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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Wolf | |name = Wolf | ||
|image | |image = [[File:Wolf SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = SSBB | |base = SSBB | ||
|moveset1 = Wolf (SSBB) | |moveset1 = Wolf (SSBB) | ||
|altcostume = [[lylatwiki::File:WolfSF2Headshot.png|Classic Wolf]] | |altcostume = [[lylatwiki::File:WolfSF2Headshot.png|Classic Wolf]] | ||
}} | }} | ||
'''Wolf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given better combo options than his ''Brawl'' version for his appearance in ''Project M''. He ranks 2nd out of 41 on the [[Project M#Tier list|official]] [[tier list]], being the only other character in the S tier, which is a noticeable improvement over his placement on the ''Brawl'' tier list, where he ranks 14th out of 38. | '''Wolf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given better combo options than his ''Brawl'' version for his appearance in ''Project M''. He ranks 2nd out of 41 on the [[Project M#Tier list|official]] [[tier list]], being the only other character in the S tier, which is a noticeable improvement over his placement on the ''Brawl'' tier list, where he ranks 14th out of 38. | ||
==Attributes== | ==Attributes== | ||
[[Image:PMWolfAlt.png|thumb|Wolf's alternate costume.]] | |||
Like the other [[space animals]], Wolf is a glass cannon. He has among the best movement speed in the game and many offensive tools such as his back aerial and forward aerial sourspot. He also has among the best vertical endurance in ''Project M'' due to being the heaviest of the three space animals (albeit still a lightweight) and having the fastest [[falling speed]] in ''Project M''. The latter point also grants him a useful [[SHFFL]]. Wolf also has many useful KO options such as his down and side smash attacks. His biggest strength, however, is his [[shine]]. It allows for deadly juggles like {{PM|Falco}}, which, when combined with his aforementioned useful offensive maneuvers, gives him some of the most versatile combos in the game. | Like the other [[space animals]], Wolf is a glass cannon. He has among the best movement speed in the game and many offensive tools such as his back aerial and forward aerial sourspot. He also has among the best vertical endurance in ''Project M'' due to being the heaviest of the three space animals (albeit still a lightweight) and having the fastest [[falling speed]] in ''Project M''. The latter point also grants him a useful [[SHFFL]]. Wolf also has many useful KO options such as his down and side smash attacks. His biggest strength, however, is his [[shine]]. It allows for deadly juggles like {{PM|Falco}}, which, when combined with his aforementioned useful offensive maneuvers, gives him some of the most versatile combos in the game. | ||
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*{{buff|The new physics and re-introduction of [[wavedash]]ing give Wolf many more options to improve overall mobility.}} | *{{buff|The new physics and re-introduction of [[wavedash]]ing give Wolf many more options to improve overall mobility.}} | ||
*{{buff|Wolf's [[dashing]] speed has been drastically improved (1.4 → 2.0); he now runs nearly as fast as Fox.}} | *{{buff|Wolf's [[dashing]] speed has been drastically improved (1.4 → 2.0); he now runs nearly as fast as Fox.}} | ||
*{{buff|Wolf is the character that has benefited the most from the standarized [[meteor cancel]] delay of 16 frames; this allows him to act out much faster than with the previous 60 frames he had to wait, leaving him much less vulnerable to meteor smashes and thus enhancing his vertical recovery.}} | |||
*{{buff|Wolf is the character that has benefited the most from the standarized [[meteor cancel]] delay of | |||
*{{buff|Relative to the cast, Wolf falls faster, going from being the 4th fastest faller of 39 characters to the fastest faller of 41 in ''Project M'' (1.8 → 3.2); this acts as a massive aid to his vertical survivability, especially considering that falling speed once again has a big impact on vertical knockback like in ''Melee'' and unlike in ''Brawl''. It also provides for him an excellent [[SHFFL]], similar to {{PM|Fox}} and {{PM|Falco}}.}} | *{{buff|Relative to the cast, Wolf falls faster, going from being the 4th fastest faller of 39 characters to the fastest faller of 41 in ''Project M'' (1.8 → 3.2); this acts as a massive aid to his vertical survivability, especially considering that falling speed once again has a big impact on vertical knockback like in ''Melee'' and unlike in ''Brawl''. It also provides for him an excellent [[SHFFL]], similar to {{PM|Fox}} and {{PM|Falco}}.}} | ||
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 85), which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.}} | *{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 85), which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.}} | ||
*{{nerf|Wolf's [[ | *{{nerf|Wolf's [[spotdodge]] has less [[intangibility]] (Frame 2-20 → 2-16).}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 → 4)}} | *{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 → 4)}} | ||
*{{buff|Forward tilt has much less hitlag and has | *{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}} | ||
*{{buff|Up tilt has less knockback due to universally increased [[fall speed]]s and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}} | *{{buff|Up tilt has less knockback due to universally increased [[fall speed]]s and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}} | ||
*{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}} | *{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}} | ||
*{{buff|Down tilt does more damage (6% → 8%) and has higher base knockback (25 → 30).}} | *{{buff|Down tilt does more damage (6% → 8%) and has higher base knockback (25 → 30).}} | ||
*{{buff|Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its ''Brawl'' equivalent. It also has a longer duration (frame 11-12 → 11-15).}} | *{{buff|Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its ''Brawl'' equivalent. It also has a longer duration (frame 11-12 → 11-15).}} | ||
*{{buff|Forward smash is a stronger KO move due to the second hit having higher knockback (30 (base) 106 (scaling) → 45/115). The first hit now has set knockback and the second hit comes out slightly faster (frame 16 → 15) making the move connect more reliably | *{{buff|Forward smash is a stronger KO move due to the second hit having higher knockback (30 (base) 106 (scaling) → 45/115) and has less end lag (FAF 46 → 42). The first hit now has set knockback and the second hit comes out slightly faster (frame 16 → 15) making the move connect more reliably.}} | ||
*{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move. It also has a faster start up and more active frames (frame 13-15 (hit 1), frame 20-22 (hit 2) → 11-16/17-19/20-24).}} | *{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move. It also has a faster start up and more active frames (frame 13-15 (hit 1), frame 20-22 (hit 2) → 11-16/17-19/20-24).}} | ||
*{{nerf|New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.}} | *{{nerf|New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.}} | ||
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===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{nerf|With the exception of forward aerial, all aerials have more landing lag ( | *{{nerf|With the exception of forward aerial, all aerials have more landing lag (9 frames → 15 (neutral), 9 frames → 20/22 (back/up), 19 frames → 23 (down)). While this is heavily compensated with [[L cancel]]ing, back and up aerials still have more landing lag even when L cancelled.}} | ||
*{{buff|Neutral aerial no longer has a sweetspot and sourspot which send opponents away making neutral air properly connect all hits in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage (8% (clean), 3% (late sweetspot), 1% (late sourspot) → 4% (hit 1), 2% (hits 2-5 & landing).}} | *{{buff|Neutral aerial no longer has a sweetspot and sourspot which send opponents away making neutral air properly connect all hits in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage (8% (clean), 3% (late sweetspot), 1% (late sourspot) → 4% (hit 1), 2% (hits 2-5 & landing).}} | ||
*{{nerf|As neutral aerial no longer has a sweetspot, it is now completely incapable of killing opponents as aerial hits have set knockback (40 (base) 80 (scaling) → 0/100). | *{{nerf|As neutral aerial no longer has a sweetspot, it is now completely incapable of killing opponents as aerial hits have set knockback (40 (base) 80 (scaling) → 0/100). This changes also hinders neutral aerial's edgeguarding potential. The grounded hit which does not have set knockback is also too weak to kill opponents even at 999%.}} | ||
*{{buff|Forward aerial has much less endlag (FAF 52 → 30) and landing lag when not L cancelled (30 frames → 26) and now has a sweetspot which does much more damage (11% → 15%) and knockback (40 (base) 95 (scaling) → 90/100), and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4).}} | *{{buff|Forward aerial has much less endlag (FAF 52 → 30) and landing lag when not L cancelled (30 frames → 26) and now has a sweetspot which does much more damage (11% → 15%) and knockback (40 (base) 95 (scaling) → 90/100), and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4).}} | ||
*{{nerf|Forward aerial has slower start-up (frame 7 → 11) and the new sweetspot is significantly harder to land. The sourspot has drastically less KO potential compared to his old forward aerial due to its much lower knockback (40/95 → 15/25).}} | *{{nerf|Forward aerial has slower start-up (frame 7 → 11) and the new sweetspot is significantly harder to land. The sourspot has drastically less KO potential compared to his old forward aerial due to its much lower knockback (40/95 → 15/25).}} | ||
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*{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.}} | *{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.}} | ||
*{{nerf|Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer [[transcendent]].}} | *{{nerf|Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer [[transcendent]].}} | ||
*{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback (20 (base), 80 (scaling) → 35/105) and | *{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback (20 (base), 80 (scaling) → 35/105) and slighty more damage (15% → 16%). The sourspot now deals the same amount of damage as the sweetspot (10% → 16%).}} | ||
*{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}} | *{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}} | ||
*{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}} | *{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}} | ||
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*{{nerf|Reflector no longer has intangibility. The hitbox also has less active frames (2 frames → 1).}} | *{{nerf|Reflector no longer has intangibility. The hitbox also has less active frames (2 frames → 1).}} | ||
==Revisions== | ==Revisions== | ||
===v2.5b=== | ===v2.5b=== | ||
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|- | |- | ||
! colspan=2 rowspan=3 | Neutral attack | ! colspan=2 rowspan=3 | Neutral attack | ||
| rowspan=3 | || 4% || rowspan=3 | Wolf slashes with one arm, then the other, and bites on the third hit. Very low start up and ending lag and decent knockback, while being good for starting up combos. The | | rowspan=3 | || 4% || rowspan=3 | Wolf slashes with one arm, then the other, and bites on the third hit. Very low start up and ending lag and decent knockback, while being good for starting up combos. The thrid hit moves Wolf a great distance forward. | ||
|- | |- | ||
|2% | |2% | ||
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|- | |- | ||
! colspan=2| Side special | ! colspan=2| Side special | ||
| [[Wolf Flash]] || | | [[Wolf Flash]] || 3% (sourspot), 16% (sweetspot) || Wolf quickly propels himself diagonally upwards at a 35° angle. The sourspot of the move causes low knockback and sends opponents upwards, but the sweetspot deals strong knockback and does not cause Wolf to become [[helpless]], allowing him to use another recovery move to get back on stage. | ||
|- | |- | ||
! colspan=2| Up special | ! colspan=2| Up special | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|5-1|USA}} | |||
*{{Sm|Chillin|USA}}-Formerly the best Wolf player in the world. Placed 1st at [[Civil War VI]], 9th at [[Project M Showdown 3.02]], 17th at [[CEO 2014]], and 5th at [[Endgame]]. | |||
*{{Sm|Filthy Casual|USA}}-The best Project M player in New Mexico. Placed 1st at the [[EVO 2017]] Project M side event. | |||
*{{Sm| | *{{Sm|Grime|USA}}-Ranked 1st on the Austin Project M Power Rankings. | ||
*{{Sm|Punk Panda|USA}} - Ranked 4th on the Washington | *{{Sm|Ivayne|USA}}-Ranked 3rd on the NorCal Project M Power Rankings. Placed 9th at [[Rewired 2016]]. | ||
*{{Sm|Switch|USA}} - The best Wolf player in the world. Ranked | *{{Sm|Jeapie|Netherlands}} | ||
*{{Sm|Lucky|USA}}-Used mainly Wolf at [[Frozen Phoenix 2017]] and placed 9th. | |||
*{{Sm|Neon|USA}}-After the Lucas nerf, picked up Wolf to supplement his Lucas. Has wins over players like {{Sm|Ilovebagelz}} and {{Sm|n0ne}} with his Wolf. | |||
*{{Sm|Oracle|USA}}-One of his numerous secondaries. | |||
*{{Sm|Punk Panda|USA}}-Ranked 4th on the Washington Project M Power Rankings. Made it into top 64 at [[The Bigger Balc]]. | |||
*{{Sm|Rat|USA}} | |||
*{{Sm|Scythe|USA}}-Placed 7th at [[EVO 2014]], 9th at [[Smash 'N' Splash]], and 13th at [[Kings of the North V]]. | |||
*{{Sm|Silent Wolf|USA}} | |||
*{{Sm|Switch|USA}}-The best Wolf player in the world. Ranked 2nd on the NY/NJ Project M Power Rankings and 4th on the PMRank 2017, and placed 1st at [[Smash 'N' Splash 3]]. | |||
*{{Sm|TimeMuffinPhD|UK}}-Placed 7th at [[Heir 3]] after defeating {{Sm|n0ne}}. | |||
==Alternate costumes== | ==Alternate costumes== | ||
Wolf's Red, Green and White costumes were edited (looking solid and polished) to be more noticeable. | |||
Wolf's Red, Green and White costumes were edited to be more | |||
Additionally, Wolf has an alternate costume based on his appearance in ''Star Fox 2'', with some features (eyepatch and base head) having inspiration from his appearance in ''Star Fox 64'' and ''Brawl''. This costume has four variations so that it can be used in [[Team Battle|Team Battles]]. | Additionally, Wolf has an alternate costume based on his appearance in ''Star Fox 2'', with some features (eyepatch and base head) having inspiration from his appearance in ''Star Fox 64'' and ''Brawl''. This costume has four variations so that it can be used in [[Team Battle|Team Battles]]. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Wolf Palette (PM).png|frame|center|Wolf's alternate costumes in PM]] | ||
|- | |- | ||
|[[File:WolfHeadSSBB.png]] | |[[File:WolfHeadSSBB.png]] | ||
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| | | | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Wolf is one of two characters who has a spike that only works on grounded opponents, the other being {{PM|Mario}} with his late up smash. | *Wolf is one of two characters who has a spike that only works on grounded opponents, the other being {{PM|Mario}} with his late up smash. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Wolf]] | [[Category:Wolf]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |