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Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Techniques [TCHN]
Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]
[Dunno what to put here yet since I don't have a complete list of terms.]
Section 2 / Frame & Hitbubble Data [FRME]
Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Fresh Damage: Fresh damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
WKB: Weight knockback of the move. Determines how greatly knockback is affected by the opponent's weight.
Block Advantage: Ground moves only. Frame difference between Wolf's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Wolf lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Wolf can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Wolf will take no damage.
RCO (Recovery Carryover): In certain situations, some characters carry over lag from their up B and suffer extra lag the next time they land normally or with an aerial.
2.1 Ground Moves [GRND]
Attacks | Hitbox Active | FAF | Base Dmg. | Angle | BKB | KBG | WKB | Block Adv. |
Jab 1 | 4-5 | 22 | 3 | 80/35/30 | 22/26/28 | 30 | 0 | -16 |
Jab 2 | 5-6 | 23 | 2 | 20/15/45 | 35/50/15 | 25 | 0 | -17 |
Jab 3 | 5-6 | 36 | 4 | 55 | 40 | 140 | 0 | -35 |
Dash Attack | 11-12 | 38 | 9 | 80/50/361 | 50 | 80 | 0 | -23 |
Ftilt (Hit 1) | 8 | 33 | 5 | 361 | 10 | 110 | 0 | -38 |
Ftilt (Hit 2) | 9-10 | 33 | 6 | 361 | 40 | 120 | 0 | -17 |
Utilt | 7-11 | 36 | 10/9/8/10 | 80/80/80/88 | 30 | 120/115/115/115 | 0 | -25 |
Dtilt | 5-6 | 28 | 6 | 361 | 25 | 100 | 0 | -20 |
Fsmash (Hit 1) | 10-12 | 46 | 5/5/5/5/4 | 45/45/20/361/361 | 80/80/70/10/10 | 40/40/30/45/45 | 0 | -34 |
Fsmash (Hit 1, Late) | 13 | 46 | 5/5/5/5/4 | 45/45/70/361/361 | 80/80/0/0/10 | 40/40/100/100/45 | 0/0/40/40/0 | -33 |
Fsmash (Hit 2) | 16 | 46 | 10 | 361 | 30 | 106 | 0 | -26 |
Usmash (Hit 1) | 13-15 | 44 | 6 | 100/100/115/115 | 90 | 20 | 0 | -28 |
Usmash (Hit 2) | 20-22 | 44 | 12 | 90/361/361 | 45/50/50 | 85/100/100 | 0 | -19 |
Dsmash (Hit 1) | 8-9 | 35 | 14/14/12 | 35/35/361 | 40/50/50 | 90/90/60 | 0 | -21 |
Dsmash (Hit 2) | 14-15 | 35 | 13/13/10 | 35/35/361 | 40/50/50 | 90/90/60 | 0 | -16 |
Grabs | Hitbox Active | FAF | Notes | |||||
Standing Grab | 6-7 | 30 | Average | |||||
Dash Grab | 11-12 | 40 | Average | |||||
Pivot Grab | 9-10 | 36 | Average | |||||
Grab Pummel | 2 | 7 | Very Fast | |||||
Miscellaneous | Intangibility | FAF | ||||||
Spotdodge | 2-20 | 26 | ||||||
Forward Roll | 4-19 | 32 | ||||||
Back Roll | 4-19 | 32 | ||||||
Up Taunt | - | 100 | ||||||
Side Taunt | - | 100 | ||||||
Down Taunt | - | 110 |
2.2 Aerial Moves [AERL]
Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Landing Lag | Autocancel | Notes Nair | 4-5, 6-34 | 43 | 8, 3/1/1 | 361, 361 | 40, 10/0/0 | 100, 100/100/0 | 0, 0/5/0 | 10 | 1-3, 38-44 | ?
Fair | 7-9 | 52 | 11 | 75 | 40 | 95 | 0 | 30 | 30-51 | ?
Bair | 6-9 | 30 | 13/11/10/9 | 361 | 20/20/20/0 | 96/96/96/100 | 0 | 9 | 1-5, 19-29 | ?
Uair | 7-9 | 39 | 12 | 80 | 30 | 75 | 0 | 9 | 1-6, 31-38 | ?
Dair | 16-17 | 60 | 15/13 | 270 | 6 | 90 | 0 | 19 | 1-4, 36-59 | ?
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Soft Landing | Hard Landing | {colsp=5} Notes
| 5 | 31 | 47 | 2 | 4 | {colsp=5}?
Miscellaneous | Intangibility | Duration | {colsp=8} Notes Airdodge | 4-29 | 49 | {colsp=8}?
2.3 Specials [SPCL]
Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Blaster | 11-12 | 45 | 4 | 20 | 70 | 40 | 0 | -32 | ?
Blaster Shot Close Range | 16-21 | - | 5 | 40 | 0 | 100 | 20 | -22 | ?
Blaster Shot Mid Range | 22-35 | - | 6 | 40 | 0 | 100 | 24 | -14 | ?
Blaster Shot Long Range | 36-48 | - | 5 | 40 | 0 | 100 | 20 | -2 | ?
Blaster Shot (???) | ? | - | 4 | 40 | 0 | 100 | 14 | ? | I don't know what this is to be honest.
Wolf Illusion (Grounded 1st hit) | 19-20 | - | 3 | 80 | 68 | 40 | 0 | -48 | ?
Wolf Illusion (Aerial 1st hit) | 21-22 | - | 3 | 80 | 68 | 40 | 0 | -49 | ?
Wolf Illusion (???) | ? | - | 3 | 60 | 68 | 60 | 0 | ? | This exists, but I dunno what it is.
Wolf Illusion (Grounded end) | 21 | 74 | 15/10 | 270/28 | 20/30 | 80/106 | 0 | -61 | ?
Wolf Illusion (Aerial end) | 23 | 77 | 15/10 | 270/28 | 20/30 | 80/106 | 0 | -62 | -40 if you grab the ledge
Wolf Illusion (Scar) | 23 | 57 | 15/10 | 270/28 | 20/30 | 80/106 | 0 | -42 | ?
Fire Wolf (1st hit) | 23 | - | 2 | 100 | 0 | 100 | 15 | -49 | ?
Fire Wolf (Intermediate) | 27-47 | - | 1 | 45/365/45/361 | 0 | 70/12/70/50 | 60/0/70/70 | - | ?
Fire Wolf (Grounded final hit) | 52 | 73 | 3 | 65 | 80 | 131 | 0 | -28 | ?
Fire Wolf (Aerial final hit) | 52 | ? | 4 | 361 | 60 | 115 | 0 | -47 | ?
Reflector | 8-9 | 27 | 3 | 10 | 0 | 100 | 40 | -20 | Reflects on 10
RCO Lag | Soft Landing | Hard Landing Fire Wolf | 15 | 36
Wolf Illusion | 15 | 26
2.4 Ledge Moves [LDGE]
Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Ledge Attack <100% | 25-32 | 55 | 8/8/6 | 361, 361 | 0 | 100 | 110 | -27 | Lots of range. Deals more damage closer to Wolf.
Ledge Attack >100% | 56-58 | 70 | 10 | 361, 361 | 0 | 100 | 110 | -11 | Not including Blaster, Wolf's safest grounded move.
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab | 1-46 | 24 (Ledge actions), 26 (Ledge drop) | {colsp=7}?
Ledge Climb <100% | 1-30 | 35 | {colsp=7}?
Ledge Climb >100% | 1-55 | 60 | {colsp=7}?
Ledge Roll <100% | 1-34 | 50 | {colsp=7}?
Ledge Roll >100% | 1-61 | 80 | {colsp=7}?
Ledge Jump <100% | 1-10 | 11 | {colsp=7}?
Ledge Jump >100% | 1-19 | 20 | {colsp=7}?
2.5 Tech & Trip Moves [TCHM]
Attacks | Hitbox Active | FAF | Fresh Dmg. | Angle | BKB | KBG | WKB | Block Adv. | Notes Get Up Attack (Back) | 17-19, 24-26 | 50 | 6, 6 | 361, 361 | 80, 80 | 50, 50 | 0, 0 | -30, -23 | ?
Get Up Attack (Stomach) | 19-20, 25-26 | 50 | 6, 6 | 361 | 80, 80 | 50, 50 | 0, 0 | -28, -22 | ?
Trip Get Up Attack | 19-20, 25-26 | 50 | 5, 5 | 361 | 60, 60 | 50, 50 | 0, 0 | -29, -23 | Trip actions always suck.
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 27 | {colsp=7}?
Tech Roll Forward | 1-20 | 41 | {colsp=7}?
Tech Roll Backward | 1-20 | 41 | {colsp=7}?
Flop | - | 27 | {colsp=7}?
Stand (Back) | 1-22 | 30 | {colsp=7}?
Stand (Stomach) | 1-22 | 30 | {colsp=7}?
Get Up Roll Forward (Back) | 1-19 | 36 | {colsp=7}?
Get Up Roll Backward (Back) | 1-20 | 36 | {colsp=7}?
Get Up Roll Forward (Stomach) | 1-19 | 36 | {colsp=7}?
Get Up Roll Backward (Stomach) | 1-24 | 36 | {colsp=7}?
Dash Trip | - | ? | {colsp=7}?
Pivot Trip | - | ? | {colsp=7}?
Forced Trip | - | ? | {colsp=7}?
Trip Stand | 1-17 | 22 | {colsp=7}?
Trip Roll Forward | 1-10 | 29 | {colsp=7}?
Trip Roll Backward | 1-10 | 29 | {colsp=7}?
2.6 Item Moves [ITMM]
| Item Thrown On | FAF | Notes Forward Toss (Ground) | 8 | 25 | ?
Back Toss (Ground) | 11 | 25 | ?
Up Toss (Ground) | 12 | 24 | ?
Down Toss (Ground) | 7 | 20 | Hitbox doesn't come out.
Dash Toss | 5 | 38 | ?
Forward Toss (Air) | 8 | 25 | ?
Back Toss (Air) | 11 | 25 | ?
Up Toss (Air) | 12 | 24 | ?
Down Toss (Air) | 7 | 20 | ?
Section 3 / Techniques [TCHN]
[Dunno what to put here yet since I don't have a complete list of techs.]
Section 4 / Credits [CRDT]
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