Editing Wolf (SSBB)/Down throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 6: Line 6:
At lower percents, the throw does not put opponents into tumble, with the throw launching opponents horizontally and forcing the opponent into their landing animation once hitstun ends, provided that the opponent is touching the ground. The throw itself has a considerable amount of ending lag, limiting Wolf's followup options. At lower percents, it essentially resets neutral with both Wolf and his opponent recovering at a similar time, granted that they land on the ground. At around mid percents, Wolf does have a considerable frame advantage but he lacks any guaranteed followups in open space, due to his options either being too slow to hit the opponent or because they lack the range needed to hit the opponent. Wolf can get guaranteed followups if he down throws an opponent near a wall (where he can even chain grab using his down throw) although this does require a wall. Without a wall, Wolf lacks any guaranteed followups against almost the entire cast with a few exceptions. Against {{SSBB|Bowser}}, {{SSBB|Charizard}}, {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}}, Wolf can get a guaranteed down tilt after a down throw in open space at certain percents (although the percent window is very small on Charizard, Donkey Kong and Ganondorf) and against Bowser specifically, Wolf can also get a guaranteed jab or forward tilt depending on the percent. Against the rest of the cast however, Wolf gets nothing guaranteed.  
At lower percents, the throw does not put opponents into tumble, with the throw launching opponents horizontally and forcing the opponent into their landing animation once hitstun ends, provided that the opponent is touching the ground. The throw itself has a considerable amount of ending lag, limiting Wolf's followup options. At lower percents, it essentially resets neutral with both Wolf and his opponent recovering at a similar time, granted that they land on the ground. At around mid percents, Wolf does have a considerable frame advantage but he lacks any guaranteed followups in open space, due to his options either being too slow to hit the opponent or because they lack the range needed to hit the opponent. Wolf can get guaranteed followups if he down throws an opponent near a wall (where he can even chain grab using his down throw) although this does require a wall. Without a wall, Wolf lacks any guaranteed followups against almost the entire cast with a few exceptions. Against {{SSBB|Bowser}}, {{SSBB|Charizard}}, {{SSBB|Donkey Kong}} and {{SSBB|Ganondorf}}, Wolf can get a guaranteed down tilt after a down throw in open space at certain percents (although the percent window is very small on Charizard, Donkey Kong and Ganondorf) and against Bowser specifically, Wolf can also get a guaranteed jab or forward tilt depending on the percent. Against the rest of the cast however, Wolf gets nothing guaranteed.  


Usually, Wolf's main option after a down throw at lower percents is to go for a mixup, either going for an attack or a dash grab, which can lead into another down throw to reset the situation, which is naturally quite strong due to down throw's high raw damage output. Attacks can be shielded but Wolf can beat shield with a dash grab. The opponent can spot dodge the grab but Wolf can beat the spot dodge with an attack (ideally a charged smash attack) so the opponent is put into a 50-50 situation. There are instances however where an opponent can potentially use certain attacks to beat both an attack and a grab so Wolf players do have to be weary of his opponent's options before attempting to go for a mixup (and Wolf can naturally shield/dodge any attacks if the Wolf is predicting an attack). If the opponent ends up off stage after the down throw, they have a bigger frame advantage and Wolf always lacks any followups against his opponent.  
Usually, Wolf's main option after a down throw at lower percents is to go for a mixup, either going for an attack or a dash grab, which can lead into another down throw to reset the situation, which is naturally quite strong due to down throw's high raw damage output. Attacks can be shielded but Wolf can beat shield with a dash grab. The opponent can spot dodge the grab but Wolf can beat the spot dodge with an attack (ideally a charged smash attack) so the opponent is put into a 50-50 situation. There are instances however where an opponent can potentially use an attack as an option select to beat both an attack and a grab so Wolf players do have to be weary of his opponent's options before attempting to go for a mixup. If the opponent ends up off stage after the down throw, they have a bigger frame advantage and Wolf always lacks any followups against his opponent.  


One situation where Wolf can get guaranteed followups on open ground however is when the opponent has [[RCO lag]]. If Wolf's opponent has RCO lag when they are being down thrown, they will have much more landing lag after the down throw, giving Wolf significantly more time to followup. This can allow Wolf to land guaranteed Smash attacks on his opponent, which can build up a chunk of damage and put Wolf's opponent in a disadvantageous spot (such as off stage or above Wolf). This is a rare situation however and if Wolf attempts a Smash attack followup against an opponent who does not have RCO lag, he will be left in quite a punishable spot.
One situation where Wolf can get guaranteed followups on open ground however is when the opponent has [[RCO lag]]. If Wolf's opponent has RCO lag when they are being down thrown, they will have much more landing lag after the down throw, giving Wolf significantly more time to followup. This can allow Wolf to land guaranteed Smash attacks on his opponent, which can build up a chunk of damage and put Wolf's opponent in a disadvantageous spot (such as off stage or above Wolf). This is a rare situation however and if Wolf attempts a Smash attack followup against an opponent who does not have RCO lag, he will be left in quite a punishable spot.
Line 107: Line 107:
{{FrameIconLegend|lag=y|hitbox=y|throw=y|vulnerable=y|invincible=y}}
{{FrameIconLegend|lag=y|hitbox=y|throw=y|vulnerable=y|invincible=y}}


{{MvSubNavWolf|g=SSBB}}
{{MvSubNavWolf}}
[[Category:Wolf (SSBB)]]
[[Category:Wolf (SSBB)]]
[[Category:Down throws (SSBB)]]
[[Category:Down throws (SSBB)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)