Editing Wolf (SSBU)

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 1: Line 1:
{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{disambig2|Wolf's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Wolf O'Donnell}}
{{disambig2|Wolf's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Wolf O'Donnell}}  
{{Infobox Character
{{Infobox Character
|name = Wolf
|name = Wolf
Line 7: Line 7:
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 21
}}
}}
'''Wolf''' ({{ja|ウルフ|Urufu}}, ''Wolf'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Wolf is classified as [[Fighter number|Fighter #44]], the last fighter number of the ''[[Super Smash Bros. Brawl]]'' [[veteran]]s.
{{cquote|''The leader of the Star Wolf mercenary team makes his grand return after 10 years! He puts his sharp claws to good use in wild attacks, and his Final Smash is an all-out attack by Team Star Wolf! If Fox or Falco is in the battle, you may hear a unique line of dialog.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Wolf''' ({{ja|ウルフ|Ulufu}}, ''Wolf'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed playable on June 12th, 2018. Wolf is classified as fighter #44.


Jay Ward, Wolf's English voice actor from ''Brawl'' and ''{{iw|lylatwiki|Starlink: Battle for Atlas}}'', reprises his role with new voice clips that mimic his portrayals from ''Starlink''. In the Japanese version, Wolf's ''Brawl'' voice actor, Mahito Ōba, has been succeeded by Kōsuke Takaguchi, who reprises his role from ''{{iw|lylatwiki|Star Fox 64 3D}}'' and ''{{iw|lylatwiki|Star Fox Zero}}'', and also voices {{SSBU|Falco}}.
Jay Ward reprises his role from ''Super Smash Bros. Brawl'' with new voice clips, while Kōsuke Takaguchi, Wolf's Japanese voice actor from ''Star Fox 64 3D'' and ''Star Fox Zero'', replaces Mahito Ōba.
 
Wolf is ranked 21st out of 82 on the current [[tier list]], placing him in the A tier. This is a moderate improvement over his 14th out of 38 placement in ''Brawl''. Wolf is an all-around fighter with many different playstyles to choose from. He has a solid fundamental combo game with up throw and down throw as good combo starters. His moveset offers a lot of versatility, with his tilts functioning as safe pokes or kill options and his smash attacks as solid finishers. His aerials are all useful for both starting and extending combos, as well as edgeguarding. His back aerial, in particular, is one of the strongest in the game when sweetspotted and can be confirmed from a forward aerial. His specials are also crucial to his gameplan: his {{b|Blaster|Wolf}} is a strong projectile that can force approaches and apply chip damage from a distance, acting as his primary tool in neutral, [[Wolf Flash]] and [[Fire Wolf]] offer quick recovery to the stage and serve as powerful finishers, and his {{b|Reflector|Wolf}}  is effective for extending combos as well as serving as his primary defense against zoning. Wolf also has excellent air mobility, allowing him to chase his opponents in the air with ease.
 
Despite all these strengths, Wolf has some weaknesses. Wolf is a fast-faller middleweight, which makes him fairly easy to combo despite having a frame 2 air dodge. His recovery is also fairly linear and easy to intercept as it gets 2 framed fairly easily or loses to counterattacks which can leave vulnerable to gimps and edgeguards. While Wolf has good range in many of his attacks, he can have trouble against characters who have longer disjoints than him, such as {{SSBU|Roy}}, {{SSBU|Chrom}}, and {{SSBU|R.O.B.}} Finally, Wolf can sometimes struggle taking stocks at higher percents, as his most potent finishers, including up smash and back aerial, are burdened with excessive startup lag.
 
Overall, Wolf has a solid fundamental gameplan for players to pick up. He functions like a glass cannon, being able to dish out damage with a strong neutral and advantage while having poor offstage survivability, struggling taking stocks from time to time, and being easy to juggle. Wolf has attained a lot of representation across the board through ''Ultimate'''s lifespan. He was among the most-played characters in the early metagame, with {{Sm|Zackray}} representing him greatly in the early metagame while several top players had a pocket or co-main Wolf. Despite a fair decline in the post-pandemic metagame, he is still relatively popular, piloted by loyal Wolf mains such as {{Sm|Atelier}}, {{Sm|Jakal}}, and {{Sm|Ouch!?}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Wolf being the 51st character to be unlocked.
*Play [[VS. match]]es, with Wolf being the 51st character to be unlocked.
*Clear {{SSBU|Classic Mode}} with Fox or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Bowser Jr.}}
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the seventh character unlocked after {{SSBU|Bowser Jr.}}.
*Have Wolf join the player's party in [[World of Light]].
*Have Wolf join the player's party in [[World of Light]].
Wolf must then be defeated on [[Lylat Cruise]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Wolf must then be defeated on [[Lylat Cruise]].


==Attributes==
==Attributes==
Wolf's attributes and moveset give him a versatile gameplan, somewhere in the middle ground between {{SSBU|Fox}}'s focus on pressure and {{SSBU|Falco}}'s focus on [[punish]]es. This is reflected in his attributes: he has a slow [[dash]]ing speed (though his [[initial dash]] is quite fast), an above-average [[walk]]ing speed, the 11th fastest [[falling speed]], above-average [[air acceleration]], and high [[gravity]], most of which are not uncharacteristic of the ''Star Fox'' characters. Unlike the other "[[space animals]]", however, Wolf has the 6th fastest [[air speed]] in the game. This grants him mobility that is fairly average overall, but relatively balanced compared to Fox and Falco. Additionally, Wolf is also significantly [[Weight|heavier]] than them, as he is a middleweight (tied with the {{SSBU|Ice Climbers}}, {{SSBU|Lucario}}, {{SSBU|Villager}}, {{SSBU|Mythra}}, and {{SSBU|Steve}}). Although Wolf's special moveset and vertical mobility are derived from his fellow ''Star Fox'' fighters, the similarities end there, with Wolf's being the most unique of the trio.
Wolf's attributes and moveset give him a versatile gameplan, somewhere in the middle ground between Fox's pressure-focused playstyle and {{SSBU|Falco}}'s punish-oriented gameplay. This is reflected in his attributes, which include a slow [[dash]] speed (though his initial dash is quite fast), above average [[walk speed]], and a high [[falling speed]] and [[gravity]] characteristic of the ''Star Fox'' characters. Unlike the other space animals, however, Wolf has among the highest [[air speed]]s in the game, and is also significantly heavier than them. Though his special moveset and vertical mobility are derived from his brethren, the similarities end there, with Wolf being the most unique of the trio.


Wolf's {{b|Blaster|Wolf}} is the centerpiece of his [[neutral game]]. With the lasers causing higher [[knockback]] (and therefore [[hitstun]]) than the average projectile, and having a long duration with [[transcendent priority]], they grant him the ability to disrupt opponents' approaches, even when their grounded mobility is superior to his own, and its unique close-range hitbox on the bayonet give it some utility in close combat, dealing substantial damage if it connects. Lasers can often force opponents to jump over them, leaving them vulnerable to Wolf's fast aerial attacks; these are comprised of a [[neutral aerial]] [[sex kick]] with a powerful clean hit, a disjointed [[forward aerial]] that can [[combo]] into itself and his other aerials, a [[back aerial]] with moderate startup offset by its impressive power and hitboxes, an [[up aerial]] with fast startup and a wide arc well-suited to [[juggling]], and a [[down aerial]] that consistently [[meteor smash]]es opponents.
Wolf's {{b|Blaster|Wolf}} is the centerpiece of his [[neutral game]]. With the lasers causing [[hitstun]] and having a high duration, they grant him the ability to disrupt opponents' approaches, even when their grounded mobility is superior to his own, and its unique close-range hitbox on the bayonet give it some utility in close combat, dealing substantial damage if it connects. An opponent will likely resort to jumping over the projectiles, at which point they are open to Wolf's fast aerial attacks, which are comprised of a disjointed forward aerial that can combo into itself and his other aerials, a fast neutral aerial that is quite strong at the [[sweetspot]] while having a lingering hitbox, a back aerial whose moderate start-up is offset by its high power, and an up aerial well-suited to [[juggling]]. While he can apply pressure from a distance, Wolf is not wanting for close-range options either. Jab and down-tilt are decent pokes, [[forward smash]] has deceptively low ending [[lag]], and his neutral, forward, and back aerials are quite fast and difficult to punish even if blocked, while his standing [[grab]] is tied for the fastest in the game. Further augmenting his strong neutral game are his dash attack and [[reflector]], the former of which is useful for punishing aerial approaches and KO'ing at very high percents, while the latter ensures he has priority over opposing [[camping]].  


Wolf also possesses large hitboxes on several of his attacks with many of them being disjointed, greatly aiding his devastating punish game as he can easily combo and deal massive damage from very few openings. While he can apply pressure from a distance, Wolf's close range options are not lacking either. [[Forward tilt]] and [[down tilt]] are decent poking tools, the latter of which can [[trip]] at low percents, while [[up smash]] deals high damage, covers a wide area around him, and has decent knockback. His neutral and forward aerials are quite fast and difficult to punish even if shielded, while his standing [[grab]] is tied for the fastest in the game. Further augmenting his strong neutral game are his [[dash attack]] and {{b|Reflector|Wolf}}, the former which is useful for punishing aerial approaches and KOing at high percents, and the latter which allows him to deal with opposing [[camping]] while also having a close range hit that can be followed up with aerials.
Once Wolf has won the neutral exchange, he has several options to rack up damage. Forward aerial can [[combo]] into itself and other aerials, and into a grab at very low percentages, from which [[up throw]] can lead into another forward or up aerial until mid-percentages. Should an opponent [[air dodge]] in an attempt to escape pressure, Wolf's aerial mobility allows him to chase them down and punish them, usually with a back aerial or [[up tilt]] after landing. Once his foe is at high percentages, he can threaten them with an outright KO by spacing his safe back aerial and forward smash, or force them offstage with his neutral aerial, [[forward tilt]] or throws, after which he may attempt punishing their [[recovery]] with another aerial, or cover their ledge options with a [[down smash]]. At very high percentages, his fast grab becomes threatening as well, with his back throw KO'ing effectively at the ledge.  


Once Wolf has won the neutral exchange, he has several options to rack up damage. Forward aerial can combo into itself, other aerials and into a grab at very low percents, from which [[up throw]] can lead into another forward or up aerial until mid to high percents. [[Down throw]] can lead into a dash attack at low percents, while dash attack can extend the combo by chaining into [[up tilt]] or up aerial at very low percents. Should an opponent [[air dodge]] in an attempt to escape pressure, Wolf's aerial mobility allows him to chase them down and punish them, usually with up tilt or up aerial to continue juggling them, or with a back aerial to send them offstage.
Wolf is not free of weaknesses. Though he is not short of finishers, he frequently has difficulty landing them, as he lacks methods to reliably set-up into them, often leading to him throwing out back aerials and forward smashes to seal the stock, while his [[up smash]] has high ending lag and his back throw requires [[rage]] and stage positioning to KO at reasonable percentages. However, by far Wolf's greatest downfall is his endurance: as with the other space animals, his physics render him highly susceptible to combos. While Wolf is much heavier than both Fox and Falco, Wolf’s weight renders him vulnerable to a myriad of combos, while not being heavy enough to allow him to survive high percents. Most critically, his recovery is among the worst in the cast. His [[up special]], [[Fire Wolf]], is linear and offers poor vertical recovery, making [[meteor smash]]es deadly against him even at lower percentages, and his main method of recovery, [[Wolf Flash]], is also linear, though it does offer fair horizontal distance along with a dangerous spiking hitbox. Further worsening the issue, unlike Fox and Falco, both of his recovery options cause [[helplessness]], restricting him to one option offstage and leaving him with a much shorter recovery distance overall. In addition, because Wolf moves diagonally during Wolf Flash, ledges will not stop him. This, in conjunction wih his helpless state, will cause using Wolf Flash near the ledge very risky, as it is extremely easy to self-destruct.


After Wolf has inflicted a sufficient amount of damage, he can then attempt to score a KO via his numerous KO options. The most reliable one is his back aerial: its quick [[autocancel]] and decent range allow it to be spaced safely, and it can KO relatively early if sweetspotted (at around 110% from center-stage), while still possessing respectable power with its sourspots. His side special, [[Wolf Flash]], can either meteor smash or [[semi-spike]] opponents at the end of the dash depending on which hitbox connects, both of which are incredibly powerful. Wolf's up special, [[Fire Wolf]], consists of looping hits and a deceptively strong final hitbox.
Overall, Wolf is a non-traditional glass cannon. Wolf sacrifices the power of other glass cannons such as {{SSBU|Mewtwo}} for sheer versatility, being able to adapt to nearly any playstyle. His combination of an excellent projectile and good frame data allow him to switch playstyles on a whim, while his combos and aerial mobility ensure he can keep up the pressure on his opponent even after winning the neutral game. However, a Wolf player must be ready to play the long game, as it is not unusual for his foe to live for very long, and a single mistake could see Wolf sustaining heavy damage from combos before finding himself offstage, where often times one more hit is all that is needed to seal his fate.
 
Other notable finishers are his [[forward smash]] and [[down smash]]: the former is safe on [[shield]] and potentially when whiffed thanks to it possessing deceptively low ending lag in spite of its high startup, whereas the latter posseses a powerful sweetspot that enables it to KO as low as 50% at the edge and makes it an effective [[2 frame punish]]. At higher percents, Wolf has several other moves (forward tilt, sweetspotted up tilt, dash attack, clean neutral aerial, up smash, and [[back throw]]) that each sport respectable KO potential in the event he is unable to land his primary KO options.
 
However, Wolf does possess noticeable weaknesses, the most notable of which is his recovery. Wolf Flash and Fire Wolf are both linear and offer unremarkable travel distance compared to other recovery options. Unlike Fox and Falco, Wolf's side special renders him [[helpless]]; this essentially restricts him to using only one of his specials as a recovery option, which leaves him with a much shorter recovery distance overall. This also leaves Wolf highly vulnerable to [[gimp]]s and [[edgeguard]]ing, with meteor smashes in particular being deadly against him even at low percents, to the point where exploiting his recovery offsets the increased horizontal endurance his higher weight would otherwise provide.
 
Though he is not short of finishers, Wolf can frequently have difficulty landing his most powerful ones due to their slow startup (with back aerial and all his smash attacks having more than 12 frames of startup), his below-average dashing speed, and his lack of guaranteed setups into them. Although he possesses true setups into Wolf Flash, such as from his forward aerial or down throw at medium percents, they are very risky to pull off, as he can either end up offstage after its use and thus inadvertently [[self-destruct]] (since it renders him [[helpless]]) or miss the sweetspots and end up vulnerable due to its high landing lag. Lastly, Wolf is, like Fox and Falco, very susceptible to combos because of his high falling speed and gravity. However, Wolf's heavier weight and lack of sufficiently fast options to escape pressure (his fastest aerial attacks start on frame 7) make this weakness even more apparent compared to Fox and Falco.
 
Overall, Wolf is a non-traditional glass cannon. He sacrifices the power of other glass cannons like {{SSBU|Mewtwo}} and {{SSBU|Mr. Game & Watch}} for sheer versatility, due to his combination of an effective projectile for disrupting and forcing approaches, fast approach options of his own, and an abundance of combo and KO options, which allow him to keep up the pressure on his opponent even after winning the neutral game. As such, Wolf is able to adapt to nearly any playstyle. However, due to his vulnerability to combos, poor recovery, and trouble securing KOs, Wolf must also be well aware of his opponents, as a single mistake can cause him to sustain heavy damage from combos and end up in a position where he in turn can easily be KO'd.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Wolf has received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSBU|Link}} and {{SSBU|Mr. Game & Watch}}. In ''Brawl'', Wolf's moveset was rather unpolished compared to the rest of the cast, most likely due to his late inclusion, which Sakurai acknowledges was possible thanks to his popularity and similarities to the ''Star Fox'' cast. Likely because of this, most of Wolf's moveset has been significantly reworked to be more polished and further distinguish him from {{SSBU|Fox}}. This has led to a much larger overhaul in Wolf's moveset compared to other veterans, as several of his attacks either have altered or completely new animations alongside mechanical changes. As a result, Wolf has received a large mix of buffs and nerfs in his transition from ''Brawl'', but has been considerably buffed overall.
Wolf has been buffed considerably in his transition from ''Brawl''. He is much more nimble than in his previous appearance, sporting a significantly improved mobility with slightly faster dash and air speeds (although this is the case with the entire cast), and a much faster fast fall speed. Coupled with his superior mobility is the buffs to his Blaster (which shoots larger lasers which deal more damage), already an effective projectile in his previous appearance, and his new dash attack, both of which improve his neutral game. His aerial attacks have also seen improvements: his new neutral aerial gives Wolf an effective, all-purpose aerial, his forward aerial can now be followed up from due to its notably reduced ending and landing lag, and his back and up aerials have deceptively increased power (most notably the former). Wolf's grab game also received some noteworthy buffs, now having a strong throw in his back throw and decent combo starters in his up and down throws. Finally, his Fire Wolf and Wolf Flash are far stronger, giving him two more powerful, if risky, KO options; the latter in particular has received the ability to change its trajectory up or down, slightly improving his horizontal recovery.
 
Like most of the returning veterans, Wolf's [[initial dash]] is much faster, while his dash and [[air speed]] have been slightly increased. In addition to this, however, his [[fast falling]] speed is significantly faster, no longer providing the smallest falling speed increase out of the cast by a considerable margin, greatly enhancing his aerial approach and landing ability. Coupled with his superior mobility are the buffs to his {{b|Blaster|Wolf}}, already an effective projectile in his previous appearance, and his new [[dash attack]]; the former's blasts deal more damage and knockback, while the latter covers much more horizontal range and is stronger. Both of these changes improve his [[neutral game]], now boasting one of the most respectable ones among the cast.
 
Wolf's entire moveset has been generally improved. He has a new [[neutral aerial]] that gives him a vastly more effective [[approach]] option, his [[forward aerial]] has become an excellent combo starter due to its reduced ending and landing lag, and his [[back aerial|back]] and [[up aerial]]s have had their knockback noticeably increased (most notably the former). [[Back throw]] now deals enough knockback to be a KO option at the edge, and [[up throw]] and [[down throw]] have useful combo starters at low percentages. [[Wolf Flash]] and [[Fire Wolf]] are far stronger, giving him two more powerful, albeit risky, KO options; the former in particular can now be aimed up or down, slightly improving his horizontal recovery and potentially making the clean hit easier to land. {{b|Reflector|Wolf}} has a stronger damage multiplier, which combined with its intact speed multiplier makes it the best of the three space animals.
 
Wolf also heavily benefits from the changes to gameplay mechanics. Aside from his faster mobility, the new [[air dodge]] mechanics, as well as the changes to [[hitstun canceling]], allow Wolf to combo and juggle his opponents for a longer period of time; he has gained not only several more ways to start combos, but also KO setups into his powerful [[back aerial]] and Wolf Flash. The drastic weakening of [[momentum canceling]] allows his moves to KO earlier and overall put his survivability more in line with the cast. The removal of [[edgehogging]]  in favor of [[edgeguarding#ledge trump|ledge trumping]] and the removal of [[chain grab]]bing and [[meteor cancel]]ing also significantly improve his survivability; in particular, Wolf benefits from meteor canceling far more than any other returning veteran, as it puts his own survivability more in-line with the rest of the cast while making his down aerial and Wolf Flash more effective for KOing offstage.


However, Wolf has received a few significant nerfs as well. Some of his moves have received increased lag, such as his [[forward smash]], [[down smash]], and his renowned back aerial from ''Brawl'', in exchange for more power; the latter two are particularly noteworthy due to their previous speed and already decent power. Because of this, Wolf has a more difficult time scoring KOs without resorting to setups at medium percentages, as his finishers are much harder to land in general, forcing him to either time them precisely or lure the opponent into them.
Wolf also heavily benefits from the changes to gameplay mechanics. The new airdodge mechanics, as well as the changes to hitstun canceling, make him better at comboing and juggling his opponents for a longer period of time, which pair well with his improved mobility. The changes to momentum canceling allow his moves to KO earlier and overall put his survivbility more in line with the cast. Lastly, the new ledge mechanics, the removal of chain grabbing and meteor canceling also significantly improve his survivability, while the latter change make his down aerial and Wolf Flash more effective at KOing off stage.


Additionally, several of Wolf's moves have less range to varying degrees. His new forward smash does not move him a considerable distance forward, while his [[forward aerial]] has lost its deceptively large disjoint. His recovery has also worsened due to both Fire Wolf and Wolf Flash's travel distances being shortened; unlike {{SSBU|Fox}}'s or {{SSBU|Falco}}'s own side special, Wolf Flash also still leaves him helpless after the move, which makes him more susceptible to [[edgeguarding]] than in ''Brawl''. Wolf's neutral and forward aerials, while possessing greater combo ability and safety, are also weaker, while the former also has slower startup. Wolf's new down throw is now less effective for [[tech-chasing]] and setting up edgeguards because of its higher launch angle (though this is mitigated by Wolf's newfound combo game).
However, Wolf has received a few significant nerfs as well. Some of his moves have received less range and increased lag in all aspects, most notably his forward and down smash attacks, and his renowned back aerial from ''Brawl'', in exchange for more power; the latter two are particularly noteworthy due to their previous speed and already decent power. Because of this, Wolf has a more difficult time scoring KOs as his options are much harder to land in general, forcing him to either make hard reads or find ways to combo into Wolf Flash off-stage (which is extremely risky as the opponent can [[DI]] to avoid it and Wolf has to aim it accurately, the latter of which can cause a [[self-destruct]] since it causes helplessness). His already poor recovery has been made worse, as both Fire Wolf and Wolf Flash have decreased distance, making him slightly more susceptible to meteor smashes than in ''Brawl''. His Blaster also has increased ending lag. His neutral and down aerials are also slightly weaker (with the former being slower) and he also lost one of his better kill moves in forward aerial (though it has gained combo potential). Finally, his new down throw is weaker and cannot be used for edgeguarding and tech-chasing, unlike his previous down throw.  


Despite ''Ultimate''{{'}}s new mechanics heavily benefiting Wolf, he has also seen a few nerfs from the changes to the mechanics, most notably the removal of [[DACUS]] which hinders his grounded approach. Lastly, Wolf is much [[weight|lighter]], worsening his survivability (especially horizontally, due to the changes to [[momentum canceling]]), while he remains an easy combo target due to his high falling speed and the changes to hitstun canceling.
Despite ''Ultimate'''s new mechanics heavily benefiting Wolf, he has also seen a few nerfs from the changes to the mechanics, most notably the removal of [[DACUS]] which hinders his grounded approach. Lastly, his lower weight worsens his survivability, especially horizontally (which is also hindered by the changes to [[momentum canceling]]), while he remains an easy combo target due to his high falling speed and the changes to hitstun canceling.  


Overall, Wolf's buffs have drastically altered his playstyle for the better, though he now possesses a higher learning curve. He is now able to take advantage of his less polarized moveset and has gained a varied combo game that makes up for the loss of his previous damage racking options in ''Brawl'', but his higher frailty means he must keep playing carefully to avoid opponents from taking advantage of him. Wolf's buffs and benefits from the revamped game engine eclipse his nerfs, and he is widely agreed to be significantly better than he was in ''Brawl'' and a fairly strong contender in competitive play.
Overall, Wolf's nerfs are overall offset by the new game mechanics and the buffs he has received, which has currently allowed him to fare better than he did in ''Brawl'' during ''Ultimate'''s early meta.


{{SSB4 to SSBU changelist|char=Wolf}}
===Aesthetics===
*{{change|Wolf's design takes some elements from his appearance in ''{{s|lylatwiki|Star Fox Zero}}''. He now sports a traditional eye patch, and his eye is red instead of purple. His fur is also more detailed and fluffier.}}
*{{change|Wolf's jacket is now purple with heliotrope accents and has a more traditional appearance: it has a collar, buttons, a zipper, and a belt; it also appears to have more depth, and his necklace and choker have been replaced with a hopbush bandana (also wears one on his left leg). His gloves match his jacket and are wrapped around in bands. Wolf's boots are less metallic and instead have metallic detailing protruding from his heels and toe boxes; he also now wears shin guards that possess similar metallic details, and his knee pads are asymmetrical. The spikes on his shoulder pads and knee pad are significantly more protruding and they are old gold. Lastly, Wolf no longer carries his Reflector on his person. These changes make Wolf's design largely original to ''Ultimate''}}
*{{change|Like many other characters, Wolf is now more expressive.}}
*{{change|The majority of Wolf's animations are more fluid and polished, and none are visibly borrowed from other characters unlike ''Brawl''. Many of his attacks also sport purple claw trails.}}
*{{change|Wolf now has many animations of his own, rather than using Fox's. This includes the animations for his air dodge, forward and back roll, spot dodge, and shielding, among several others.}}
*{{change|[[Dash]] and [[crouch]]'s animations have also changed. Wolf no longer limps when he dashes, and he now kneels akin to the other [[spacies]] instead of laying on all four limbs when crouching. However, he transitions to his crouching animation from ''Brawl'' when holding a small item.}}
*{{change|Wolf's up taunt has him face the screen, regardless which side he's currently facing.}}
*{{change|Wolf now has a new side taunt, a beckoning gesture with one finger while asking, "Are you scared?" This replaces his taunt from ''Brawl'', in which he kicked the air three times and said "What's the matter, scared?".}}
*{{change|Wolf's [[crowd cheer]] now only has the audience howling, instead of going "Wooolf! - *howl*".}}
*{{change|Wolf now says "You're good, but I'm better." during his claw-swiping victory pose, one of his famous lines from ''Star Fox 64''. This replaces his "I will be the one to...take you down!" line from ''Brawl''}}
*{{change|Wolf's victory pose where he reaches for the sky is now a bit different. He now turns around and extends his right arm, keeping his left arm closer to his face as the camera zooms in. In addition, he says "Weaklings, the lot of you!" instead of "Weaklings, the bunch of you!".}}
*{{change|Wolf has a new victory pose. He now claws the air and poses instead of snarling, crossing his arms, and then laughing.}}
*{{change|Wolf's specific victory dialogue against Fox ("Playtime's over, Star Fox!") now has a chance of being used on any of his three victory poses rather than solely on his left-inputted victory pose.}}
*{{bugfix|Wolf's tumbling animation no longer seems to detach his left arm from his elbow.}}


==Update history==
===Attributes===
Wolf received a mix of buffs and nerfs via game updates, but was nerfed slightly overall. In update 3.0.0, the sweetspot of his down smash's front hit, infamous among the community for its extreme power (especially near edges), was weakened slightly. {{b|Blaster|Wolf}} was also affected by the near-universal nerf to projectiles' shield damage outputs, while an exploit that allowed Wolf to reduce [[Wolf Flash]]'s landing lag with a directional air dodge was removed. These nerfs were negligible, however, as Wolf retained his strengths and continued to perform very well in tournaments.
*{{change|Wolf now stands in an upright, much less awkward posture, similar to {{SSBU|Yoshi}} and {{SSBU|Bowser}} in their transitions from ''Brawl''. This translates to his moveset, be it through a tweaked animation or a completely new move. However, he will revert to his posture and [[idle pose]]s from ''Brawl'' while holding a small [[item]].}}
**{{change|Wolf's new upright posture makes him harder to hit horizontally, but easier to hit vertically.}}
*{{change|The changes to hitstun canceling both help and hinder Wolf: they allow him to combo his opponents much better than in ''Brawl'', though it makes him more susceptible to combos due to his fast falling speed.}}
*{{change|The changes to [[momentum canceling]] both help and hinder Wolf: it makes his stronger moves more likely to KO and renders his vertical endurance more in-line with the rest of the cast, but also worsens his horizontal endurance.}}
*{{buff|The changes to [[air dodge]] mechanics help Wolf overall, as it allows him to juggle his opponents more easily than in ''Brawl'' when coupled with the changes to hitstun canceling. They also give Wolf an effective way to mix up his recovery and landing options, the latter due to his fast falling speed.}}
*{{buff|The removal of [[meteor canceling]] benefits Wolf far more than any other character, as he is now equally as vulnerable to [[meteor smash]]es as the rest of the cast instead of having a significantly longer meteor cancel delay, while making his meteor smashes much more effective.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Wolf's survivability against certain characters, as he is no longer vulnerable to them. While it also slightly hinders Wolf's damage racking game as he could chain grab with his down throw in ''Brawl''.}}.
*{{nerf|The removal of [[glide toss]]ing and super glide tossing hinders Wolf's approach while holding items.}}
*{{buff|Like all characters, Wolf's [[jumpsquat]] animation now takes three frames to complete (down from five).}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 92). This significantly hinders his endurance, while not making him much less susceptible to combos from other characters due to the changes to hitstun cancelling.}}
*{{nerf|Wolf [[walk]]s slower (1.3 → 1.208).}}
*{{buff|Wolf [[dash]]es faster (1.4 → 1.54).}}
*{{buff|Wolf's [[air speed]] is faster (1.222 → 1.281).}}
*{{buff|Wolf's [[fast fall]] speed is much more in line with the rest of the roster (1.9 → 2.88), being far more useful than before.}}


Update 3.1.0 granted Wolf a few buffs and nerfs, although the latter were more impactful than the former. Blaster's ending lag was increased, which slightly worsened its renowned utility as a safe [[neutral]] tool that could counter approaches with relatively low risk. Down smash's front sweetspot was weakened slightly once again, while [[Fire Wolf]]'s final hitbox was shrunken noticeably to compensate for its looping hits' improved consistency. Conversely, neutral attack's hits connect together more reliably, and {{b|Reflector|Wolf}}'s overall lag was decreased by 1 frame. Lastly, update 7.0.0 enlarged Wolf's shield as part of a near-universal buff.
===Ground attacks===
*[[Neutral attack]]:
**{{change|Neutral attack has a much cleaner look overall. The ending hit is now a third claw swipe, instead of a dashing bite.}}
**{{buff|The second and third hits of neutral attack have less startup lag (frame 5 → 4). Wolf can also transition into the second and third hit sooner.}}
**{{nerf|Neutral attack deals slightly less damage (9% → 8%).}}
**{{nerf|All hits have a shorter duration (2 frames → 1) and Wolf does not lunge as far forward when performing the third hit decreasing its range. Due to this, the third hit can now whiff at high percents.}}
*[[Forward tilt]]:
**{{change|Forward tilt retains two hitboxes and high [[freeze frames]]. It also has an updated animation where he forcefully brings his claws together.}}
**{{nerf|Forward tilt has more ending lag (frame 33 → 35).}}
*[[Up tilt]]:
**{{buff|Up tilt deals more damage (8% → 10%) improving its KO potential.}}
**{{change|Up tilt has a new ending animation where Wolf flicks his nose with his thumb while smirking.}}
*[[Down tilt]]:
**{{nerf|Down tilt has less range.}}
*[[Dash attack]]:
**{{change|Dash attack is now a short ranged kick instead of a backflip. It has more horizontal range but less vertical.}}
**{{buff|Dash attack deals more damage (9% → 11%).}}
**{{buff|Dash attack no longer halts Wolf's forward momentum, and boosts him forward a good distance.}}
**{{buff|Dash attack is now a great burst option that can KO at reasonable percents.}}
**{{buff|Dash attack has a longer duration (2 frames → 8).}}
*[[Forward smash]]:
**{{nerf|Forward smash is now a forceful, standing palm strike that deals one hit. The new animation has doubled startup lag (frame 10 → 20), and Wolf does not lunge as far forward, decreasing its reach. The removal of the first hit also means that it can no longer [[trip]] opponents.}}
**{{buff|Forward smash deals much more knockback than his previous forward smash due to it dealing more damage (5% (hit 1), 10% (hit 2) → 15%).}}
**{{buff|Forward smash has less ending lag (frame 46 → 42). Coupled with its increased damage, it is now safe on shield and can be followed up with down tilt or neutral attack to deter approaches.}}
*[[Up smash]]:
**{{change|Up smash has an altered animation, now performing a breakdance-style rotation before the kick, and no longer crosses his legs during the second hit. The hits are also now clearly highlighted by trails.}}
**{{buff|The second hit of up smash has a longer duration (3 frames → 4).}}
**{{nerf|Up smash has more ending lag (frame 44 → 48) and decreased knockback (40/50 (base), 85/100 (scaling) → 85/65) making it KO slightly later.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}}
*[[Down smash]]:
**{{change|Down smash has an altered animation. Wolf now swipes both sides with one hand.}}
**{{buff|Down smash's second hit deals more damage (13% → 14%) and the first hit now has a sweetspot which deals 16%.}}
**{{nerf|Down smash is significantly more laggy, having more startup (frame 8 → 14 (hit 1), frame 14 → 21 (hit 2)) and ending lag (frame 35 → 44). It also has less range.}}


Overall, Wolf fares mildly worse than he did at the launch of ''Ultimate''. However, his sizeable player base and consistent success in tournaments have both remained largely intact regardless.
===Aerial attacks===
[[File:WolfDsmashKnockback.svg|thumb|350px|A comparison of the knockback dealt against Mario by Wolf's sweetspotted down smash, in each version which changed it.]]
*[[Neutral aerial]]:
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
**{{change|Neutral aerial is now a [[sex kick]] similar to {{SSBU|Fox}}'s.}}
{{UpdateList (SSBU)/3.0.0|char=Wolf}}
**{{buff|Neutral aerial now has more range.}}
**{{buff|Neutral aerial has slightly less landing lag (10 frames → 9 frames).}}
**{{buff|Neutral aerial deals more damage overall (8% → 12% (clean), 1%/3% → 8% (late hit)).}}
**{{buff|The clean hit of neutral aerial makes it a strong finisher at high percentages, while the late hit allows it to be followed up with another attack,such as an aerial or dash attack.}}
**{{nerf|Neutral aerial has more startup lag and a shorter duration (frames 4-34 → 7-26). The clean hit also deals less knockback (40 (base), 100 (scaling) → 30/75) slightly weakening its KO potential.}}
*[[Forward aerial]]:
**{{change|Forward aerial has an altered animation.}}
**{{buff|Forward aerial has less ending (frame 52 → 41) and landing lag (30 frames → 10). When combined with the changes to [[hitstun canceling]], this allows it to combo into a multitude of moves beyond low percents, including another forward air, other aerials, [[Wolf Flash]] and into grab.}}
**{{change|Forward aerial sends opponents at a less vertical angle (75° → 60°).}}
**{{nerf|Forward aerial deals less damage (11% → 9%) and knockback (40 (base), 95 (scaling) → 45/85) hindering its KO potential.}}
*[[Back aerial]]:
**{{change|Back aerial has an altered animation, closely resembling {{SSBU|Ridley}}'s back aerial.}}
**{{buff|Back aerial's sweetspot deals more damage (13% → 15%) and all hits have increased base knockback (20 → 37) improving its KO potential.}}
**{{nerf|Back aerial has much more startup (frame 6 → 13), ending (frame 30 → 45) and landing lag (9 frames → 16). It also has a shorter duration (4 frames → 3), less range, cannot be performed twice in a full hop and it can no longer lock opponents at lower percents.}}
*[[Up aerial]]:
**{{buff|Up aerial is stronger as it has more knockback growth (75 → 85) and the changes to hitstun canceling improve its combo potential beyond low percents.}}
**{{nerf|Up aerial has slightly increased landing lag (9 frames → 10).}}
*[[Down aerial]]:
**{{change|Down aerial has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.}}
**{{buff|Down aerial has less ending lag (frame 60 → 54). The removal of [[meteor canceling]] also improves its reliability and allows for follow ups when used on grounded opponents beyond lower percents.}}
**{{nerf|Down aerial's sweetspot is harder to land.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
===Throws/other attacks===
{{UpdateList (SSBU)/3.1.0|char=Wolf}}
*[[Grab]]s:
**{{buff|Dash grab has less startup lag (frame 11 → 8).}}
**{{nerf|All grabs have more ending lag (frame 30 → 37 (standing), frame 40 → 45 (dash), frame 35 → 40 (pivot).}}
*[[Forward throw]]:
**{{change|Forward throw has a new animation: Wolf now slashes downward. It now also has a [[slash]] effect.}}
**{{buff|Forward throw deals more damage (7% → 9%.)}}
**{{nerf|Forward throw has less KO potential while still lacking combo potential.}}
*[[Back throw]]:
**{{change|Back throw has a new animation: Wolf now slashes upward. It also sends opponents at a different angle}}
**{{buff|Back throw has increased damage (7% → 11%) and knockback, making it a viable kill option at high percents when used near the ledge.}}
*[[Up throw]]:
**{{change|Up throw has a new animation. Wolf now jumps and slashes the opponent with one claw, instead of two like in ''Brawl''. The animation is also cleaner overall.}}
**{{buff|Up throw can now be followed up with different aerials at low percentages due to the changes to hitstun canceling.}}
*[[Down throw]]:
**{{change|Wolf has a new down throw. Wolf now grabs the opponent by the head, jumps while spinning around once, and chokeslams them into the ground.}}
**{{buff|Wolf can now follow up after down throw with different aerials.}}
**{{nerf|Down throw deals less damage overall (12% → 8.5%).}}
**{{nerf|Wolf can no longer chain grab with his down throw. Additionally, its new angle hinders its [[tech chasing]] and edgeguarding potential.}}
*[[Edge attack]]:
**{{change|Wolf has a new edge attack, an inward slash. It does not have set knockback unlike his previous edge attacks. This improves its spacing potential at higher percents but hinders its spacing potential at lower percents.}}
**{{buff|New edge attack deals more damage than his old under 100% edge attack (8% → 9%) and it is faster than his old over 100% edge attack.}}
**{{nerf|New edge attack has less range than both of his previous edge attacks (especially his under 100% edge attack) and it deals less damage than his old over 100% edge attack (10% → 9%).}}


'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
===Special Moves===
{{UpdateList (SSBU)/7.0.0|char=Wolf}}
*{{b|Blaster|Wolf}}:
**{{change|Wolf has an altered animation for firing lasers from his blaster, which is significantly faster to fire than the old version.}}
**{{buff|Both the melee hitbox (4% → 7%) and the lasers from the blaster deal more damage (5%/6% → 6%/7%/8%).}}
**{{buff|The lasers are larger and now have an increased duration (frames 16-48 → 16-50).}}
**{{nerf|The melee hitbox has more startup lag (frame 10 → 15). Blaster also has more ending lag (frame 45 → 50). It can no longer [[auto-cancel]] out of a full hop.}}
**{{change|The lasers fired from Wolf's Blaster are now colored purple instead of green. The blaster itself has a new design and updated sound effects.}}
*[[Wolf Flash]]:
**{{change|Wolf Flash has been given updated visual effects: its trail now features three long, red slash-marks. Another shorter, identical trail also appears in front of Wolf, which indicates the sweetspot.}}
**{{buff|Wolf Flash can now be angled by inputting up or down on the control stick, increasing recovery options.}} [https://twitter.com/KuroganeHammer/status/1066496407329169408][https://twitter.com/Fireyams/status/1067310849226723329]
**{{buff|Wolf Flash is much stronger dealing more damage (10%/15% → 15%/20%) and the sweetspot has more knockback growth (80 → 86) and benefits from the removal of meteor canceling. Wolf now also has various ways to combo into Wolf Flash due to the changes to hitstun canceling, allowing for risky, yet deadly KO confirms.}}
**{{nerf|Scarring is harder to perform, as Wolf no longer hugs the ledge as much when using the move, which can result in a self-destruct.}}
**{{nerf|Non angled Wolf Flash travels less horizontal and vertical distance and it can no longer be shortened.}}
*[[Fire Wolf]]:
**{{change|Fire Wolf has an altered animation, now being enveloped in purple aura.}} [https://youtu.be/RpnW3yoy9Vg?t=101]
**{{change|Fire Wolf goes a much longer distance vertically than it does when angled.}}
**{{nerf|Fire Wolf goes a much shorter distance than before, making it a worse vertical recovery.}}
**{{buff|Fire Wolf has less startup lag (frame 23 → 18) and Wolf gains control after the move has ended sooner.}}
**{{buff|Fire Wolf's final hit deals far more knockback, and all of its hits connect properly.}}
*{{b|Reflector|Wolf}}:
**{{change|Wolf now holds his reflecting device like [[Fox]] and [[Falco]].}}
**{{buff|Reflector deals slightly more damage (3% → 4%).}}
**{{buff|Reflector has less startup lag and a longer duration (frames 8-9 → 7-9).}}
**{{nerf|Reflector has more ending lag (frame 27 → 32).}}
**{{nerf|Reflector's [[intangibility]] has more startup lag with a shorter duration (frames 1-6 → 6-9) no longer making it a strong combo breaking tool.}}
**{{change|Reflector now sends diagonally up and away instead of forward and down (10° → 65°). This potentially allows it to be followed up with aerials, but weakens its gimping potential. It also no longer has set knockback.}} [https://youtu.be/u5ACw57w_H8?t=31]
*[[Final Smash]]:
**{{change|Wolf has a new Final Smash, [[Team Star Wolf]], replacing the [[Landmaster]] from ''Brawl''. It functions similarly to [[Team Star Fox]], {{SSBU|Fox}}'s and {{SSBU|Falco}}'s new Final Smash. Upon activating, Wolf yells, "Wolf Pack!" If the Wolfens successfully catch their target, Wolf yells, "Grahaha! The hunt is on, boys!" with it captioned on screen during the cinematic. The target is then fired at with the Wolfen's lasers, and then launched with an explosion at the end.}}
***{{change|If Team Star Wolf is used against Fox, or Falco, Wolf will say, "I've got you now, Star Fox!"}}
**{{nerf|Team Star Wolf is much easier to avoid compared to Landmaster and is overall less versatile.}}
**{{buff|Team Star Wolf can potentially deal more damage compared to Landmaster, and the single hit has increased KO power, making it more consistent.}}
**{{buff|Due to being a cutscene Final Smash, Wolf can no longer accidentally [[self-destruct]] like he could in the Landmaster.}}


==Moveset==
==Moveset==
*Wolf can [[wall jump]].
*Wolf can [[wall jump]].
''For a gallery of Wolf's hitboxes, see [[Wolf (SSBU)/Hitboxes|here]].''


{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Snap Claw ({{ja|スナップクロー|Sunappo Kurō}}) / Follow Claw ({{ja|フォロークロー|Forō Kurō}}) / Wild Scratch ({{ja|ワイルドスクラッチ|Wairudo Sukuratchi}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A left-handed inward slash, followed by a right-handed inward slash, followed by a right-handed outward slash. Fairly quick, coming out on frame 4, and can [[jab lock]] opponents. However, the last hit has short range compared to other neutral attacks, which can cause it to fail to connect from the previous hits at high percentages.
|neutraldesc=Wolf slashes once upwards, slashes again, then finishes with an outward swipe. The linking hits are really quick and can be useful to rack up slight damage. The first hit can jab lock.
|ftiltname=Dual Burst ({{ja|デュアルバースト|Duaru Bāsuto}})
|ftiltname= 
|ftiltdmg=5% (hit 1), 6% (hit 2)
|ftiltdmg=5% (hit 1), 6% (hit 2)
|ftiltdesc=A lunging, two-handed outward slash. Overall considered one of Wolf's best moves because of its consistent ability to [[2 frame punish]] opponents, as well as its utility in neutral. The first hit produces a large amount of [[freeze frame]]s. It can KO at around 115%-140% while near the edge of {{SSBU|Final Destination}} depending on the opponent, and even earlier as a 2 frame punish.
|ftiltdesc=Wolf forcefully brings his claws together, then separates his claws on impact. The first hit produces a large number of freeze frames if it connects with an opponent. Has high damage and knockback despite its speed, with good KO potential.
|utiltname=Kick Up ({{ja|キックアップ|Kikku Appu}})
|utiltname= 
|utiltdmg=10% (foot), 9% (leg), 8% (body)
|utiltdmg=10%
|utiltdesc=A stretch kick. It has fast startup and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under 130% from ground level. It is especially useful to read edge jumps and to poke platforms, as the sweetspot will sometimes KO earlier than both the second hit of up smash and up aerial. However, unlike the majority of up tilts, its ending lag prevents it from being used to start combos.
|utiltdesc=Wolf hops slightly and kicks straight upward, with the ending animation showing him flicking his finger across his nose. Like forward tilt, it has good speed, power and damage, which gives it KO potential at around 125% against middleweights.
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A crouching, low-level roundhouse kick. The move has rather decent range and quick speed, which make it useful for poking, pressuring, and denying approaches. Can be used to 2 frame punish the opponent, but is generally overshadowed by forward tilt in that regard. It also has the chance to [[trip]] at low percentages, which can lead into a grab or other attacks. However, it is Wolf's least damaging tilt attack.
|dtiltdesc=Kicks out with his foot while crouching. The move has rather decent range and can cause tripping.
|dashname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|dashname= 
|dashdmg=11% (clean), 8% (late)
|dashdmg=11%
|dashdesc=A front kick. Has decent start-up, but most importantly, it propels Wolf forward a considerable distance. This allows it to function as a reliable burst option to punish landings and whiffed moves, as well as follow up from other attacks. Hitting opponents close to Wolf launches them upward, allowing for up tilt at 0% and aerial follow-ups at low percentages. Conversely, hitting them near his foot launches them horizontally. Depending on which hitbox is landed, the clean hit can KO under 150% from center stage, and under 120% while near the edge. It is also a reliable follow-up from down throw at low percentages. Due to its versatility, it is one of the most useful dash attacks in the game.
|dashdesc=Wolf preforms a dashing kick. Very quick startup, has good damage and knockback, and allows Wolf to travel a fairly good distance. Due to all of these positive traits, it functions as a good burst option that can KO at reasonably high percentages.
|fsmashname=Wolf Crash ({{ja|ウルフクラッシュ|Urufu Kurasshu}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdesc=A palm thrust. While it has slow startup (comes out on frame 20), it has notoriously low ending lag (interruptible on frame 42), making it to be relatively safe on shield and difficult to punish even if missed. It also has remarkable power, KOing middleweights at around 70% while near the edge of the stage. As a result, it is one of Wolf's safest KO options on the ground.
|fsmashdesc=Wolf does a forceful, standing palm strike. While it has rather slow startup of 20 frames, it has good power and damage output behind it and is one of Wolf's better KOing options. It is also safe on shield, as a jab or down tilt will cover most of the opponent's options if they are very close.
|usmashname=Spinning Leg Scissors ({{ja|スピニングレッグシザース|Supiningu Reggu Shizāsu}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2)
|usmashdesc=A butterfly kick performed from a variation of the {{iw|Wikipedia|2000|b-boy move}} (a breakdancing move) followed by an upward scissor kick. It has the fastest startup of his smash attacks (coming out on frame 13). The first hit offers surprisingly long horizontal range which makes it a versatile out of shield option (albeit a bit slow, coming out at frame 13). It deals high damage when both hits connect, hits in front of and behind Wolf, and provides wide coverage above Wolf. Altogether, these traits make it useful to quickly punish opponents close to him and set up juggles. However, its KO potential is slightly below-average for a smash attack because of its second hit's below-average knockback. As a result, it will not KO middleweights reliably until around 130% when uncharged, whereas heavyweights will not be KO'd reliably even around 140%.
|usmashdesc=Does a breakdance-like spin, then scissor-kicks above his head. This move hits twice, with the first hit naturally comboing into the second. Gains KO potential at around 125%.
|dsmashname=Gust Slash ({{ja|ガストスラッシュ|Gasuto Surasshu}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|10}} (hit 2)
|dsmashdesc=A kneeling, one-handed slash in front of himself and then behind himself. Both hits have sweetspots at the tips of Wolf's claws, which launch at a [[semi-spike]] angle with higher power. The move has moderate startup (hitting on frame 14 at the front), but has very little ending lag for a smash attack (interruptible on frame 44), making it safe on shield if spaced. The move can reliably [[2 frame punish]] opponents, and the sweetspots are extremely powerful, with the front hit's sweetspot being among the strongest down smashes in the game, both KOing them near edges at around 60% and 70%, respectively. As a result, it is Wolf's most dangerous [[edge-guard]] tool, as well as a reliable finisher when reading an opponent's tech options out of forward throw or neutral aerial. Considered to be one of the best down smashes in the game.  
|dsmashdesc=Swipes along the ground with one hand, from front to back. The front hit is stronger and KOs slightly earlier than the back hit. One of Wolf's strongest finishing moves.
|nairname=Wolf Kick ({{ja|ウルフキック|Urufu Kikku}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdesc=A flying kick. Compared to other [[sex kick]] neutral aerials, it has slower startup (hitting on frame 7), but deals higher damage and knockback with its clean hit. It is one of Wolf's fastest aerials, tied with his forward and up aerials. Compared to them, it hits lower, has a longer duration, and covers a consistent area. Combined with its low landing lag (9 frames), this makes it very useful for air-to-ground transitioning, as well as starting combos at a variety of percentages, with the clean hit being more effective at low percentages and the late hit being more effective at high percentages. The clean hit is also a decent finisher near the edge, KOing at around 145%. Due to its versatility, it is Wolf's overall most useful aerial.
|nairdesc=Preforms a flying kick, much like {{SSBU|Fox}}'s neutral aerial. Its clean hit has good knockback which allows it to be a potent finisher at high percentages, and its late hit can start combos into other moves.
|fairname=Quick Slash ({{ja|クイックスラッシュ|Kuikku Surasshu}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdesc=A downward arcing slash. It is a staple of Wolf's neutral game, with its fast startup (tied with neutral and up aerial), wide vertical arc, and low landing lag (10 frames) making it a safe approach option, and combined with its 60° launch angle, allowing it to combo into a multitude of moves, such as jab, any tilt, or grab at low percentages, any aerial attack from low to mid percentages (including itself to extend combos), and even Wolf Flash as a KO setup at high percentages. However, it has poor edge-guarding potential due to its more vertical angle. It also deals the least damage and knockback out of Wolf's aerials, which is exacerbated further by [[stale-move negation]] due to its typically frequent usage in his neutral game.
|fairdesc=Slashes downward with his left arm. One of Wolf's most useful aerials and combo moves, as its angle and knockback allows it to combo into itself, neutral aerial, and even Wolf Flash as a KO setup (albeit risky).
|bairname=Behind Kick ({{ja|ビハインドキック|Behind Kick}})
|bairname= 
|bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|bairdmg={{ShortHopDmgSSBU|15}}
|bairdesc=A back kick. It has noticeable startup (hitting on frame 13), ending lag (FAF 45), and landing lag (15 frames), making it Wolf's second-slowest aerial (behind down aerial). To compensate, its [[autocancel]] frames come out very quickly after the hitboxes (on frame 18), effectively giving it little to no ending lag with proper timing, allowing it to poke shields and bait opponents. It is also one of Wolf's main KO moves: it deals high damage and significant knockback if sweetspotted, KOing at around 110% from center stage and as early as 65% near the edge. The sourspot is much weaker but is still a reliable KO move near the edge.
|bairdesc=An inwards roundhouse kick, similarly to {{SSBU|Ridley}}'s back aerial. While it has notable startup of 13 frames, it is very strong with high damage and knockback, boasting great KO potential under 100% near the ledge.  
|uairname=Air Slice ({{ja|エアスライス|Ea Suraisu}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|12}}
|uairdmg={{ShortHopDmgSSBU|12}}
|uairdesc=An overhead arcing slash. Its fast startup, wide arc, low landing lag (10 frames) and vertical knockback allow it to juggle opponents very effectively. It can also set up combos into itself and other attacks from low to mid percents, though not as reliably as forward aerial. Additionally, it possesses enough knockback to KO starting from around 120%-130% near the top blast line.
|uairdesc=Swipes in an arc above his head. Its below-average vertical knockback combined with its overall quick speed make it a capable comboing and juggling tool.
|dairname=Meteor Crash ({{ja|メテオクラッシュ|Meteo Kurasshu}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms)
|dairdmg={{ShortHopDmgSSBU|15}} (arms), {{ShortHopDmgSSBU|13}} (body)
|dairdesc=A two-handed downward slash below himself. It has the most startup (hitting on frame 16), ending lag, and landing lag (19 frames) out of Wolf's aerials, making it particularly risky to use offstage due to Wolf's poor recovery. However, it meteor smashes opponents consistently throughout the move, instead of requiring to land a specific part of it like most other meteor smashing down aerials. This essentially turns it into a high risk, high reward edge-guarding option. Against grounded opponents, it can combo into a variety of attacks, even up to high percentages.
|dairdesc=Wolf swipes both of his hands below himself. Has the highest amount of startup lag out of Wolf's aerials, but has the capability to meteor smash opponents when sweetspotted. Against grounded opponents, the sweetspot can combo into a multitude of moves.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with his right arm. Wolf's grab range is short.
|grabdesc=Swipes forward with his right arm. While Wolf's grabs are fast to start up, they each have rather high ending lag.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=Hits his opponent with his right knee. Extremely fast.
|fthrowname=Short Scratch ({{ja|ショートスクラッチ|Shōto Sukuratchi}})
|fthrowname= 
|fthrowdmg=5% (hit 1), 4% (throw)
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=An inward slash. While it deals decent damage, it is extremely weak, not KOing opponents under 300% even at the edge, and its ending lag is too high for reliable follow-ups. However, its low launching angle makes it an extremely potent tech-chasing move at higher percentages.
|fthrowdesc=Wolf slashes the opponent, launching them away. Usually used for throwing the opponent offstage or for positioning.
|bthrowname=Scratch Upper ({{ja|スクラッチアッパー|Sukuratchi Appā}})
|bthrowname= 
|bthrowdmg=6% (hit 1), 5% (throw)
|bthrowdmg=11%
|bthrowdesc=Sets the opponent behind himself and launches them away with an ascending slash. Deals the most damage out of Wolf's throws, and has remarkable knockback, allowing it to KO middleweights at around 185% from center stage, and around 130% near the edge. However, its launching angle is mostly diagonal, making it somewhat easy to DI.
|bthrowdesc=Wolf throws the opponent behind him, then slashes upward. A viable KO option at around 130% near the ledge.
|uthrowname=Throw Scratch ({{ja|スルースクラッチ|Surū Sukuratchi}})
|uthrowname= 
|uthrowdmg=5% (hit 1), 2% (throw)
|uthrowdmg=5% (hit 1), 2% (throw)
|uthrowdesc=Brings the opponent above himself and slashes them upward. One of Wolf's most reliable combo starters along with down throw, and leads into a forward aerial or up aerial until around 10%-20%, which can then keep the opponent in a disadvantageous state.
|uthrowdesc=Throws the opponent upward and swipes outward above him, launching the opponent. A rather viable combo starter at low-mid percentages, being able to combo into his aerial attacks.
|dthrowname=Bottom Down ({{ja|ボトムダウン|Botomu Daun}})
|dthrowname= 
|dthrowdmg=8.5%
|dthrowdmg=8.5%
|dthrowdesc=A spinning {{iw|wikipedia|chokeslam}}. It launches opponents horizontally with low ending lag, allowing it to combo into a dash attack until around 15%-20%, or potentially set up [[tech-chase]]s if the opponent does not [[DI]] enough to act out of hitstun before hitting the ground. At around the 60%-100% range, it can also combo into Wolf Flash depending on character and DI (most notably works on floaty characters), though doing this close to an edge will cause Wolf to self-destruct in the process, making it a high risk, high reward combo.
|dthrowdesc=Hops up, holding the opponent's head, and slams them on the ground. Like up throw, it is a useful combo starter that can lead into some of Wolf's aerials, and even Wolf Flash as a risky KO setup.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=6%
|floorfdesc=Gets up and kicks backward, then forward.
|floorfdesc=Gets up and kicks in the front and in the back.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=6%
|floorbdesc=Gets up and punches forward, then kicks backward.
|floorbdesc=Gets up and punches forwards and kicks backwards.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Sweeps one leg around himself, starting from the front.
|floortdesc=Spins around, kicking foes with who are close.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
Line 160: Line 268:
|nsname=Blaster
|nsname=Blaster
|nspage=Blaster (Wolf)
|nspage=Blaster (Wolf)
|nsdmg=7% (bayonet), 6%/8%/7% (blast close-far)
|nsdmg=7% (bayonet), 6%/7%/8% (laser)
|nsdesc=Shoots a purple, arrowhead-shaped energy blast from his {{iw|lylatwiki|Blaster}}. It is reliable at both disrupting and forcing approaches, thanks to its decent lag and the energy blast's moderately large size and [[transcendent priority]]. Unlike most projectiles, it also has great utility in close-quarters combat, thanks to the Blaster's bayonet possessing its own hitbox. As a result, the bayonet is capable of inflicting damage alongside the energy blast. Altogether, these traits make it the centerpiece of Wolf's neutral game, and it is widely considered to be one of the best projectiles in the game.
|nsdesc=Wolf fires a single shot from his blaster. This move is the centerpiece of Wolf's neutral game and one of his most versatile moves, being able to disrupt approaches no matter the opponent's mobility, and can easily set up a pressure situation. Its unique close-range hitbox on the bayonet give it some utility in close combat, dealing substantial damage if it connects.
|ssname=Wolf Flash
|ssname=Wolf Flash
|ssdmg=3% (dash), 20% (meteor smash), 15% (semi-spike)
|ssdmg=3% (dash), 15% (sweetspot), 20% (meteor sweetspot)
|ssdesc=Dashes quickly at a diagonal angle, leaving a claw-shaped trail behind, alongside another trail in front of himself at the end of the dash. It can be slightly aimed up or down, the latter which allows it to hit most grounded opponents. The dash itself is very weak, but at the end, it possesses two, much stronger hitboxes; one closer to Wolf's center that [[meteor smash]]es aerial opponents, and another more in front of him that [[semi-spike]]s both grounded and aerial ones. The meteor hitbox deals extremely high damage with enough knockback to KO opponents at around 10% at ground level offstage, while the semi-spike can KO at around 120% from center stage and 75% near edges; as a result, it is one of Wolf's strongest finishers. However, it renders him [[helpless]], and has high landing lag (30 frames), making it very risky to use and requiring Wolf to choose between it or Fire Wolf for recovery.
|ssdesc=Wolf quickly propels himself diagonally upwards at a 35° angle, which can be slightly altered vertically depending on the input. The sweetspot is located at the center of Wolf near the end that [[meteor smash]]es airborne opponents. The sourspot at the end of the move [[semi-spike]]s instead. Both hitboxes, however, are extremely powerful, with both having great KO potential.
|usname=Fire Wolf
|usname=Fire Wolf
|usdmg=4% (hit 1), 2.5% (hits 2-4), 5% (grounded hit 5), 6% (aerial hit 5)
|usdmg=2% (hit 1), 1% (hits 2-8), 3% (hit 9 ground), 4% (hit 9 air)  
|usdesc=An energy-infused flying kick followed by a wheel kick. It propels Wolf in the chosen direction, though it is generally sub-par as a recovery option, due to its slow startup and short travel distance compared to other recovery options that can be aimed. The distance traveled is increased when traveling straight up over traveling at an angle. However, it works decently as an attack: it deals a high amount of damage if all of its hits connect, and its last hit can KO at around 150% from center stage and 95% at the edge, all of which make it a potent edgeguarding option when used correctly.
|usdesc=Wolf propels himself and kicks his opponent. The direction of the dash depends on which direction is held on the [[control stick]]. It works better as an attack as it does decent damage and can KO at high percentages. It is subpar as a recovery option, however, due to travelling very little distance no matter the direction aimed.
|dsname=Reflector
|dsname=Reflector
|dspage=Reflector (Wolf)
|dspage=Reflector (Wolf)
|dsdmg=4% (Reflector), 5% (reflection), 1.damage (reflected projectiles)
|dsdmg=4% (startup), x1.3 damage (reflected projectiles)
|dsdesc=Activates his Reflector to create an [[electric]]al force field around himself that [[reflect]]s incoming projectiles. Reflected projectiles deal more damage and travel at almost twice their original speed. Upon activation, the Reflector also grants Wolf brief [[intangibility]] (frames 5-8), and damages opponents in addition to launching them at a mostly vertical angle (65°), granting it some combo potential. There's also another hitbox that comes out once Wolf reflects a projectile that deals 5%. Unlike Fox's Reflector, Wolf's version does not stall him upon first use in the air.
|dsdesc=Wolf activates his Reflector around himself. All reflected projectiles deals more damage than they normally would and travels at almost twice the original speed. The Reflector damages nearby foes upon activation, and sends them at an angle that can actually start combos. Unlike Fox's Reflector, Wolf's version does not stall him in the air.
|fsname=Team Star Wolf
|fsname=Team Star Wolf
|fsdmg= 3% (reticle), 35% (lasers), 10% (ending)
|fsdmg= ?%
|fsdesc=Upon activation, Wolf shouts "Wolf Pack!" as a large red reticle appears in front of him that launches opponents and is immediately followed by a {{iw|lylatwiki|Wolfen}} flying from behind the screen where the reticle is located. Upon hitting an opponent, Wolf leaps upward to board his Wolfen and a cutscene begins with him joining the rest of {{iw|lylatwiki|Star Wolf}}. Wolf then says, "Grahaha! The hunt is on, boys!" (or "I've got you now, Star Fox!" if he hits {{SSBU|Fox}} or {{SSBU|Falco}}), as he and rest of Star Wolf fire their Wolfens' laser cannons at the trapped opponents. It deals a considerable amount of damage and launches the opponent horizontally after the cutscene ends.
|fsdesc=Upon activation, Wolf shouts "Wolf pack!", with a large red reticle appearing in front of him, as a Wolfen flies from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Wolf and his crew flying in a group of Wolfens, as Wolf himself says, "Grahaha! The hunt is on, boys!" (saying "I've got you now, Star Fox!" if he hits Fox or Falco), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=92 | rweight=53-58
| dash=2.09 | rdash=18-24
| run=1.54 | rrun=71
| walk=1.208 | rwalk=27-31
| trac=0.11 | rtrac=39-47
| airfric=0.004 | rairfric=83-84
| air=1.281 | rair=6-7
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.08 | raddaccel=16-24
| gravity=0.13 | rgravity=8-9
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32.02 | rjumpheight=50
| shorthop=15.38 | rshorthop=56
| djump=30.71 | rdjump=67
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Wolf English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Ejects from a Wolfen.
*Ejects from a Wolfen.
<gallery>
WolfOnScreenAppearanceSSBU.gif|Wolf's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Leans his head back and howls.
*'''Up taunt''': Leans his head back and howls.
*'''Side taunt''': Does a beckoning gesture with his fingers while smirking and asking "Are you scared?" ({{ja|どうした、どうした?|Doshita, doshita?}}, ''What's wrong, what's wrong?'').
*'''Side taunt''': Does a beckoning gesture with his fingers while smirking and saying "Are you scared?".
*'''Down taunt''': Kneels down, slaps the ground with one hand, and makes a howling-esque noise.
*'''Down taunt''': Kneels down, slaps the ground with one hand and makes howling-esque noise.
**'''[[Smash Taunt]]''': Kneels down before [[Star Fox Smash Taunt#Wolf O'Donnell|contacting Team Star Wolf]]. This can only be done on [[Lylat Cruise]] and is performed by tapping the down taunt command. Wolf will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Wolf is holding his pose before the conversation starts, it is canceled.
<gallery>
SSBUWolfTaunt1.gif|Wolf's up taunt.
SSBUWolfTaunt2.gif|Wolf's side taunt.
SSBUWolfTaunt3.gif|Wolf's down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle Pose]]s===
*Claws at the air.
*Claws at the air.
*Pretends to howl.
*Pretends to howl.
<gallery>
SSBUWolfIdle1.gif|Wolf's first idle pose.
SSBUWolfIdle2.gif|Wolf's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Wolf Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Wolf Cheer English PAL SSBU.ogg|center]]||[[File:Wolf Cheer Japanese SSBU.ogg|center]]||[[File:Wolf Cheer Italian SSBU.ogg|center]]||[[File:Wolf Cheer Dutch SSBU.ogg|center]]||[[File:Wolf Cheer French SSBU.ogg|center]]
|-
! scope="row"|Description
|*howl* || Uru - fu! (Wol - f!) || Wolf! Wolf! || Wolf! Wolf! *claps 3 times* || Wo - lf! *howl* Wo - lf!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Wolf Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Wolf Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Wolf Cheer Spanish PAL SSBU.ogg|center]]||[[File:Wolf Cheer Russian SSBU.ogg|center]]||[[File:Wolf Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Wolf! Wolf! *howl* || Wolf! -- Wolf! -- *howl* || Wolf! *howl* || Uru - feu!
|}
</div>
</div>
===[[Victory pose]]s===
===[[Victory pose]]s===
In any victory pose, there's a chance Wolf will say "Playtime's over, Star Fox!" ({{ja|遊びは終わりだ、スターフォックス!|Asobi wa owari da, Sutā Fokkusu!}}, ''Playtime is over, Star Fox!'') if Fox was present during the match.
In any victory pose, there's a chance Wolf will say "Playtime's over, Star Fox!" ({{ja|遊びは終わりだ、スターフォックス!|Asobi wa owarida, Sutā Fokkusu!}}, ''Playtime is over, Star Fox!'') if Fox or Falco were present during the match.
*'''Left:''' Raises his right hand towards his face. He then moves his arms in alternating circular motions before bringing his left arm towards his right side. He then concludes by swinging out his left arm while raising his right, assuming a martial arts stance. This may be in reference to his idle stance in ''Brawl''.
*Performs two slashes and a roundhouse kick, saying "You're good, but I'm better." ({{ja|貴様を倒すのはこの俺様だ!|Kisama o taosu no wa kono oresama da!}}, ''You will be defeated by the very me!'').
*'''Up:''' Performs two alternating slashes and then a wheel kick, saying "You're good, but I'm better." ({{ja|貴様を倒すのはこの俺様だ!|Kisama wo taosu no wa kono oresama da!}}, ''You will be defeated by the very me!''). After the kick, Wolf assumes a low-postured stance in which he raises his right arm behind himself while he holds out his left while smirking.
*Claws the air and poses.
*'''Right:''' While facing away from the camera, Wolf raises his right arm. He then turns quickly toward the camera, gesturing towards the screen with his claws. During the entirety of the pose, he scoffs and says "Weaklings, the lot of you." ({{ja|弱者どもめ。|Jakusha domo me.}}, ''Such weak ones.'')
*Raises an arm and turns toward the camera, saying "Weaklings, the lot of you." ({{ja|ふんっ、弱者ど|Fun, jakusha do.}}, ''Hmph, such weak ones.'').
[[File:StarFoxUniverseTheme.ogg|thumb|This victory theme is based upon the main theme of ''{{iw|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.]]
<gallery>
WolfVictoryPose1SSBU.gif
WolfVictoryPose2SSBU.gif
WolfVictoryPose3SSBU.gif
</gallery>
 
==In [[competitive play]]==
===Most historically significant 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 -->
 
''See also: [[:Category:Wolf players (SSBU)]]''


*{{Sm|Atelier|Japan}} - One of the first successful Wolf players, thanks his victory at {{Trn|Sumabato SP 3}} and his 7th-place finish at {{Trn|Sumabato SP 6}}. Although he later picked up {{SSBU|Pokémon Trainer}} as a co-main, he remains a prominent Wolf player and has been one of the best Wolf players since 2022, placing 7th at both {{Trn|Maesuma TOP 9}} (where he primarily played Wolf) and {{Trn|Umebura SP 9}} (with only Wolf).
==In competitive play==
*{{Sm|Charliedaking|USA}} - One of the best Wolf players in the world in 2020 and 2021, raking in several high major placements including 7th at {{Trn|Temple: Hermès Edition}} and 9th at {{Trn|GENESIS 7}} and {{Trn|Glitch 8.5 - Konami Code}}; and defeating {{Sm|Dabuz}} and {{Sm|Cosmos}} at {{Trn|Smash Ultimate Summit 3}}. Since then, he has largely disappeared from the global scene, only appearing at [[SoCal]] weeklies and regionals.
===Notable players===
*{{Sm|Jakal|USA}} - One of the best Wolf players in the world since 2021. His most notable accomplishment was finishing 2nd at {{Trn|Crown the Third}} defeating {{Sm|Sparg0}}, {{Sm|MkLeo}}, and {{Sm|Shuton}}, the best Wolf placement since the early months of ''Ultimate''. Outside of Crown the Third, his best results also include 5th at both {{Trn|Super Smash Con: Fall Fest}} and {{Trn|MAJOR UPSET}}.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Larry Lurr|USA}} - Began playing Wolf alongside {{SSBU|Falco}} in mid-2019 and was one of the best Wolf players in North America from then until early-2022. With Wolf, he most notably double-eliminated {{Sm|MkLeo}} to place 2nd at {{Trn|G4 Smash Ultimate Invitational}}, and placed 9th at both {{Trn|2GG: SwitchFest 2019}} and {{Trn|Thunder Smash 3: Clash of the Pandas}}, defeating {{Sm|VoiD}} in the former and {{Sm|Marss}} in the latter.
*{{Sm|Zackray|Japan}} - Placed 1st at [[Tournament:Sumabato SP|Sumabato SP]] and [[Tournament:Umebura SP 2|Umebura SP 2]].
*{{Sm|Masha|Japan}} - A hidden boss in Japan up until 2022, with his most notable accomplishment as a hidden boss being placing 4th at {{Trn|Sumabato SP 5}}. Since then, he has been considered one of the best Wolf players in the world, placing 7th at both {{Trn|Maesuma TOP 9}} and {{Trn|JAPAN 24}} as well as 9th at {{Trn|Kagaribi 11}}, and frequently placing top 8 at superregionals, most notably winning {{Trn|Chūbu Smash Chronicle 2}}.
*{{Sm|Oryon|France}} - First known for defeating {{Sm|Abadango}} to place 4th at {{Trn|Stunfest 2019}}, and has since become Europe's premier Wolf player, with notable placements such as 4th at {{Trn|ICARUS 2023}}, 7th at {{Trn|King Con}}, and 9th at {{Trn|Albion 4}}, and a notable win over {{Sm|Tea}} at {{Trn|L'Odyssée - Chant I}}. He has also seen some success outside of Europe, with his best placements being 13th at {{Trn|GENESIS 8}} and 25th at {{Trn|GENESIS X}}.
*{{Sm|Ouch!?|Canada}} - First known for his dominance in the [[Pacific Northwest]] region which began the same year. He gained further recognition after placing 3rd at {{Trn|Battle of BC 4}}, with a massive Loser's run that saw him eliminate {{Sm|Riddles}}, {{Sm|Shuton}}, and {{Sm|Kome}}. He has since established himself as one of the best Wolf players in the world, placing 7th at {{Trn|Battle of BC 6}} and 9th at both {{Trn|Mainstage 2022}} and {{Trn|GENESIS 9}}.
*{{Sm|Zackray|Japan}} - The best Wolf player of all time, and Wolf's primary representative during the early metagame, using him to win {{Trn|Umebura SP 2}} and place 2nd at {{Trn|2GG: Prime Saga}}, 5th at {{Trn|GENESIS 6}}, and 7th at {{Trn|EVO 2019}}. His victory at Umebura SP 2 remains the only major win for a player who primarily played Wolf. Following {{Trn|Super Smash Con 2019}}, he began playing other characters over Wolf, and ultimately dropped the character by the end of 2019.
 
===Tier placement and history===
For most of competitive ''Ultimate'', Wolf was considered an incredibly popular pick in competitive play. This was especially true in the game's first few months, where players recogonized that Wolf's buffs from ''[[Brawl]]'', which gave him a powerful projectile courtesy of his Blaster, effective combos due to his modified physics, and a notorious [[edgeguard]]ing tool in his down smash, allowed him to dictate the flow of battle through use of his Blaster, overall speed, and combo ability. As such, Wolf was arguably the most popular character in the early metagame, ranking 1st for January-June 2019 and 2nd for July-December 2019 for character representation by [[OrionRank]], and was regularly one of the most used characters at majors, including being the most used character in {{Trn|Pound 2019}}'s top 128<ref>{{cite web|url=https://www.eventhubs.com/news/2019/apr/21/wolf-pack-came-out-full-force-super-smash-bros-ultimate-during-pound-2019-here-are-top-128-character-usage-stats/|title=The Wolf pack came out in full force for Super Smash Bros. Ultimate during Pound 2019, here are the top 128 character usage stats}}</ref> and the third-most used character in {{Trn|EVO 2019}}'s top 256.<ref>{{cite web|url=https://www.eventhubs.com/news/2019/aug/04/super-smash-bros-ultimate-usage-stats-evo-2019/|title=Yoshi, Fox, and Wolf were the three most used characters in Super Smash Bros. Ultimate top 256 at EVO 2019}}</ref> Spearheading Wolf's huge playerbase was {{Sm|Zackray}}, who regularly finished top 8 at majors and even won {{Trn|Umebura SP 2}}, the only major win from a player who primarily played Wolf. In addition, several top players also had pocket Wolves that they used on occasion, including {{Sm|MkLeo}} and {{Sm|Tweek}}, the two best players in the world at that time. Tweek especially used both {{SSBU|Wario}} and Wolf to win {{Trn|Frostbite 2019}}. Wolf's strengths and popularity led many to consider him as one of the best characters in the game.
 
Despite his popularity, as time went on, Wolf's weaknesses became more apparent: his linear recovery left him vulnerable to edgeguards and gimping, while his falling speed left him vulnerable to combos. In addition, subsequent patches nerfed his down smash's knockback, which further hurt Wolf's KO ability, as his other best KO options often had high starting lag. Initially, this led several of his best players to drop him, most notably Zackray; however, other Wolf players were still able to fill that void, such as {{Sm|Atelier}}, {{Sm|Jakal}}, and {{Sm|Ouch!?}}, and as such, Wolf's representation remained in the top 10 for the following few years. However, none of these players were able to reach the top-level consistency that Zackray had; in fact, Atelier and Jakal themselves were notoriously inconsistent in competitive play. As such, opinions on Wolf would mellow out significantly as time went on, with more and more players believing he was overrated. This was reflected in Wolf's ranking on the first tier list, where he was ranked 11th in the upper half of S- tier. Although he remained a top tier, he was no longer considered one of the best characters in the game.
 
Following the second tier list, Wolf's position in the metagame weakened even more, with his best players remaining inconsistent and his playerbase becoming stagnant. Wolf's decline during this time was the most apparent by the end of 2023, where for the first time ever Wolf's representation was not among the top 10, instead ranking 15th for July-December 2023. In addition, despite having four players who mained Wolf on [[LumiRank 2023]]'s top 100, not a single one of them was ranked in the top 50. This decline led to Wolf dropping 10 spots on the second tier list to 21st, now ranking in the bottom half of A tier and tied for the second-largest drop from the first tier list.


=={{SSBU|Classic Mode}}: Reunited Roster==
=={{SSBU|Classic Mode}}: Reunited Roster==
[[File:SSBU Congratulations Wolf.png|thumb|Wolf's congratulations screen.]]
Wolf fights fighters who are veterans that didn't appear in ''Super Smash Bros. 4''.
Wolf's opponents, like himself, are veterans who were absent from ''[[Super Smash Bros. 4]]''. The boss of this route is [[Galleom]], who was also absent from ''Smash 4''. Notably, Young Link and Pichu were also absent from ''Brawl''.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Ice Climbers|SSBU|hsize=20px}}||[[Summit]]||''{{SSBUMusicLink|Ice Climber|Ice Climber (Melee)}}''||
|1||{{SSBU|Ice Climbers}}||[[Summit]]||''{{SSBUMusicLink|Ice Climber|Ice Climber (Melee)}}''||
|-
|-
|2||{{CharHead|Young Link|SSBU|hsize=20px}}||[[Great Bay]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Melee)}}''||
|2||{{SSBU|Young Link}}||[[Great Bay]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Melee)}}''||
|-
|-
|3||{{CharHead|Pichu|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}''||
|3||{{SSBU|Pichu}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}''||
|-
|-
|4||{{CharHead|Squirtle|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}''||Squirtle's {{SSBU|Pokémon Trainer}} is absent.
|4||{{SSBU|Squirtle}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}''||Squirtle's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|5||{{CharHead|Ivysaur|SSBU|hsize=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||Ivysaur's Pokémon Trainer is absent.
|5||{{SSBU|Ivysaur}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle (Dialga/Palkia) / Spear Pillar}}''||Ivysaur's Pokémon Trainer is absent.
|-
|-
|6||{{CharHead|Snake|SSBU|hsize=20px}}||[[Shadow Moses Island]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''||
|6||{{SSBU|Snake}}||[[Shadow Moses Island]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||
|Final||[[Galleom]]||?||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||
|}
|}
[[Credits]] roll after completing Classic Mode. Completing it as Wolf has ''{{SSBUMusicLink|Star Fox|Star Wolf}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-44Wolf.jpg|thumb|Finding Wolf in World of Light|left]]
Although Wolf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Wolf does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Wolf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Mysterious Dimension]] in [[The Dark Realm]]. The player must defeat the [[Andross]] [[List of spirits (Star Fox series)#Andross (Star Fox 64 3D)|(Star Fox 64 3D)]] spirit, which is the answer to a given question ("Who among these spirits is a scientist?"), to reveal a path leading to a wrecked airplane. His unlock battle is on the plane's tail, just to the left of the [[Krystal]] [[List of spirits (Star Fox series)#Krystal|spirit]].
Wolf was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the Mysterious Dimension in the Dark Realm. The player must defeat the [[Andross]] spirit (which is the answer to a given question) to reveal a path leading to a wrecked airplane. His unlock battle is on the plane's tail (just to the left of the [[Krystal]] spirit).
{{clrl}}
 
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|44
|[[File:Wolf SSBU.png|center|64x64px]]
|Wolf
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
|11,800
|[[Lylat Cruise]] ([[Ω form]])
|''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''
|}
{{clr}}


==[[Spirit]]==
==[[Spirit]]s==
Wolf's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Wolf has been unlocked. Unlocking Wolf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Wolf's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Wolf in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Wolf O'Donnell.png|384. '''''Wolf O'Donnell'''''
Wolf Spirit.png|384. '''''Wolf O'Donnell'''''
</gallery>
</gallery>
</center>
</center>
==In Spirit Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|398
|{{SpiritTableName|Panther Caroso|link=y|size=64}}
|''Star Fox'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|1,800
|[[Corneria]]
|N/A
|•The enemy has increased move speed
|{{SSBUMusicLink|Star Fox|Star Wolf}}
|
|-
|399
|{{SpiritTableName|Wolfen|link=y|size=64}}
|''Star Fox'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Brown}}
|{{SpiritType|Neutral}}
|9,200
|[[Venom]] ([[Battlefield form]])
|N/A
|•The enemy's FS Meter charges quickly<br>•The enemy has increased attack power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|
|-
|446
|{{SpiritTableName|Cubone|size=64}}
|''Pokémon'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Grab}}
|1,700
|[[Luigi's Mansion]]
|•Item: [[Boomerang]]
|•Take your strongest team into this no-frills battle<br>•''The enemy starts the battle with a Boomerang''
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|
|-
|479
|{{SpiritTableName|Houndoom|size=64}}
|''Pokémon'' Series
|•Curry {{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|4,100
|[[Kalos Pokémon League]] (Blazing Chamber only)
|N/A
|•The enemy breathes fire
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|-
|492
|{{SpiritTableName|Absol|size=64}}
|''Pokémon'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|2,000
|[[Spear Pillar]] (hazards off)
|N/A
|•The enemy starts the battle with a [[Death's Scythe]]
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}}
|
|-
|522
|{{SpiritTableName|Zoroark|link=y|size=64}}
|''Pokémon'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Grey}}×3
|{{SpiritType|Attack}}
|3,500
|[[Prism Tower]]
|N/A
|•Only certain Pokémon will emerge from Poké Balls (Zoroark)<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}
|
|-
|600
|{{SpiritTableName|Bio Rex|iw=fzerowiki|size=64}}
|''F-Zero'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|1,900
|[[Port Town Aero Dive]]
|•Item Tidal Wave
|•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}
|
|-
|672
|{{SpiritTableName|Gangrel|iw=fireemblem|size=64}}
|''Fire Emblem'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Attack}}
|3,700
|[[Find Mii]] ([[Ω form]])
|N/A
|•Defeat the main fighter to win<br>•The enemy has increased attack power
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|
|-
|796
|{{SpiritTableName|Sonic the Werehog|size=64}}
|''Sonic The Hedgehog'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|4,200
|[[Luigi's Mansion]]
|•Move Speed ↓<br>•Attack Power ↑<br>•Hazard: Fog
|•The stage is covered in fog<br>•The enemy's physical attacks have increased power<br>•The enemy has increased attack power
|{{SSBUMusicLink|Sonic The Hedgehog|Knight of the Wind}}
|
|-
|959
|{{SpiritTableName|Mumkhar|size=64}}
|''Xenoblade Chronicles'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}} (140 HP)
|{{SpiritType|Attack}}
|3,800
|[[Gaur Plain]] (hazards off)
|•Metal Shift<br>•Giant
|•The enemy is giant when the enemy's at high damage<br>•The enemy will occasionally turn metal when the enemy's at high damage<br>•[[Stamina battle]]
|{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}}
|
|-
|976
|{{SpiritTableName|Gangster, Lady, & Policeman|size=64}}
|''Hogan's Alley''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|1,700
|[[Tomodachi Life]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}
|Gangster
|-
|1,073
|{{SpiritTableName|Werewolf|size=64}}
|''Castlevania'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|3,600
|[[Luigi's Mansion]] ([[Battlefield form]])
|N/A
|•The enemy's physical attacks have increased power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Castlevania|Crash in the Dark Night}}
|
|-
|1,254
|{{SpiritTableName|Toy Poodle|size=64}}
|''Nintendogs'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}×3<br>•Ally: {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|3,900
|[[Living Room]]
|•Assist Trophy Enemies ([[Nintendog]])
|•Join forces with a CPU ally<br>•Hostile assist trophies will appear<br>•The enemy has increased move speed
|{{SSBUMusicLink|Other|Bathtime Theme}}
|
|-
|1,363
|{{SpiritTableName|Iori Yagami|link=y|size=64}}
|''THE KING OF FIGHTERS'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Red}} (140 HP) {{Head|Wolf|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|9,500
|[[Reset Bomb Forest]] (forest)
|•Jump Power ↓
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•All fighters have reduced jump power
|{{SSBUMusicLink|Fatal Fury|Stormy Saxophone 2 - KOF '96}}
|[https://snk.fandom.com/wiki/Orochi_Iori Orochi Iori] (red costume)
|-
|1,447
|{{SpiritTableName|Vincent|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Neutral}}
|3,500
|[[Luigi's Mansion]]
|•Defense ↑<br>•Giant
|•The enemy is giant when the enemy's at high damage<br>•The enemy has increased defense when the enemy's at high damage<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Castlevania|Nothing to Lose}}
|Galian Beast
|}
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|395
|{{SpiritTableName|Leon Powalski|link=y|size=64}}
|''Star Fox'' Series
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Green}}<br>•Ally: {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|3,700
|[[Venom]] ([[Ω form]])
|N/A
|•You lose if your CPU ally is KO'd
|{{SSBUMusicLink|Star Fox|Star Wolf's Theme / Sector Z (for 3DS / Wii U)}}
|Wolf O'Donnell
|-
|396
|{{SpiritTableName|Pigma Dengar|link=y|size=64}}
|''Star Fox'' Series
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Shield}}
|4,300
|[[Lylat Cruise]] ([[Battlefield form]])
|•Move Speed ↑
|•Defeat the main fighter to win<br>•The enemy has increased move speed when the enemy's at high damage<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|Wolf O'Donnell
|-
|916
|{{SpiritTableName|Geo Stelar & Omega-Xis|customname=[https://megaman.fandom.com/wiki/Geo_Stelar Geo Stelar] & [https://megaman.fandom.com/wiki/Omega-Xis Omega-Xis]|size=64}}
|''Mega Man Star Force'' Series
|•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|3,900
|[[Moray Towers]]
|•Hazard: Zap Floor
|•The floor is electrified
|{{SSBUMusicLink|Mega Man|Shooting Star}}
|[https://megaman.fandom.com/wiki/Omega-Xis Omega-Xis]
|-
|1,368
|{{SpiritTableName|Zacian & Zamazenta|size=64}}
|''Pokémon'' Series
|•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|13,900
|[[Spear Pillar]] ([[Ω form]])
|N/A
|•The enemy starts the battle with a [[Killing Edge]]<br>''•The enemy starts the battle with a [[Back Shield]]''
|{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}
|{{pkmn|Zamazenta}}
|-
|1,423
|{{SpiritTableName|H'aanit & Ophilia|size=64}}
|''OCTOPATH TRAVELER''
|•{{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|9,200
|[[Summit]] ([[Battlefield form]])
|•Health Recovery
|•The enemy's ranged weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•The enemy is healed significantly when the enemy's at high damage
|{{SSBUMusicLink|Other|Battle Start - Fossil Fighters: Frontier}}
|Linde
|}


==[[Alternate costume (SSBU)#Wolf|Alternate costumes]]==
==[[Alternate costume (SSBU)#Wolf|Alternate costumes]]==
Line 665: Line 363:
Wolf amiibo.png|Wolf's [[amiibo]].
Wolf amiibo.png|Wolf's [[amiibo]].
SSBU Wolf Number.png|Wolf's fighter card.
SSBU Wolf Number.png|Wolf's fighter card.
Wolf unlock notice SSBU.jpg|Wolf's unlock notice.
SSBUWebsiteWolf1.jpg|Wolf [[taunting]] on [[Corneria]].
SSBUWebsiteWolf1.jpg|Wolf [[taunting]] on [[Corneria]].
SSBUWebsiteWolf2.jpg|Posing with his {{b|Blaster|Wolf}} in [[Skyloft]].
SSBUWebsiteWolf2.jpg|Posing with his {{b|Blaster|Wolf}} in [[Skyloft]].
Line 674: Line 371:
SSBUWebsiteChrom5.jpg|Wolf, {{SSBU|Lucario}} and Fox sleeping around {{SSBU|Chrom}} with [[Super Leaf]] equipped on [[Living Room]].
SSBUWebsiteChrom5.jpg|Wolf, {{SSBU|Lucario}} and Fox sleeping around {{SSBU|Chrom}} with [[Super Leaf]] equipped on [[Living Room]].
SSBUWebsite5.jpg|Firing his Blaster on Corneria.
SSBUWebsite5.jpg|Firing his Blaster on Corneria.
SSBUWebsiteKazuya3.jpg|Getting attacked by {{SSBU|Kazuya}} on [[Great Bay]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=YLG2LGY95f4}}
{{#widget:YouTube|id=YLG2LGY95f4}}


==Trivia==
==Trivia==
{{ImageCaption|File:Wolf left foot error 1 (forward tech).jpg|File:Wolf left foot error 2 (up victory pose).jpg|width1=160x160px|width2=160x160px|align  = right|caption=Wolf's left foot being twisted around during his<br>forward tech rolling animation (left) and on his<br>"Up" victory pose on the Results Screen (right).}}
*There are a few inconsistencies between Wolf's official render and his in-game model. The soles of his boots are blue in his official render while they are red in his in-game model, the straps behind his right shin guard are white instead of black, and his jacket and gloves are dark purple instead of light purple. <ref>[https://www.youtube.com/watch?v=62uBiZfw9w0&t=0m13s]</ref> <ref>[https://www.youtube.com/watch?v=7B4w2Tsy9PE&t=0m4s]</ref>
*Early gameplay footage of Wolf in ''Ultimate'' contains a few inconsistencies between his official render and his in-game model. The soles of his boots are blue in his official render while they were red in his in-game model, the straps behind his right shin guard were white instead of black, and his jacket and gloves were a dark purple color instead of light purple.<ref>[https://www.youtube.com/watch?v=62uBiZfw9w0&t=0m13s]</ref><ref>[https://www.youtube.com/watch?v=7B4w2Tsy9PE&t=0m4s]</ref>
**Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
**Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
**Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the ''Smash Bros. Ultimate'' official website.
**They are also present in {{SSBU|Fox}}, {{SSBU|Mewtwo}}, and {{SSBU|Corrin}}'s character showcase videos.
**They also appear in {{SSBU|Mewtwo}}'s character showcase video.
**Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the ''Ultimate'' official website.
*The visual effects for all of Wolf's claw-based attacks displays three slashes despite Wolf using four fingers to strike.
**The black bootstraps in his render are themselves an inconsistency, as they are purple in his in-game model.
*If Wolf wins a match with Fox present, there's a chance he will say, "Playtime's over, Star Fox!" in one of his victory animations, just like he did in ''Brawl''. However, this line is not present in the [[Sound Test]].
*Wolf is the only playable ''Star Fox'' character:
*Wolf is the only playable ''Star Fox'' character whose Fighter Spirit does not use artwork from ''Star Fox Zero''.
**Whose [[neutral attack]] does not transition into a rapid jab.
*Wolf’s Fighter description in the “Tips” section is the only one to mention a previously canceled video game, being ''{{iw|lylatwiki|Star Fox 2}}''.
**Whose [[down smash]] doesn't hit simultaneously on both sides.
**Whose [[forward aerial]] does not hit multiple times.
**Who does not use his Blaster for any of his throws.
**Whose [[side special]] still puts him in helpless.
**Who does not face [[Master Hand]] and/or [[Crazy Hand]] as the final boss in Classic Mode.
**Whose [[fighter spirit]] does not use artwork from ''Star Fox Zero''; in Wolf's case, it is his artwork from ''Star Fox: Assault'', which was previously used for Wolf's design in ''Brawl''.
**Whose English voice actor from ''Brawl'' reprises his role in ''Ultimate'', while Fox and Falco's voice actors were changed from ''Brawl'' to ''Smash 4'', which is retained in ''Ultimate''.
***Wolf (in English) is also the only ''Star Fox'' character in ''Ultimate'' (in either English or Japanese) whose voice actor reprises his role from a previous ''Smash'' game, as his, Fox, and Falco's Japanese voice actors were all changed in ''Ultimate'' from previous games.
*The visual effects for all of Wolf's claw-based attacks display three slash trails, despite attacking with four fingers.
*Prior to update 8.0.0, Wolf's unique voice clip when winning against Fox ("Playtime's over, Star Fox!") was not present in the [[Sound Test]]. Fox, {{SSBU|Simon}}, {{SSBU|Palutena}}, and {{SSBU|Lucina}} also shared this distinction.
*There's been a change in Wolf's in-game model that's not present on either his official artwork or amiibo. Additional straps were added to his shin guards that match the color of the bands on his gloves.
*Unlike in ''Brawl'', looking through Wolf's eyepatch reveals that the eye socket is empty.
*Wolf uses his left hand for his forward smash but uses his right hand to fire his Blaster. This shows that Wolf has some kind of cross-dominance.
*Navigating the camera around Wolf's model reveals that there are a few gaps in some parts of his body including:
**Between the bandana and collar in the back.<ref>[https://imgur.com/ZdZIT1w]</ref>
**Between the left side of his waist and jacket. It's more noticeable to see in [https://youtu.be/kfvFRXp_zQU?t=184 this video].<ref>[https://imgur.com/6sRdaKT]</ref><ref>[https://imgur.com/cpVku6o]</ref>
**Underneath between his jacket and lower waist.<ref>[https://imgur.com/NTJWXJV]</ref><ref>[https://imgur.com/FqtmmxC]</ref>
***Additionally, Wolf's zipper disconnects from his jacket when performing certain animations such as his idle pose or hanging on an edge. This also happens with {{SSBU|Falco}}.
***Certain animations will also cause the nape of Wolf's neck to detach from his bandanna, exposing a gap.
*There is an animation error with Wolf's forward teching animation; his left foot will be twisted the other way when rolling.
**The same thing happens for exactly 1 frame during the roundhouse kick segment of his up-inputted victory pose.
*When Wolf walks off a platform with his left leading foot, his body becomes slightly disfigured. This is better seen when playing the game in slow motion.
**Additionally, if he throws an item upward while airborne, both his arms will be dis-positioned before snapping back to normal.
*Wolf, {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Young Link}}, {{SSBU|Roy}}, and {{SSBU|Chrom}} are the only characters that use their crouching animation from their previous ''Super Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).
**This makes Wolf, Marth, and Lucina the only characters to have both updated idle and crouching animations, but will transition to their previous animations when holding a small item.
*Much like in ''Brawl'', Wolf's supine floor attack is the only arm-based attack that involves him punching rather than using his claws.
*Despite Wolf's design changing from ''Brawl'', the [[Star Fox Smash Taunt]] reuses his design from ''Brawl''. This is also the case with Fox and Falco.
*If Fox is present in the match, the lasers fired from Wolf's Blaster generate a black smoke effect when hitting an opponent, an item, or a wall, much like the lasers fired from Fox's Blaster.
*Wolf's [https://www.nintendo.com/amiibo/detail/wolf-amiibo-super-smash-bros-series/ description] from the North American [[amiibo]] website is based on his trophy description from ''Smash 4''.
*Interestingly, Wolf's up taunt finishes faster when facing left if uninterrupted. A similar situation occurs with both {{SSBU|Hero}} (up and down taunts) and {{SSBU|Kazuya}} (up taunt).
*While Wolf's design in ''Ultimate'' was based on his appearance in ''Star Fox Zero'', his outfit is entirely original, most likely because he lacks any full-body appearance in-game, with both his headshot while speaking and the view of him in the cockpit of his Wolfen only showing his head and a small part of his outfit.
**However, the design of his outfit in ''Ultimate'' does not appear to match with the small amount of his outfit that is visible in ''Star Fox Zero''.
*Masahiro Sakurai showed an early version of Wolf's taking damage animation in a [[YouTube]] video, notably with a different facial expression that was changed to be more exaggerated.<ref>[https://www.youtube.com/watch?v=TUHL7Ex-RH8 Facial Animations <nowiki>[Animation]</nowiki>]</ref>


==References==
==References==
Line 730: Line 393:
[[Category:Wolf (SSBU)| ]]
[[Category:Wolf (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Wolf (SSBU)]]

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)

Templates used on this page:

This page is a member of 1 meta category: