AcousticAdrian
Smash Apprentice
So, Wolf's ledge stalling is really good.
As you might already know, you can stall on the ledge with his Up-B and his shortened Flash. Both moves are relatively lenient in terms of the frame precision required for a perfect stall, with Up-B being capable of grabbing the ledge on frame 1 and shortened Flash hovering near the ledge until the DRP timer runs down. However, Flash seems to be a particularly amazing tool to have on the ledge.
Why? Well, not only is it a quick stall, but you can also go on stage with it...while being protected by the ledge invulnerability.
What does this mean? It means that Wolf is very scary to challenge near a ledge. If your opponent insists on challenging you while you stall, he needs to guess whether and when you will decide to Flash into him. Because of the ledge grab limit, you can stall up to 4 times; If your opponent guesses wrong and shields during one of the stalls, you can now waveland on stage relatively safely, or read when he will act out of shield and respond accordingly. Shielding a Flash on reaction would be extraordinarily difficult, so your opponent is forced to play a guessing game with you. If your opponent decides to throw out a hitbox, you can barrel straight through it thanks to the ledge invulnerability. If your opponent backs away, you can harass him by firing lazers and wavelanding back onto the ledge, resetting your invulnerable ledge grab count.
Keep in mind, however, that this tactic is less effective at lower percents, because your opponent can crouch-cancel the Flash and punish the end lag. Also keep in mind that after the 3rd Stall, if you decide to go for another Flash, your opponent can more safely put up his shield because he knows you won't have ledge invulnerability if you stall one more time. At slightly higher percents, though, this is an interesting tactic to keep in mind.
As you might already know, you can stall on the ledge with his Up-B and his shortened Flash. Both moves are relatively lenient in terms of the frame precision required for a perfect stall, with Up-B being capable of grabbing the ledge on frame 1 and shortened Flash hovering near the ledge until the DRP timer runs down. However, Flash seems to be a particularly amazing tool to have on the ledge.
Why? Well, not only is it a quick stall, but you can also go on stage with it...while being protected by the ledge invulnerability.
What does this mean? It means that Wolf is very scary to challenge near a ledge. If your opponent insists on challenging you while you stall, he needs to guess whether and when you will decide to Flash into him. Because of the ledge grab limit, you can stall up to 4 times; If your opponent guesses wrong and shields during one of the stalls, you can now waveland on stage relatively safely, or read when he will act out of shield and respond accordingly. Shielding a Flash on reaction would be extraordinarily difficult, so your opponent is forced to play a guessing game with you. If your opponent decides to throw out a hitbox, you can barrel straight through it thanks to the ledge invulnerability. If your opponent backs away, you can harass him by firing lazers and wavelanding back onto the ledge, resetting your invulnerable ledge grab count.
Keep in mind, however, that this tactic is less effective at lower percents, because your opponent can crouch-cancel the Flash and punish the end lag. Also keep in mind that after the 3rd Stall, if you decide to go for another Flash, your opponent can more safely put up his shield because he knows you won't have ledge invulnerability if you stall one more time. At slightly higher percents, though, this is an interesting tactic to keep in mind.
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