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'''Wolf''' ({{ja|ウルフ|Urufu}}, ''Wolf'') is an [[unlockable character]] in ''[[Super Smash Bros. Brawl]]''. He was confirmed on the ''Smash Dojo'' website on March 31st, 2008. Wolf's [[special move]]s are similar to {{SSBB|Fox}} and {{SSBB|Falco}}'s, but his physical attacks are mostly all completely different. | '''Wolf''' ({{ja|ウルフ|Urufu}}, ''Wolf'') is an [[unlockable character]] in ''[[Super Smash Bros. Brawl]]''. He was confirmed on the ''Smash Dojo'' website on March 31st, 2008. Wolf's [[special move]]s are similar to {{SSBB|Fox}} and {{SSBB|Falco}}'s, but his physical attacks are mostly all completely different. | ||
Wolf is voiced by Jay Ward in the English version and by Mahito Ōba | Wolf is voiced by Jay Ward in the English version and by Mahito Ōba reprising his role from ''Star Fox: Assault'' in the Japanese version. | ||
Wolf is ranked 14th on the current [[Brawl tier list]] at the top of the C tier. Wolf possesses great mobility, with among the best [[air speed]], and high, fast [[jump]]s. Wolf additionally possesses great air to ground transitioning, as he has [[fast faller|fast falling speed]], and [[aerial]]s that either have low [[landing lag]] or can be [[auto-cancel]]led in a [[short hop]]. Wolf in general has fast attacks with disproportionately far [[reach]] (his {{mvsub|Wolf|SSBB|Back aerial}} being especially notorious in this regard), which when combined with the aforementioned mobility and an effective [[DACUS]], results in effective [[approach]]ing capabilities. Wolf also has an effective [[transcendent]] [[projectile]] in his {{b|Blaster|Wolf}}, a very quick {{b|Reflector|Wolf}} with both [[hitbox]]es and frame 1 [[intangibility]] that gives him a strong option to escape [[disadvantage]], an all-purpose [[throw]] in his {{mvsub|Wolf|SSBB|down throw}}, well rounded power throughout his moveset, and above-average [[combo]]ing capabilities by ''Brawl'' standards. | Wolf is ranked 14th on the current [[Brawl tier list]] at the top of the C tier. Wolf possesses great mobility, with among the best [[air speed]], and high, fast [[jump]]s. Wolf additionally possesses great air to ground transitioning, as he has [[fast faller|fast falling speed]], and [[aerial]]s that either have low [[landing lag]] or can be [[auto-cancel]]led in a [[short hop]]. Wolf in general has fast attacks with disproportionately far [[reach]] (his {{mvsub|Wolf|SSBB|Back aerial}} being especially notorious in this regard), which when combined with the aforementioned mobility and an effective [[DACUS]], results in effective [[approach]]ing capabilities. Wolf also has an effective [[transcendent]] [[projectile]] in his {{b|Blaster|Wolf}}, a very quick {{b|Reflector|Wolf}} with both [[hitbox]]es and frame 1 [[intangibility]] that gives him a strong option to escape [[disadvantage]], an all-purpose [[throw]] in his {{mvsub|Wolf|SSBB|down throw}}, well rounded power throughout his moveset, and above-average [[combo]]ing capabilities by ''Brawl'' standards. | ||
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|game=SSBB | |game=SSBB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=Wolf slashes with one arm, then the other, and bites on the third hit. The 3rd hit moves Wolf forward a great distance. Decent knockback but lacks KO potential. | |neutraldesc=Wolf slashes with one arm, then the other, and bites on the third hit. The 3rd hit moves Wolf forward a great distance. Decent knockback but lacks KO potential. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=5% (hit 1), 6% (hit 2) | |ftiltdmg=5% (hit 1), 6% (hit 2) | ||
|ftiltdesc=Leans forward with both arms together and swipes, separating his claws on impact. The first hitbox produces a large number of freeze frames if it connects with an opponent, and will freeze both Wolf and the opponent for a short time before the second hitbox appears and knocks them away at a low upwards angle. Overall, this attack has good reach and can be a useful follow up after connecting with aerial attacks such as back aerial and [[Reflector]]. If it hits an opponent's shield and they drop it during the freeze frames produced by the first hitbox, the second hitbox will punish them. KOs at 138% at the ledge, but doesn't KO until 198% from the centre of Final Destination | |ftiltdesc=Leans forward with both arms together and swipes, separating his claws on impact. The first hitbox produces a large number of freeze frames if it connects with an opponent, and will freeze both Wolf and the opponent for a short time before the second hitbox appears and knocks them away at a low upwards angle. Overall, this attack has good reach and can be a useful follow up after connecting with aerial attacks such as back aerial and [[Reflector]]. If it hits an opponent's shield and they drop it during the freeze frames produced by the first hitbox, the second hitbox will punish them. KOs at 138% at the ledge, but doesn't KO until 198% from the centre of Final Destination | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8-10% | |utiltdmg=8-10% | ||
|utiltdesc=Kicks upward in front of his body, knocking opponents vertically. There is a sweetspot on the tip his foot, which delivers the most knockback, KOing at 130%, while the weak hit KOs at 162% | |utiltdesc=Kicks upward in front of his body, knocking opponents vertically. There is a sweetspot on the tip his foot, which delivers the most knockback, KOing at 130%, while the weak hit KOs at 162% | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=Kicks out with his foot, having decent range and can cause tripping. | |dtiltdesc=Kicks out with his foot, having decent range and can cause tripping. | ||
|dashname= | |dashname= | ||
|dashdmg=9% | |dashdmg=9% | ||
|dashdesc=Performs a back flip out of a run. The back flip halts the forward momentum of the dash, but can be used to execute a [[DACUS]]. The trajectory of the opponent depends upon the part of Wolf's body that contacts them, with the near hit launching upwards and the far hits launching outwards, with the outermost hitbox having the lowest angle. The near hits generally lacks KO potential, while the outermost hit KOs at 136% at the ledge, albeit much later from further away. | |dashdesc=Performs a back flip out of a run. The back flip halts the forward momentum of the dash, but can be used to execute a [[DACUS]]. The trajectory of the opponent depends upon the part of Wolf's body that contacts them, with the near hit launching upwards and the far hits launching outwards, with the outermost hitbox having the lowest angle. The near hits generally lacks KO potential, while the outermost hit KOs at 136% at the ledge, albeit much later from further away. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|10}} (hit 2) | ||
|fsmashdesc=Wolf stretches his arms in front of his body and thrusts forward, then twists his claws. This attack moves Wolf along the ground, making it the longest ranging forward smash in the game and often strikes opponents twice, but delivers below average knockback and has noticeable cool-down time. | |fsmashdesc=Wolf stretches his arms in front of his body and thrusts forward, then twists his claws. This attack moves Wolf along the ground, making it the longest ranging forward smash in the game and often strikes opponents twice, but delivers below average knockback and has noticeable cool-down time. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|6}} (hit 1), {{ChargedSmashDmgSSBB|12}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBB|6}} (hit 1), {{ChargedSmashDmgSSBB|12}} (hit 2) | ||
|usmashdesc=Does a flipping scissor kick above his head. Can be used as a sliding [[DACUS]]. This move hits twice, with the first hit usually pushing the opponent into the second. It has a small sweetspot on his body that deals the same damage as the main hitbox on his legs, that sends opponents on a horizontal trajectory instead. KOs vertically at 124% uncharged, and 81% fully charged. | |usmashdesc=Does a flipping scissor kick above his head. Can be used as a sliding [[DACUS]]. This move hits twice, with the first hit usually pushing the opponent into the second. It has a small sweetspot on his body that deals the same damage as the main hitbox on his legs, that sends opponents on a horizontal trajectory instead. KOs vertically at 124% uncharged, and 81% fully charged. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|10}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBB|14}}/{{ChargedSmashDmgSSBB|12}} (hit 1), {{ChargedSmashDmgSSBB|13}}/{{ChargedSmashDmgSSBB|10}} (hit 2) | ||
|dsmashdesc=Swipes his claws on both sides of his body, first in front and then behind. Arguably Wolf's best ground finisher. | |dsmashdesc=Swipes his claws on both sides of his body, first in front and then behind. Arguably Wolf's best ground finisher. | ||
|nairname= | |nairname= | ||
|nairdmg=8% (clean), 3% (late sweetspot), 1% (late sourspot) | |nairdmg=8% (clean), 3% (late sweetspot), 1% (late sourspot) | ||
|nairdesc=Wolf curls up and flips several times. If the attack connects on the first hit, it will hit once and deliver decent horizontal knockback, capable of KOing at 128% at the ledge, and even earlier offstage. Otherwise, it will hit several times and deliver small amounts of hitstun but no knockback unless it hits the sweetspot, which deals minimal knockback. | |nairdesc=Wolf curls up and flips several times. If the attack connects on the first hit, it will hit once and deliver decent horizontal knockback, capable of KOing at 128% at the ledge, and even earlier offstage. Otherwise, it will hit several times and deliver small amounts of hitstun but no knockback unless it hits the sweetspot, which deals minimal knockback. | ||
|fairname= | |fairname= | ||
|fairdmg=11% | |fairdmg=11% | ||
|fairdesc=Slashes forward with his left arm. Has decent horizontal reach and delivers a moderately high amount of vertical knockback, KOing at 143% from the ground, but has considerable ending and landing lag. | |fairdesc=Slashes forward with his left arm. Has decent horizontal reach and delivers a moderately high amount of vertical knockback, KOing at 143% from the ground, but has considerable ending and landing lag. | ||
|bairname= | |bairname= | ||
|bairdmg=13%/11% (right leg), 10%/9% (left leg) | |bairdmg=13%/11% (right leg), 10%/9% (left leg) | ||
|bairdesc=Jams his leg backwards with deceiving range. Short duration, but very fast and powerful, KOing as early as 102% at the ledge, and potentially much earlier offstage. | |bairdesc=Jams his leg backwards with deceiving range. Short duration, but very fast and powerful, KOing as early as 102% at the ledge, and potentially much earlier offstage. | ||
|uairname= | |uairname= | ||
|uairdmg=12% | |uairdmg=12% | ||
|uairdesc=Swipes in an arc above his head. It has low vertical knockback, making it effective as a juggler, but ineffective for the purpose of KOing unless both Wolf and his opponent are a decent height in the air. | |uairdesc=Swipes in an arc above his head. It has low vertical knockback, making it effective as a juggler, but ineffective for the purpose of KOing unless both Wolf and his opponent are a decent height in the air. | ||
|dairname= | |dairname= | ||
|dairdmg=15% (arms), 13% (body) | |dairdmg=15% (arms), 13% (body) | ||
|dairdesc=Plunges both his hands below himself. It is one of the fastest meteors to land in the game, but has weak knockback, making it a tough move to KO opponents at low percentages. | |dairdesc=Plunges both his hands below himself. It is one of the fastest meteors to land in the game, but has weak knockback, making it a tough move to KO opponents at low percentages. | ||
|grabname= | |grabname= | ||
|grabdesc=Swipes forward with his right arm. | |grabdesc=Swipes forward with his right arm. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=Hits his opponent with his right knee. Fastest pummel in the game. | |pummeldesc=Hits his opponent with his right knee. Fastest pummel in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 3% (throw) | |fthrowdmg=4% (hit 1), 3% (throw) | ||
|fthrowdesc=Slashes his opponent forward. Weak knockback, not KOing until around 190% at the ledge. | |fthrowdesc=Slashes his opponent forward. Weak knockback, not KOing until around 190% at the ledge. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=4% (hit 1), 3% (throw) | |bthrowdmg=4% (hit 1), 3% (throw) | ||
|bthrowdesc=Throws the opponent upward and claws them behind himself. Deals mostly vertical knockback but doesn't kill below 200% | |bthrowdesc=Throws the opponent upward and claws them behind himself. Deals mostly vertical knockback but doesn't kill below 200% | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% (hit 1), 2% (throw) | |uthrowdmg=5% (hit 1), 2% (throw) | ||
|uthrowdesc=Throws the opponent upward and slashes them with both claws. Its base knockback is too strong for Wolf to effectively follow up on, and it lacks any KO power. | |uthrowdesc=Throws the opponent upward and slashes them with both claws. Its base knockback is too strong for Wolf to effectively follow up on, and it lacks any KO power. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% (hit 1), 6% (throw) | |dthrowdmg=6% (hit 1), 6% (throw) | ||
|dthrowdesc=Throws the opponent on the ground, does a small jump and claws them. It sends the opponent diagonally downward, causing them to slide along the ground and off any nearby edges. At high percentages, it is a powerful and deadly semi-spike on the edge, which puts characters in a very inconvenient position to recover from or even sends them far enough to where they are unable to recover, although it doesn't KO on raw power until 178% at the ledge. | |dthrowdesc=Throws the opponent on the ground, does a small jump and claws them. It sends the opponent diagonally downward, causing them to slide along the ground and off any nearby edges. At high percentages, it is a powerful and deadly semi-spike on the edge, which puts characters in a very inconvenient position to recover from or even sends them far enough to where they are unable to recover, although it doesn't KO on raw power until 178% at the ledge. | ||
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|fsdmg=5-19% (movement), 16% (turn), 20% (shot), 15% (roll), 15% (fall) | |fsdmg=5-19% (movement), 16% (turn), 20% (shot), 15% (roll), 15% (fall) | ||
|fsdesc=Wolf summons his Landmaster. It's the most powerful and fastest out of all three Landmasters in the game. However, it lasts a shorter duration compared to Fox and Falco's Landmasters. | |fsdesc=Wolf summons his Landmaster. It's the most powerful and fastest out of all three Landmasters in the game. However, it lasts a shorter duration compared to Fox and Falco's Landmasters. | ||
}} | }} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|wolf=yes}} | |||
Wolf has slightly favorable matchups. He is hard countered by one character, {{SSBB|King Dedede}}. Wolf is countered by two characters and soft countered by five. He has eleven even matchups, soft counters six characters, counters ten, and hard counters one, {{SSBB|Zelda}}. Notably, Wolf has a surprisingly manageable matchup against {{SSBB|Meta Knight}}, which a lot of other mid tiers are significantly hindered by (most notably {{SSBB|R.O.B.}} and {{SSBB|Pit}}). He also has an even matchup with {{SSBB|Ice Climbers}}, {{SSBB|Olimar}}, and {{SSBB|Marth}}. However, he lacks options against characters with strong chaingrabs and characters who are good at gimping. Wolf's matchup against Pikachu is particularly bad because Pikachu has a 0-to-death chain grab against Wolf: 2 forward throws, followed by a few down throws to a [[thunderspike]]. King Dedede hard counters Wolf because of his deadly set knockback down throw chaingrab on him. {{SSBB|Wario}} counters him because he also possesses a deadly near zero-death chain throw, being able to chain throw him from 20% to over 200%. Wolf has fair matchups that excel for his tier. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
:''See also: [[:Category:Wolf players (SSBB)]]'' | :''See also: [[:Category:Wolf players (SSBB)]]'' | ||
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==In Solo Modes== | ==In Solo Modes== | ||
==={{SSBB|Classic Mode}}=== | ==={{SSBB|Classic Mode}}=== | ||
In Classic Mode, Wolf can appear as an opponent or ally in Stage 7 if he has been unlocked along with {{SSBB|Fox}}, {{SSBB|Falco}}, and {{SSBB|Captain Falcon}} on [[Lylat Cruise]]. Wolf can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage | In Classic Mode, Wolf can appear as an opponent or ally in Stage 7 if he has been unlocked along with {{SSBB|Fox}}, {{SSBB|Falco}}, and {{SSBB|Captain Falcon}} on [[Lylat Cruise]]. Wolf can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 6. | ||
===[[All-Star Mode]]=== | ===[[All-Star Mode]]=== | ||
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====Co-Op Events==== | ====Co-Op Events==== | ||
*'''[[Co-Op Event 14: The Dark Guardians]]''': {{SSBB|Ganondorf}} and Wolf, who are tiny, must defeat a giant {{SSBB|Donkey Kong}} and a giant {{SSBB|Charizard}} on [[New Pork City]]. | *'''[[Co-Op Event 14: The Dark Guardians]]''': {{SSBB|Ganondorf}} and Wolf, who are tiny, must defeat a giant {{SSBB|Donkey Kong}} and a giant {{SSBB|Charizard}} on [[New Pork City]]. | ||
*'''[[Co-Op Event 19: Shadow of Andross]]''': A team of Fox and Falco must defeat Wolf on [[Lylat Cruise]] while being attacked by an [[Andross]] [[ | *'''[[Co-Op Event 19: Shadow of Andross]]''': A team of Fox and Falco must defeat Wolf on [[Lylat Cruise]] while being attacked by an [[Andross]] [[assist trophy]]. | ||
*'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, {{SSBB|Wario}}, King Dedede, Wolf, {{SSBB|Meta Knight}} and Ganondorf on {{SSBB|Final Destination}}. | *'''[[Co-Op Event 20: The Final Battle for Two]]''': Both players select a character and must defeat {{SSBB|Bowser}}, {{SSBB|Wario}}, King Dedede, Wolf, {{SSBB|Meta Knight}} and Ganondorf on {{SSBB|Final Destination}}. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}, Wolf being the last opponent. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}, Wolf being the last opponent. | ||
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==Trivia== | ==Trivia== | ||
[[File:WolfDetatchedArm.png|thumb|220px | [[File:WolfDetatchedArm.png|thumb|220px]] | ||
*[[Masahiro Sakurai]] stated that Wolf, along with {{SSBB|Jigglypuff}} and {{SSBB|Toon Link}}, were almost cut from ''Brawl'' due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main [[Subspace Emissary]] story. His popularity and similarities to Fox and {{SSBB|Falco}} were key to his inclusion in ''Brawl''<ref>[http://www.sourcegaming.info/2015/08/17/sakuraibrawlquestions/]</ref>. This | *There is an animation error in Wolf's tumbling animation where his left arm will detach from his elbow. | ||
*Strangely, in some of Wolf's animations, his right shoulder pad will mysteriously flip upside down and return to its original position when the animation ends. This is noticeable when he performs an up smash, turns around while braking from a dash, and lands after doing his forward aerial. | |||
*Wolf has a few aerial animations that are directly carried over from {{SSBB|Fox}}, which results in him briefly assuming Fox's falling animation before reverting to his own. This applies to his air dodging animation and his forward, upward, and downward item throwing animations. | |||
*[[Masahiro Sakurai]] stated that Wolf, along with {{SSBB|Jigglypuff}} and {{SSBB|Toon Link}}, were almost cut from ''Brawl'' due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main [[Subspace Emissary]] story. His popularity and similarities to Fox and {{SSBB|Falco}} were key to his inclusion in ''Brawl''<ref>[http://www.sourcegaming.info/2015/08/17/sakuraibrawlquestions/]</ref>. This explains why he uses so many animations from other characters and why some of said animations are bugged. It also explains why he looks less polished than other newcomers. | |||
*Oddly, in [[The Subspace Emissary]], Wolf's fast falling speed (1.9) is lower than his regular falling speed (2.142). This means that he can actually slow down by his descent in midair by fast falling. This also occurs with [[Metal Mario]] in the original ''[[Super Smash Bros.]]'' | *Oddly, in [[The Subspace Emissary]], Wolf's fast falling speed (1.9) is lower than his regular falling speed (2.142). This means that he can actually slow down by his descent in midair by fast falling. This also occurs with [[Metal Mario]] in the original ''[[Super Smash Bros.]]'' | ||
*Wolf was the last character to be confirmed for ''Super Smash Bros. Brawl'' due to being confirmed on the ''Smash Dojo'' website on March 31st, 2008, two months after the game's initial release. | *Wolf was the last character to be confirmed for ''Super Smash Bros. Brawl'' due to being confirmed on the ''Smash Dojo'' website on March 31st, 2008, two months after the game's initial release. |