Editing Wolf (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name = Wolf
|name         = Wolf
|image = {{tabber|title1=Assault (PM)|content1=[[File:Wolf SSBB.jpg|250px]]|title2=Assault (P+)|content2=[[File:PPlus Wolf.png|250px]]|title3=64|content3=[[File:PMWolfAlt.png|250px]]|title4=Pilot Wolf (P+)|content4=[[File:PPlus Pilot Wolf.png|250px]]}}
|image       = [[Image: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]], Pilot Wolf (''[[Project+]]'')
|altcostume   = [[lylatwiki::File:WolfSF2Headshot.png|Classic Wolf]]
|tier        = High
|ranking      = 6
}}
}}
'''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. In the ''Project+'' {{h2|Project+|official tier list}}, he ranks 3rd in the S tier, a slight drop from his standing in the original ''Project M''.
'''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''.<!--tier position paragraph-->
 
==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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===Attributes===
===Attributes===
*{{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; he now runs nearly as fast as Fox.}}
*{{nerf|Wolf's [[air speed]] is slower (1.222 → 1.2).}}
*{{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 15 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|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''; 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]], 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 [[spot dodge]] has less [[intangibility]] (Frame 2-20 → 2-16).}}
*{{buff|Wolf's [[traction]] is higher (0.07 → 0.09). This makes it easier for him to punish out of shield.}}


===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)}}
*{{nerf|Wolf can no longer [[Gatling Combo]].}}
*{{buff|Forward tilt has much less hitlag and has slightly more KO potential.}}
*{{buff|The first hit of neutral attack deals slightly more damage.}}
*{{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|Forward tilt has much less hitlag and has slighty more KO potential.}}
*{{buff|Up tilt has less knockback 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 and knockback.}}
*{{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.}}
*{{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.}}
*{{nerf|Forward smash has more ending lag (FAF 46 → 48).}}
*{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move.}}
*{{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, and has slower start-up.}}
*{{nerf|New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.}}
*{{buff|Down smash first hit does slightly more damage and knockback.}}
*{{change|Wolf no longer makes a unique noise when performing up smash.}}
*{{buff|Down smash does slightly more damage (14%/12% (front), 13%/10% (back) → 15/13% (front), 13/11% (back) and knockback (40/50/50 (base) 90/90/60 (scaling) → 25/25/20, 100/100/95).}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|With the exception of forward aerial, all aerials have more landing lag (10 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 now properly connect all in a single use, enabling easier damage racking from it, and has less endlag, and the animation stays still, and does more damage.}}
*{{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|Forward aerial has less endlag and now has a sweetspot which does much more damage and knockback, and the sourspot has weak knockback which allows for follow-ups especially at higher percents.}}
*{{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). These changes also hinder neutral aerial's edgeguarding potential. The grounded hit which does not have set knockback is also too weak to kill opponents even at 999%.}}
*{{nerf|Forward aerial has slightly slower start-up and has a sourspot which is more common to hit with and has drastically less KO potential.}}
*{{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|Back aerial deals slightly more damage and has slightly higher KO potential.}}
*{{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).}}
*{{buff|Up aerial has horizontal knockback which can make it an effective offstage KO option.}}
*{{buff|Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.}}  
*{{nerf|Up aerial does slightly less damage and has a sourspot.}}
*{{nerf|Back aerial has less range}}
*{{buff|Down aerial has slightly faster start-up, and the sourspot does slightly more damage. The attack is also capable of [[spike|spiking]] grounded opponents, allowing Wolf to combo into aerials, but can only [[meteor smash]] those in midair.}}
*{{change|Up aerial sends opponents at a more horizontal angle (80° → 57/50°) which hinders its juggling potential but makes it more effective at edgeguarding. The move now also has an early and late hitbox which send opponents at slightly different angles.}}
*{{buff|Up aerial has a longer duration (frame 7-9 → 7-11). The changes to PM's mechanics also give up aerial a lot more utility.}}
*{{nerf|Up aerial does slightly less damage (12% → 11%). It can also no longer [[auto cancel]] in a [[short hop]].}}
*{{buff|Down aerial has a faster start-up and has a longer duration (frame 16-17 → 13-15), and the sourspot does slightly more damage (13% → 14%). The attack is also capable of [[spike|spiking]] grounded opponents, allowing Wolf to combo into aerials, but can only [[meteor smash]] those in midair.}}


===Grabs and Throws===  
===Grabs and Throws===
*{{nerf|Standing grab has slightly more startup lag (frame 6 → 7) and his standing and pivot grabs have slightly more end lag (FAF 30 (standing), FAF 35 (Pivot) → 31/36).}}
*{{buff|Pummel deals higher damage making it more effective at racking up damage.}}
*{{buff|Pummel deals higher damage (1% → 3%) making it more effective at racking up damage.}}
*{{nerf|Pummel is slower.}}
*{{nerf|Pummel is slower.}}
*{{buff|All throws are better for comboing, and has a new back throw which is faster than his old back throw.}}
*{{nerf|Forward throw deals less damage (7% → 4%) and has altered knockback hindering its chain grabbing potential at lower percents and further weakening its KO potential.}}
*{{nerf|Forward, down, and new back throw deal less damage.}}
*{{buff|His throws are better for comboing due to PM's different physics and mechanics.}}
*{{buff|Wolf has a new back throw where he slams his opponent into the ground. It is faster than his old back throw and overall has a lot more utility.}}  
*{{nerf|Back throw deals less damage (7% → 5%).}}
*{{nerf|Down throw deals less damage (12% → 9%), deals much lower knockback and sends opponents at a more diagonal angle no longer making it a semi spike. This hinders its edgeguarding and KO potential.}}


===Special Moves===
===Special Moves===
*{{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 the tip of the gun deals slightly higher damage.}}
*{{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, and is 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 slightly more damage (15% → 16%). The sourspot now deals the same amount of damage as the sweetspot (10% → 16%).}}
*{{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 and does slighty more damage.}}
*{{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.}}
*{{buff|Wolf can now immediately drift in the air out of Fire Wolf making it much more effective at recovering.}}
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage, and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}}
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage (3% → 5%) and with considerably decreased startup (frame 8 → 1), and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}}
*{{nerf|Reflector no longer has [[intangibility]].}}
*{{nerf|Reflector no longer has intangibility. The hitbox also has less active frames (2 frames → 1).}}


==Changes from PM to P+==
==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 third hit moves Wolf a great distance forward.
| 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]] || 16% (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.
| [[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]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|5-1|USA}}
 
*{{Sm|Chillin|USA}}
''See also: [[:Category:Wolf players (PM)]]''
*{{Sm|Jeapie|Netherlands}}
*{{Sm|Ivayne|USA}} - Has primarily switched to {{PM|Falco}} but still occasionally plays Wolf. Ranked 37th on [[PMRank 2023]].
*{{Sm|Neon|USA}}
*{{Sm|Punk Panda|USA}} - Ranked 4th on the Washington ''Project M'' Power Rankings and 49th on [[PMRank 2017]].
*{{Sm|Oracle|USA}}
*{{Sm|Switch|USA}} - The best Wolf player in the world. Ranked 20th on [[PMRank 2023]] and has ranked as high as 2nd on [[PMRank 2018]]. Placed 1st at {{Trn|Blacklisted 4}}, {{Trn|We Tech Those 3}}, and {{Trn|Smash 'N' Splash 3}}.
*{{Sm|Rat|USA}}
*{{Sm|Scythe|USA}}
*{{Sm|Silent Wolf|USA}}
*{{Sm|Switch|USA}}
*{{Sm|Grime|USA}}
*{{Sm|TimeMuffinPhD|UK}}


==Alternate costumes==
==Alternate costumes==
===Project M===
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 distinct and better serve as team colors.


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|[[File:Wolf Palette (PM).png|frame|center|Wolf's alternate costumes in PM]]
|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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|}
|}


===Project+===
==Trivia==
Wolf's SNES alternate costume obtains an additional color with gold fur. He also gains a costume that is similar to Fox's standard outfit called Pilot Wolf.
*Wolf is the only {{uv|Star Fox}} character whose down aerial cannot [[spike]] in a normal fashion, due to it only working on grounded opponents.
 
*He is also one of the two characters possessing a spike that only works on grounded opponents, aside from {{PM|Mario}}'s late up smash.
[[File:Wolf Palette (P+).png|800px|thumb|center|Wolf's alternate costumes in P+]]
 
'''Secret costumes:'''


[[File:Wolf Z P+.png|160px]]
'''Z-Secret Costume:''' ''Melee'' Wolf
'''R-Secret Costume:''' Assault Styled Wolf
==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.


==External links==
*[https://www.reddit.com/r/SSBPM/comments/c2uocs/labbing_discord_results_wolf/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Wolf]]
[[Category:Wolf]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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