seems like everyone in this thread is kind of a lone wolf (hehe) when it comes to matchups even though I know we have some guides scattered around but none of them are really centered nor up to date. I will endeavor to create a more proper format once I finish a few things but as of right now, I just wanted to post this to get some good discussion going now. Now come my pack, share the insights of your various hunts (that sounded so much cooler in my head).
For the weekly matchup discussions, we will have a community vote for the next character to tackle. A straw poll will be hosted on every matchup thread that you can vote on.
Also give @AuraMaudeGone all your energy for getting this thread cleaned up
Characters:
Under each spoiler will be The Weekly Match Up Thread where that specific matchup is talked about, what it's currently lacking, a general stat and a pseudo tldr of the matchup. If you want to talk about that specific matchup, please try and put it in that specific thread unless there is none in which case post it here and I can start adding to that specific tab. The ultimate goal is to have a centralized discussion for each character, but still have a quick read for those who need it.
For the weekly matchup discussions, we will have a community vote for the next character to tackle. A straw poll will be hosted on every matchup thread that you can vote on.
Also give @AuraMaudeGone all your energy for getting this thread cleaned up
Characters:
Under each spoiler will be The Weekly Match Up Thread where that specific matchup is talked about, what it's currently lacking, a general stat and a pseudo tldr of the matchup. If you want to talk about that specific matchup, please try and put it in that specific thread unless there is none in which case post it here and I can start adding to that specific tab. The ultimate goal is to have a centralized discussion for each character, but still have a quick read for those who need it.
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
http://smashboards.com/threads/captain-falcon-vs-wolf-matchup-thread.369731
I. Overview:
Captain Falcon is a fast character who has the potential to kill very quickly with his powerful tech chase game. Here, we discuss key points and basics of the matchup, we will go into analysis later on.
Captain Falcon's Strengths
Captain Falcon's Weaknesses
Key Points:
II. Matchup Analysis:
Neutral Game:
Comboing/Punishing Captain Falcon:
Edgeguarding Captain Falcon:
Recovering against Captain Falcon:
Putting it all together:
III. Stages
Stage wise, go to smaller stages to constrict his movement. If you're losing on smaller stages, you're losing neutral or he is converting off punishes better, and a larger stage won’t help that. Don't worry about blast zones as both character's recoveries are pretty limited by PM standards. Go for your preferred platform arrangements and stage sizes. If you have to leave larger stages un-banned, these ones are okay imo for Falcon to get to:
Counter Picks:
BAN:
http://smashboards.com/threads/captain-falcon-vs-wolf-matchup-thread.369731
I. Overview:
Captain Falcon is a fast character who has the potential to kill very quickly with his powerful tech chase game. Here, we discuss key points and basics of the matchup, we will go into analysis later on.
Captain Falcon's Strengths
- Strong tech chase capability
- Powerful kill move
- Fast
Captain Falcon's Weaknesses
- Easy to edge-guard
- Very combo-able
- Sup-par recovery
Key Points:
- Need to watch out for raw knees
- Never drop an edge guard
- Always be prepared to shield
- Don't get hit (Isai's words of wisdom)
II. Matchup Analysis:
Neutral Game:
- Neutral game is all about getting Falcon off the stage or getting a combo started. Falcon has to work harder than Wolf to kill him - he needs to tech chase successfully and land the killing blow.
- As I've mentioned previously, you have to watch out for raw knees, just one will send you off stage and possibly kill you... I'm serious.
- Grabs are a good way to get something started, particularly B-Throw and U-Throw, I'll go into this in more depth later.
- You can juggle Falcon with shines to get a combo started also.
- Lasers are risky business, but can be rewarding. Never use them in an un-safe situation; because a good Falcon will use that as an avenue to punish. Lasers work better on larger stages, I prefer to use them as an approach tool by wavelanding forward with a few of them.
- It’s just a huge combo fest, do you best to control space and choke Falcon out with blasters and pressure. Don't get baited because if falcon gets a grab or any hit really, it’s just a few super easy tech chases that will end with either a drop-zone Knee or a Stomp>whatever the hell he wants.
- Combo him like any other fast faller, carry him across the stage and hit him off, force him to recover low then take the free edge guard.
Comboing/Punishing Captain Falcon:
- You can combo Falcon via several things. You can start by shine juggling him until you can't juggle him anymore, after that you can follow up with U-Air's. You can basically juggle him with U-Air's until he's offstage, which is ultimately where you want him to be.
- U-Smash is a good option if Falcon misses a tech, you can normally get 2 in, and then still continue the combo.
- Another way to chain U-Air's in via U-Throw, since Falcon is a fast-faller, it's very easy to combo him from this throw.
- With B-Throw, you can F-Smash him, which also carries him across the stage. D-Smash also works from this throw.
- Dash attack can start combos depending on percent. At low percent, all it will do it start a tech chase opportunity.
- Escaping Captain Falcon's Pressure:
- Shine OOS is the best option for escaping Falcon's pressure, it gets him away from you and it allows you to reset the neutral.
- If you just need him to back away from you, then just use wavelanded blasters backwards
Edgeguarding Captain Falcon:
- When edgeguarding Falcon, all you need to do it be consistent. He doesn't have many options.
- If he's too far out when he uses Up-B, then just grab the ledge and return to the stage when he's in range to grab
- D-air works well whenever he's off stage, even when he's sweet-spotting the Up-B you can still hit the D-air when accurately placed
Recovering against Captain Falcon:
- Falcon has several options for edge-guarding Wolf, he has B-air and U-air which are both quick and can gimp Wolf when he's using his up-b. I believe it's better to use side-b to recover against Falcon. However make sure you mix-up your recovery against him.
- If Falcon predicts well you will be in for a rough time, and if you make it easy for him expect worse.
- Falcon can also ledge hop knee you if you land on stage, so most of the time it's a very unsafe option.
- Shine stalling is useful if he's going out there for the weak knee, it can put Falcon in a bad position. Sometimes you will beat him to the ledge and just steal it from him.
Putting it all together:
- This is a good matchup for Wolf, but only if you make it.
- Keep your edgeguarding consistent.
- Watch out for knees.
- Zone when you need too.
- Pick small stages and don't let him have his space.
III. Stages
Stage wise, go to smaller stages to constrict his movement. If you're losing on smaller stages, you're losing neutral or he is converting off punishes better, and a larger stage won’t help that. Don't worry about blast zones as both character's recoveries are pretty limited by PM standards. Go for your preferred platform arrangements and stage sizes. If you have to leave larger stages un-banned, these ones are okay imo for Falcon to get to:
- Battlefield (great neutral stage, obv)
- PS2 (great stage for wolf no matter what)
- Skyworld (he hates that platform arrangement because it doesn't help his movement, just watch out for him recovering high onto the platforms)
- PS1
- Lylat (its decent for both characters, most melee players and falcons don't go there though)
- Distant Planet (great stage for wolf no matter what, you can camp here if that's your thing, and the platforms don't really let him escape)
Counter Picks:
- Wario Ware
- Yoshi's Story
- Fountain of Dreams
- Green Hill Zone
- Metal Cavern
- Smashville
- Yoshi's Island Brawl
BAN:
- Dreamland
- Final Destination
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
http://smashboards.com/threads/wolf-vs-donkey-kong-match-up.376876
I. Videos:
If anyone has anything, throw it at me.
II. Overview:
Donkey Kong is a big heavy-weight with a horrifyingly good throw game. Here, we discuss key points and basics of the matchup, we will go into analysis later on.
Donkey Kong's Strengths:
Donkey Kong's Weaknesses:
He's fat, so it's easy to land hits, and even easier to combo due to his weight and size.No projectile/counter/reflectNo vertical recovery
Key Points:
III. Matchup Analysis:
Neutral Game:
Comboing/Punishing Donkey Kong:
Escaping Donkey Kong's Pressure
Recovering against Donkey Kong:
IV. Stages
BAN:
Final Destination
http://smashboards.com/threads/wolf-vs-donkey-kong-match-up.376876
I. Videos:
If anyone has anything, throw it at me.
II. Overview:
Donkey Kong is a big heavy-weight with a horrifyingly good throw game. Here, we discuss key points and basics of the matchup, we will go into analysis later on.
Donkey Kong's Strengths:
- Forward Throw combos
- Powerful kill moves (Neutral B, Fair, Nair, his smash attacks in general)
- Surprisingly long range (all tilts, Fsmash, Down-B, Up-B)
- Oh dear god do not let yourself get grabbed.
Donkey Kong's Weaknesses:
He's fat, so it's easy to land hits, and even easier to combo due to his weight and size.No projectile/counter/reflectNo vertical recovery
Key Points:
- Please don't get grabbed. I cannot stress this enough.
- Channel your inner Chillin and D-Air offstage. Even with a meteor cancel, DK's recovery can't save him from being sent down.
- He doesn't have an easy way to counter blasters outside of Powershields, so you can laser camp on larger stages.
- Just make sure that you don't get predictable; mix up your approach. Use blasters (waveland forward and back), D-Air, Nair>Shine>Grab, etc.
- Don't get grabbed.
III. Matchup Analysis:
Neutral Game:
- DK will be looking for a throw, so I recommend playing defensively with waveland blasters backwards to keep him away. If you get a hit confirm with a blaster, you can dash attack or grab yourself and pile up the damage.
- If DK begins running, be careful. The ending frames of his dash attack have super armor, so he will be able to eat your blasters. At the start of his dash attack, the blasters will clanks instead, giving you more time to run or set up more blasters.
- Watch out for DK's long reach and Uair chains. His tilts, Nair, Fair, and Bair have long enough reach to make rush-down approaches difficult without blaster cover, and if your air-to-ground approaches get predictable, then congrats, have fun getting smacked by Uair> Uair> Nair/Punch.
- Wolf's Nair>Shine(grab) will be your best friend. Timed perfectly, DK will not be able to react to shield pressure and you will be able to punish him for blocking with a shinegrab.
- DK is surprisingly fast, but Wolf is faster. Take advantage of platforms and your superior mobility. This will make it a lot harder for DK to catch you while you can rain D-Airs and blasters at him all you want.
- Stay. Away. From Final Destination. You will not be saved if he grabs you. All you'll be able to do is DI and pray to your choice of god/goddess.
Comboing/Punishing Donkey Kong:
- B-Throw/D-Throw mix-up into Fsmash works well at low percentages. After the Fsmash, throw out a laser for oki, and keep up the pressure. At Mid > High percentages, Dash Attack normally works out for me. After the dash attack, feel free to keep him in the air with Fair/Uair. At certain percentages (around 70 if he DI's "correctly") after an Uair, feel free to Side-B. Make sure to howl.
- (From the Energem thread) B-Throw> Side-B will begin to work around 76%.
- Nair>Shine>Nair>Shine>Nair>Shine>Nair>Shine is valid. Keep that monkey crying as you spin to win on hit confirm.
- F-Smash/D-Smash over Up-Smash for raw kills. Because of DK's weight, it'll be much more difficult to kill him off the top over the sides; Usmash should be used as a combo tool. Of course, read the situation. If you're at the edge of a stage and there's more distance to the side than the top, go for the Up-Smash, but sending him sideways will let you edgeguard. And edgeguarding means D-Airs.
- Take advantage of platforms. If DK tries running away from you, run under him and start Uairing him. If DK begins pressure, run away and take advantage of Wolf's mobility and reset the situation.
Escaping Donkey Kong's Pressure
- You outspeed DK. Feel free to run and jump away until the situation is reset.
- Shine OoS is always wonderful, but ShieldGrabs work just as well. Be careful with shielding though, since your little bubble won't save you from a grab.
- Waveland Blaster backwards gives you more distance and a projectile to protect yourself from the monkey. Don't forget that the blaster has a hitbox before the blaster comes out because of the bayonet on it as well.
- Dare him to Up-B. Or should I say... D-Air him! He doesn't have a hitbox on top of him, so smack him into the blast zone and feel good about yourself.
- If DK does not sweetspot the ledge with his up-b, you can Fsmash him for the kill.
- Be careful. DK's Nair and Fair can take you down with him if you get too greedy and don't react well.
- DK doesn't have many options, so really just be smart.
Recovering against Donkey Kong:
- Wolf. Recover. Ha. Haaa.
- DK has a lot of edgeguarding tools. Fair and D-Air will send you down, while Bair and Nair send you horizontally away. Shinestall, bait him out, and hope for the best.
IV. Stages
BAN:
Final Destination
Difficulty:
I. Videos
http://smashboards.com/threads/wolf-vs-falco-matchup.383890/#post-19027156
II. Overview
Falco is a character with an incredible amount of combo and kill potential on Wolf, along with superior zoning capabilities which will make this one of his tougher match-ups.
Falco's Weaknesses:
Key Points:
Laser cannot be clanked with
III. Matchup Analysis
Neutral Game:
Comboing/Punishing Falco:
Escaping Falco's Pressure:
Edgeguarding Falco:
Recovering against Falco:
Putting it all together:
IV. Stages
V. Tricks, Tips, Do's and Don'ts:
Don't:
Do:
Tricks:
Tips:
I. Videos
http://smashboards.com/threads/wolf-vs-falco-matchup.383890/#post-19027156
II. Overview
Falco is a character with an incredible amount of combo and kill potential on Wolf, along with superior zoning capabilities which will make this one of his tougher match-ups.
- Falco's Strengths:
- Strong combo game
- Strong kill moves
- Easy spike
- Strong zoning and rush-down with and without laser
- Laser
Falco's Weaknesses:
- Weak recovery
- Very combo-able
- Sub-par grab game
Key Points:
Laser cannot be clanked with
III. Matchup Analysis
Neutral Game:
- This is all about getting the first hit, if you get a hit before he does you need to make sure you convert it to something positive. Falco can very easily get a lead from a confirm, and is just generally more efficient than Wolf in this match-up
- If the Falco is smart, he will start shooting lasers before making a move, in this case; you will have to use whatever you can to your advantage to get to him: your lasers, the stage, powershielding etc
- Getting a hit with a move is probably your best option, but a grab can really get something going
- Falcos are quite fond of using d-air, but is a fairly laggy move, so it's probably one of the best ways of getting in on him, by baiting it
- Falcos are quite fond of shield pressure. When done properly the best escape option is buffering a roll with the c-stick. If they don't do it properly shield-grabs are very powerful.
- B-air is Wolf's most useful tool when spacing against Falco. With the lack of a sex kick like Falco's N-air, it's his best option. What I like to do is throw out a laser and then RAR B-air.
Comboing/Punishing Falco:
- As Falco is a fast-faller, Shine juggles are a good way to begin combos. A couple of Shine juggles into a Jab then U-throw chain-grab is your go to; and you can lead this into many things.
- Grabs are your main way of punishing Falco as they lead into re-grabs and more combos, but most importantly stage positioning. Falcos recovery is very sub-par, and in this match-up is where Wolf has the advantage. Use grabs to get him off-stage and begin an edge-guarding situation.
- At mid/higher percentages, you really want to start mixing in U-tilts and weak F-airs into your combo game. This will allow you to convert more damage and into more lethal combos.
- Side-b is always risky against the faster fallers of the cast, but it can be done. U-throw Side-b is one I find quite reliable at high percent - it may look a little weird, but they will be in hit-stun for awhile. For the riskier of the setups, Jab reset into Side-b can work, but I'm undecided if it's optimal. F-air and U-air into Side-b also work at higher percentages. There are many more, but those are the most 'standard'
Escaping Falco's Pressure:
- As described previously, Falcos are quite fond of shield pressure, and the best way of escaping it is to buffer a roll. If you become predictable with this however, the Falco can start predicting the rolls. He also can start mixing up his type of shield pressure.
- One of Falcos main pressure tools is his laser approach game. This forces the opponent to shield, but you still have options available from this. Wavedashes OOS is one of the easier ways to escape this. Then you have power-shielding, which takes a fair amount more practice; but is very good in this match-up. If you have platforms available to you, you can use these to navigate another route to approaching the Falco. Shine can also work for reflecting them as a mix-up, but being predictable with it will get you punished.
- Being pressured by Falco is really difficult to deal with and is one of his main advantages in this match-up - extensive preparation and knowledge of how to counteract this is essential to gaining a foothold in this match-up.
Edgeguarding Falco:
Recovering against Falco:
Putting it all together:
IV. Stages
V. Tricks, Tips, Do's and Don'ts:
Don't:
Do:
Tricks:
Tips:
Difficulty: 50:50 - Even
I. Overview:
Fox is a fast character with a lot of pressure potential and early kills. Here, we discuss key points and basics of the matchup, we will go into analysis later on. Firefox = Fox's Up special/recovery; Illusion/Phantom = Fox's side special; Shine/Reflector = Fox's down special.
Fox's Strengths
Fox's Weaknesses:
Key Points
II. Matchup Analysis:
Neutral Game
Comboing/Punishing Fox
Escaping Fox's Pressure
Edgeguarding Fox
Recovering against Fox
Putting it all together
III. Stages
Ultimately, Stage striking, banning, and Counterpicking comes down to personal preference. People will also have conflicting opinions as to which stages are better or worse for certain matchups. Use this as a rough baseline, understand the reasons why each stage may help hurt a particular character, and learn what your opponent might want to ban/counterpick against you. Different Tournaments use different stage lists with different sets of starters and different amounts of stage bans.
Both characters do well on every single stage, so CPing is 100% personal preference. That said, I think the player who is better on the aggressive end of the MU would do better on much smaller stages, so If you are controlling the pace of the match with aggression and consistent conversions, I would go to Wario ware, Yoshi's island, GHZ, etc.
If you aren't the aggressor most of the time, you NEED to pick a stage that can give you some breathing room. (Thankfully PM has a lot to chose from). Dreamland is great although you won't be getting kills with Fairs at all. Skyworld is good if you want the platforms to recover on to, and are okay with giving that option to Fox. Both of these 2 have large open areas under the top platform that allow for chain grabs and easier juggles as well. FD works if your shtick is grabbing and converting off those, or really enjoy tech chasing and are confident on converting well off them when there are no platforms. PS2 is great if you need running room, but it opens up the option for fox to go for up-throw>uairs to kill which aren't the best option normally in spacie dittos.
I would personally try to strike to fountain/battlefield/smashvile because they are great neutral stages and can let you get a feel of the opponent and who is going to be the aggressor more of the time.
Counterpicks:
Dreamland
Even:
Everything
I. Overview:
Fox is a fast character with a lot of pressure potential and early kills. Here, we discuss key points and basics of the matchup, we will go into analysis later on. Firefox = Fox's Up special/recovery; Illusion/Phantom = Fox's side special; Shine/Reflector = Fox's down special.
Fox's Strengths
- Extremely Fast
- Strong Vertical Kill power in Up-Smash and Up-Air
- Very fast mental game with a lot of pressure and maneuverability
- Strong Crouch Cancel game
Fox's Weaknesses:
- Linear recovery is easily edge-guarded
- Light Fastfaller, nearly ideal combo weight
- Perfect height and very long hitstun animation for maximum punish
- Tech level required to play Fox consistently is very high, this ******* the mental game of the player if it's not second nature
Key Points
- The better player will win the neutral game
- The aggressor will most likely have the advantage (if playing well)
- Efficiency and consistency is key
- Wolf can punish Fox harder
II. Matchup Analysis:
Neutral Game
- In neutral, Fox is just ever so slightly faster than Wolf, but Wolf has a projectile and significantly better air control and imo better hitboxes. Fox approaches better because a lot of Wolf's approaches can get anti-air Utilted. Wolf's main pressure move, Nair, also doesn't trade well so if both do Nairs at each other Fox will come out on top. Running shines are great for both characters, and both net tons off of grabs as well.
- Wolf has to not get grabbed and then he has options deal with approaches. CC>shine is really strong against early% Nair approaches, and wolf has a great DD to get around approaches. If he gets grabbed, its up-throw>tech chase or Usmash/utilt>combo depending on percent.
- Since the MU is so volatile, the smarter player will probably win neutral. Its the closest MU you could get to the Fox ditto without it being 2 foxes. Whoever moves and baits better and puts themselves at the least risk will probably win neutral more often. The player with the better tech chase game will come out on top in punishes imo. At early percentages thats what you have to do to make conversions back into a juggle.
- Wolf's shine OOS is better than Fox's in this match-up, if Wolf hits his shine it can start a combo or a punish
Comboing/Punishing Fox
- B-Throw to F-Smash works very well at low percentages and it also carries Fox very far along the stage, which is exactly where you want him to be.
- Jab resets are essential if Fox is ever on the ground. This will most likely happen after a throw. Jab and then continue the combo after the get-up animation.
- You can punish many of Fox's approach moves. As you may know, CC is very powerful in this game, so if you CC his approach and then follow up with D-Smash it works well as a counter attack.
- U-throw is great for starting up combos, you will want to follow up with double U-Air's; sometimes you will have to do falling U-Air's to follow up consistently.
- F-Air is a great move for comboing and juggling fast-fallers. You can chain multiple F-Airs into enders such as Side-B (refer to Chillindude vs. Hax).
Escaping Fox's Pressure
- As I have mentioned previously, you can use both crouch cancel and shine OOS in the neutral game, but both are efficient methods to escape Fox's pressure.
- Using blaster defensively by wavelanding backwards with it allows you to create space for yourself to breath, this is especially useful if the Fox is the aggressor.
Edgeguarding Fox
- Fox's recovery is pretty linear, so hitting that D-Air spike is made much more possible. If you predict well enough you can just kill Fox instantly.
- If you're holding ledge, you basically need to predict whether Fox will go straight horizontal or upwards (or for the ledge if some crazy mind games are going on), so you just need to be at the right place at the right time.
- B-Air gets the job done nicely, you can go out really deep with it and it comes out quickly so you can recover back to the stage in time.
- If you predict his recovery well enough, you can get back on stage and get the hitbox of U-Smash which will send Fox really far.
- U-Air also has the same sort of hitbox as U-Smash, but I would say is a bit harder to actually hit.
- Also if you're skillful enough, shine can be used to stage spike Fox if placed well. Shine can also be comboed into many of Wolf's aerials off stage.
- D-Smash can be used to punish missed sweet-spots.
Recovering against Fox
- Wolf's recovery is pretty much the same as Fox's, he just has more range and it's better in general. However that doesn't mean you can't be smarter than Fox about it. Fox's edge guarding is weaker than Wolf's, however he has a shine spike, which if aimed correctly will more than likely kill you.
- You will want to mix up your recovery with sweet spotted side b's and Up B's aimed in different directions.
- Shine stalling will also help to confuse the Fox player if you're having trouble getting back to the stage.
- Most of the time you really don't want to be off stage, because a good Fox won't drop an edge guard.
Putting it all together
- This match up is mainly even, you have to make the most out of your punishes and win the neutral game against Fox.
- Don't drop edge guards.
- Don't let Fox pressure you for free.
- Pull some sick combos, that's why you're playing Wolf and not Fox.
III. Stages
Ultimately, Stage striking, banning, and Counterpicking comes down to personal preference. People will also have conflicting opinions as to which stages are better or worse for certain matchups. Use this as a rough baseline, understand the reasons why each stage may help hurt a particular character, and learn what your opponent might want to ban/counterpick against you. Different Tournaments use different stage lists with different sets of starters and different amounts of stage bans.
Both characters do well on every single stage, so CPing is 100% personal preference. That said, I think the player who is better on the aggressive end of the MU would do better on much smaller stages, so If you are controlling the pace of the match with aggression and consistent conversions, I would go to Wario ware, Yoshi's island, GHZ, etc.
If you aren't the aggressor most of the time, you NEED to pick a stage that can give you some breathing room. (Thankfully PM has a lot to chose from). Dreamland is great although you won't be getting kills with Fairs at all. Skyworld is good if you want the platforms to recover on to, and are okay with giving that option to Fox. Both of these 2 have large open areas under the top platform that allow for chain grabs and easier juggles as well. FD works if your shtick is grabbing and converting off those, or really enjoy tech chasing and are confident on converting well off them when there are no platforms. PS2 is great if you need running room, but it opens up the option for fox to go for up-throw>uairs to kill which aren't the best option normally in spacie dittos.
I would personally try to strike to fountain/battlefield/smashvile because they are great neutral stages and can let you get a feel of the opponent and who is going to be the aggressor more of the time.
Counterpicks:
Dreamland
Even:
Everything
Difficulty:
I. Videos:
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras[/B]
I. Videos:
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras[/B]
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:Even
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty: 55:45
I. Videos
II. Overview
Wario is a heavy floaty who excels in his great aerial game, having one of the best air speeds in the game in addition to possessing some very good tools in the air such as his U-Air and N-Air.
Wario Strengths
Wario Weaknesses
Key Points
III. Matchup Analysis
Neutral
Punish
Escaping Pressure
Edge Guarding
Recovering
Unless you can land on a platform, recovering high is a bad idea. With how mauch landing lag there is on fire wolf and wolf flash, wario can easily just shoulder tackle you back off, putting you in the same position again
Go for ledge as often as possible. While still rough, recovery isn't impossible from that angle
If you don't see any safe avenues, just try and hit him. Many won't see it coming, and unless it's cc'd, it's relatively safe unless it's with wolf flash in which case he might actually die from it
IV. Stages
So this MU is around 55:45 in wolf's favor. I've played it quite a bit, however not as much as i would have liked. There are a few things that you guys might not know too much about when it comes to wario:wolf, so I'll explain them here
First thing is probably the biggest factor of the MU, that is Wario's 0-70% CG. Much like Pikachu, Wario can effectively 0-death wolf off of a grab (also if you get grabbed at high% then you pretty much die to waft), and even assuming worst case scenario off of the after CG punish is a free edge guard. Even in the absence of this CG, such as on stages like BF, Wario still has an easy time tech chasing on platforms due to his unique ability to no impact land onto the majority of platforms on neutral stages, making it cakewalk for him to jump up and carry on the punish. Wario's signature air mobility can make it tough for wolf to use strings on Wario.
This doesn't mean Wario has it all good. Bites usefulness is diminished due to wolf's fallspeed, making it only good for starting tech chases. Wario I feel has a worse time punishing wolf than most in absence of the CG. What really pushes the MU in wolfs favour is probably obvious to you guys, but wolf's neutral game with lasers and his pressure game with shine and aerials counter Wario hard. For those that don't know, Wario has some of the worst front and back rolls in the game, making it hard for him to escape shine pressure. Wario is combo food for wolf, and his recovery is down air bait for wolf.
That's pretty much it in terms of Wario. I pretty much just tried to run through all the different key points of the MU, which is probably why it seems a little incoherent.
I. Videos
II. Overview
Wario is a heavy floaty who excels in his great aerial game, having one of the best air speeds in the game in addition to possessing some very good tools in the air such as his U-Air and N-Air.
Wario Strengths
- Good aerial drift
- Fantastic Nair
- Good juggle tool (U-Air)
- Fairly decent tech chases
- Potential OHKO's using waft (above 40-ish percent)
- Good command grab in Chomp
Wario Weaknesses
- Short stubby arms mean that he can really lose out to disjoints and decent projectiles
- Great combo food, especially for our hero, Wolf
- Predictable and short range recovery makes it easy to guard
- Side smash and Side B, while lethal, are very punishable on whiff
Key Points
- Laser to force his approach or to cover yours as there isn't much he can do about it
- Respect the bite. It's got a large hit box and can lead to really good conversions and tech chases on wolf
- Angle your shield downward slightly if being shield pressured on the ground as D-smash will shield stab
- Wolf's D-Smash is very good kill option against Wario
- While not the best edge guarder, you don't particularly have to be to edge guard wolf, so make sure you don't get knocked off stage, else you will have a hell of a time getting back
III. Matchup Analysis
Neutral
- Lasers are part of your BnB here. Use them to cover your approaches but don't get laser happy as the startup can be punished by Wario’s shoulder tackle
- Getting the first hit is key as Wario is a great combo weight for you
- Watch out for shoulder tackles. While not entirely safe, they're pretty quick to come out and can catch you off guard if you don't respect them
- Dash attack is hilariously unsafe, and shouldn't be used for approaches unless you know there is not anything Wario can do about it
- Respect the waft. If you see he has one charged, don't change your play completely, but be safer as that can really turn a game around if it connects
- DON'T GET GRABBED
Punish
- Standard shine -> Nair pillars and shine -> D-Air pillars work wonders against Wario
- Energems (shine into side b) is doable starting around 70 - 80 %
- D-Air shine is also pretty much guaranteed for the most part at those percentages
- Back throw starts just about all your combos and can also lead into side b at higher percentages provided they don't DI right
- Same with forward throw though at lower percentages, tech chasing may be more optimal
Escaping Pressure
- Shine OOS is your best friend. Not only gets Wario off of you but can also lead into combos due to Wario's floaty nature
- Always angle shield downward. D-smash shield stabs and can lead into a tech chase opportunity for Wario
- Mix up your techs as Wario can tech chase fairly well with side b
Edge Guarding
- Play it safe and simple and just grab ledge. No need to chillin this guy. His recovery is fairly linear and slow, so an edgehog should be fairly easy to do
- Bair beats shoulder tackle if spaced correctly, so if you see Wario trying to recover with it, a nice foot to the face should make him reconsider
Recovering
Unless you can land on a platform, recovering high is a bad idea. With how mauch landing lag there is on fire wolf and wolf flash, wario can easily just shoulder tackle you back off, putting you in the same position again
Go for ledge as often as possible. While still rough, recovery isn't impossible from that angle
If you don't see any safe avenues, just try and hit him. Many won't see it coming, and unless it's cc'd, it's relatively safe unless it's with wolf flash in which case he might actually die from it
IV. Stages
So this MU is around 55:45 in wolf's favor. I've played it quite a bit, however not as much as i would have liked. There are a few things that you guys might not know too much about when it comes to wario:wolf, so I'll explain them here
First thing is probably the biggest factor of the MU, that is Wario's 0-70% CG. Much like Pikachu, Wario can effectively 0-death wolf off of a grab (also if you get grabbed at high% then you pretty much die to waft), and even assuming worst case scenario off of the after CG punish is a free edge guard. Even in the absence of this CG, such as on stages like BF, Wario still has an easy time tech chasing on platforms due to his unique ability to no impact land onto the majority of platforms on neutral stages, making it cakewalk for him to jump up and carry on the punish. Wario's signature air mobility can make it tough for wolf to use strings on Wario.
This doesn't mean Wario has it all good. Bites usefulness is diminished due to wolf's fallspeed, making it only good for starting tech chases. Wario I feel has a worse time punishing wolf than most in absence of the CG. What really pushes the MU in wolfs favour is probably obvious to you guys, but wolf's neutral game with lasers and his pressure game with shine and aerials counter Wario hard. For those that don't know, Wario has some of the worst front and back rolls in the game, making it hard for him to escape shine pressure. Wario is combo food for wolf, and his recovery is down air bait for wolf.
That's pretty much it in terms of Wario. I pretty much just tried to run through all the different key points of the MU, which is probably why it seems a little incoherent.
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
Difficulty:
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
I. Videos
II. Overview:
III. Matchup Analysis:
IV. Stages
Extras
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