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|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = S- | ||
|ranking = | |ranking = 11 | ||
}} | }} | ||
'''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. | '''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. | ||
Jay Ward, Wolf's English voice actor from ''Brawl'' and ''{{iw|lylatwiki|Starlink: Battle for Atlas}}'', reprises his role with new voice clips that | Jay Ward, Wolf's English voice actor from ''Brawl'' and ''{{iw|lylatwiki|Starlink: Battle for Atlas}}'', reprises his role albeit with new voice clips that make Wolf sound akin to his appearance in ''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}}''. | ||
Wolf is ranked | Wolf is ranked 11th out of 82 on the current [[tier list]], placing him in the S- tier. This is a notable 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 | 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 have difficulty scoring KO's since his most potent finishers have long startup. | ||
Moreover, Wolf has the tools to deal with every character in the game and a solid fundamental gameplan for players to pick up. He is like a glass cannon in some ways being able to dish out damage with a strong neutral and advantage but at the same time avoiding those disadvantageous situations. Wolf has attained a lot of representation across the board through Ultimate's lifespan so far, being among one of the most-played characters in tournaments in 2019, resorting to several top players having a pocket Wolf. He is still relatively popular in today's meta, mainly piloted by players, such as {{Sm|Jakal}}, {{Sm|Ouch!?}}, {{Sm|Larry Lurr}}, and {{Sm|Oryon}}. | |||
==How to unlock== | ==How to unlock== | ||
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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 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 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. | 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. [[Forward smash]] has slow startup, but is very powerful and has deceptively low ending [[lag]], 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, 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. | 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. | ||
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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. | 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. | ||
Other notable finishers are his | 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 | 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 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. | 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. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Wolf | Wolf received some of the most noticeable changes of any returning [[veteran]], similarly to {{SSBU|Link}} and {{SSBU|Mr. Game & Watch}}. Aesthetically, most of his moveset has been reanimated to look more polished and further differentiated from {{SSBU|Fox}}. Mechanically, Wolf received a mix of buffs and nerfs in his transition from ''Brawl'', but has been buffed significantly overall. | ||
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 | 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 which improve his [[neutral game]]. | ||
Wolf's | Wolf's aerial attacks have also seen improvements: his new [[neutral aerial]] gives Wolf 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). Wolf's grab game also received some noteworthy buffs, now having a KO option in his [[back throw]], and useful combo starters in his [[up throw]] and [[down throw]]. Finally, [[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 making the clean hit easier to land. | ||
Wolf also heavily benefits from the changes to gameplay mechanics. | Wolf also heavily benefits from the changes to gameplay mechanics. The new [[air dodge]] mechanics, as well as the changes to [[hitstun canceling]], allow him to combo and juggle his opponents for a longer period of time, especially paired with his improved mobility; he has gained not only several more ways to start combos (such as with a landing up aerial, or a [[down aerial]] on grounded opponents), but also KO setups into his powerful 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. Lastly, the new ledge mechanics and the removal of [[chain grab]]bing and [[meteor cancel]]ing also significantly improve his survivability, while the latter change makes 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, | 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, he has a more difficult time scoring KOs as his finishers are much harder to land in general, forcing him to either time them precisely or lure the opponent into them; while he does possess KO setups into Wolf Flash offstage, they are extremely risky, as Wolf will [[self-destruct]] more often than not and the opponent can [[DI]] to avoid them. | ||
Additionally, several of Wolf's moves have less range to varying degrees. | Additionally, several of Wolf's moves have less range to varying degrees. For example, 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, making him more susceptible to [[edgeguarding]] than in ''Brawl''. Wolf's neutral and forward aerials, while possessing greater combo ability and safety, are also weaker, with the former also having slower startup, and the latter no longer being a reliable KO option. Finally, Wolf's new down throw is less effective for [[tech-chasing]] and setting up edgeguards because of its higher launch angle. | ||
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, | 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 | Overall, Wolf's nerfs are 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. So far, Wolf has managed to achieve excellent representation and results thanks to {{Sm|Zackray}} winning multiple Japanese majors with him, as well as numerous other top players such as {{Sm|MkLeo}} and {{Sm|Tweek}} placing favorably with him in tournaments. However, Wolf's results have become worse over time as Zackray (who was his strongest player) and MkLeo have both dropped him. However, Tweek has continued to use him alongside {{SSBU|Wario}} and {{SSBU|Pokémon Trainer}}. As such, Wolf's viability has been questionable as players are debating on whether Wolf is as good as originally imagined. Regardless, his playerbase continues to achieve great results, and he is widely agreed to be significantly better than he was in ''Brawl''. | ||
{{SSB4 to SSBU changelist|char=Wolf}} | {{SSB4 to SSBU changelist|char=Wolf}} | ||
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|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 | |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 Sukurachi}}) | ||
|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=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. | ||
|ftiltname=Dual Burst ({{ja| | |ftiltname=Dual Burst ({{ja|デュアル|Duaru Bāsuto}}) | ||
|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=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. | ||
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|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=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. | ||
|dashname=Shooting Kick ({{ja|シューティングキック| | |dashname=Shooting Kick ({{ja|シューティングキック|Shūttingu Kikku}}) | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|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=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. | ||
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|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=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. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with his right arm | |grabdesc=Reaches out with his right arm. | ||
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname=Short Scratch ({{ja|ショートスクラッチ|Shōto Sukuratchi}}) | |fthrowname=Short Scratch ({{ja|ショートスクラッチ|Shōto Sukuratchi}}) | ||
|fthrowdmg=5% (hit 1), 4% (throw) | |fthrowdmg=5% (hit 1), 4% (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=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. | ||
|bthrowname=Scratch Upper ({{ja|スクラッチアッパー| | |bthrowname=Scratch Upper ({{ja|スクラッチアッパー|Sukurachi Appā}}) | ||
|bthrowdmg=6% (hit 1), 5% (throw) | |bthrowdmg=6% (hit 1), 5% (throw) | ||
|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=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. | ||
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|fsdmg= 3% (reticle), 35% (lasers), 10% (ending) | |fsdmg= 3% (reticle), 35% (lasers), 10% (ending) | ||
|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!" 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. | ||
}} | }} | ||
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*Pretends to howl. | *Pretends to howl. | ||
<gallery> | <gallery> | ||
SSBUWolfIdle1.gif|Wolf's first idle pose | SSBUWolfIdle1.gif|Wolf's first idle pose | ||
SSBUWolfIdle2.gif|Wolf's second idle pose | SSBUWolfIdle2.gif|Wolf's second idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Initial opinions of Wolf were mixed before the release of ''Ultimate'', with players noting the loss of his renowned back aerial and powerful [[DACUS]], reduced invincibility from {{b|Reflector|Wolf}}, and [[Wolf Flash]] still causing helplessness, which was a big detriment compared to {{SSBU|Fox}} and {{SSBU|Falco}}'s respective side specials. However, players began to realize the effectiveness of Wolf's buffs past the game's release, as it gave him a powerful projectile courtesy of his Blaster, effective combos due to his modified physics, and a notorious [[edgeguard]]ing tool in down smash, which kept its high power despite being nerfed twice through game updates. This caused Wolf to gain a renowned, controllable [[neutral game]], allowing him to dictate the flow of battle through use of his Blaster, overall speed, and combo ability. | |||
As a result, Wolf has consistently been a very popular pick in competitive play since ''Ultimate'''s early lifespan; he has been the most used character in many competitive events, including {{Trn|Pound 2019}}<ref>[https://web.e-gsol.in/2019/04/22/the-wolf-pack-came-out-in-full-force-for-super-smash-bros-ultimate-during-pound-2019-here-are-the-top-128-character-usage-stats-eventhubs/]</ref>, {{Trn|EVO 2019}}, <ref>[https://www.eventhubs.com/news/2019/aug/04/super-smash-bros-ultimate-usage-stats-evo-2019/]</ref> and {{Trn|Valhalla III}}<ref>[https://www.eventhubs.com/news/2020/jan/12/wolf-chrom-and-peach-were-frequent-picks-valhalla-3s-super-smash-bros-ultimate-event-while-fox-and-falco-were-picks-melee/]</ref>. In addition, many professional players have attained strong results with the character, and players in general have agreed that Wolf is potentially one of the best characters in the game, with players such as {{Sm|Tweek}} believing the character is top 3 in the game. | |||
However, Wolf's weaknesses have become more exploitable as the meta evolved, with his strongest mains either dropping him ({{Sm|Zackray}}) or moving to other characters (Tweek). In addition, due to the additions of strong characters such as {{SSBU|Pyra}}/{{SSBU|Mythra}} and {{SSBU|Steve}}, Wolf's position in the metagame began to drop as many players left Wolf out of conversations on the best character in the game. Despite these issues, however, Wolf continues to be a popular character following the pandemic, with players such as {{Sm|Charliedaking}}, {{Sm|Jakal}}, and {{Sm|Ouch!?}} achieving strong results at major events. Despite having slipped in players' tier lists, many players and professionals such as {{Sm|Dabuz}} and {{Sm|MkLeo}} still consider the character to be top tier, making him ranked 11th on the first and current tier list. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
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''See also: [[:Category:Wolf players (SSBU)]]'' | ''See also: [[:Category:Wolf players (SSBU)]]'' | ||
*{{Sm|Atelier|Japan}} - One of the | *{{Sm|Atelier|Japan}} - One of the best Wolf players in Japan. Placed 1st at {{Trn|Sumabato SP 3}}, 2nd at {{Trn|Maesuma TOP 2}}, 5th at {{Trn|Sumabato SP 19}}, 7th at {{Trn|Umebura SP 9}}, and 17th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Abadango}}, {{Sm|Nietono}}, and {{Sm|Kome}}. Ranked 32nd on the [[PGRU v3 NA]]. | ||
*{{Sm|Charliedaking|USA}} - One of the best Wolf players in the world in | *{{Sm|Charliedaking|USA}} - One of the best Wolf players in the world in 2021. Placed 7th at {{Trn|Temple: Hermès Edition}}, 9th at both {{Trn|GENESIS 7}} and {{Trn|Glitch 8.5 - Konami Code}}, 17th at {{Trn|2GG: SwitchFest 2019}}, and 25th at {{Trn|Frostbite 2020}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Cosmos}}, and {{Sm|Elegant}}. He was listed in the C-tier on the [[PGRUContenders North America]]. | ||
*{{Sm|Jakal|USA}} - One of the best Wolf players in the world | *{{Sm|Jakal|USA}} - One of the current three best Wolf players in the world. Placed 5th at {{Trn|Super Smash Con: Fall Fest}}, 7th at {{Trn|Double Down 2022}} and 9th at {{Trn|Shine 2019}}, {{Trn|Glitch 7 - Minus World}}, and {{Trn|Pound 2022}} with wins over players such as {{Sm|Sparg0}}, {{Sm|Tweek}}, and {{Sm|Light|p=Connecticut}}. Ranked 23rd on the [[PGRU v3 NA]]. | ||
*{{Sm|Larry Lurr|USA}} - | *{{Sm|Keen|Chile}} - The best Wolf player in South America. Placed 4th at both {{Trn|Smash Chile - Civil War}} and {{Trn|Iwanna Torneo Nacional!}} as well as 25th at {{Trn|Smash Factor 8}} with wins over {{Sm|Javi}}, {{Sm|Chag}}, and {{Sm|Frido}}. Currently ranked 5th on the [[Chilean Power Rankings]]. Online, placed 4th at {{Trn|SWT: South America Ultimate Online Qualifier}} and 7th at {{Trn|White Phoenix}}. | ||
*{{Sm|Masha|Japan}} - | *{{Sm|Larry Lurr|USA}} - Co-mains Wolf alongside {{SSBU|Falco}} and is one of the best Wolf players in the United States. Placed 1st at {{Trn|DreamHack Anaheim 2020}}, 7th at {{Trn|The Kid, the Goat, and the Mang0}}, 9th at {{Trn|Thunder Smash 3: Clash of the Pandas}}, 17th at {{Trn|2GG: Prime Saga}}, and 25th at {{Trn|Mainstage}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Marss}}, and {{Sm|Nairo}}. Ranked 40th on the [[PGRU v3 NA]]. | ||
*{{Sm|Oryon|France}} - | *{{Sm|Masha|Japan}} - One of the current three best Wolf players in the world. Placed 3rd at {{Trn|Karisuma SP 5}}, 4th at {{Trn|Sumabato SP 5}}, 5th at {{Trn|Karisuma SP 6}}, 7th at {{Trn|Maesuma TOP 9}}, and 13th at {{Trn|Sumabato SP 7}} with wins over players such as {{Sm|Miya|p=Honshu}}, {{Sm|Kameme}}, and {{Sm|Gackt}}. Ranked 40th on the [[Japan Player Rankings]]. | ||
*{{Sm|Ouch!?|Canada}} - | *{{Sm|Oryon|France}} - The best Wolf player in Europe. Placed 1st at {{Trn|Smash Contest: DoKomi 2021}}, 5th at both {{Trn|Syndicate 2019}} and {{Trn|VCA 2021}}, 9th at {{Trn|Albion 4}}, and 13th at {{Trn|GENESIS 8}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Abadango}}, and {{Sm|Tea}}. Ranked 8th on the [[PGRU v3 EU]]. | ||
*{{Sm|Ouch!?|Canada}} - One of the current three best Wolf players in the world. Placed 3rd at {{Trn|Battle of BC 4}}, 9th at both {{Trn|Get On My Level 2022}} and {{Trn|GENESIS 9}}, and 13th at both {{Trn|Port Priority 5}} and {{Trn|Port Priority 7}} with wins over players such as {{Sm|Riddles}}, {{Sm|Shuton}}, and {{Sm|Kameme}}. Ranked 20th on the [[PGRU v3 NA]]. | |||
*{{Sm|Zackray|Japan}} - The best Wolf player in the world during the early metagame but has since dropped the character. Placed 1st at both {{Trn|Umebura SP 2}} and {{Trn|The Big House 9}}, 2nd at {{Trn|Umebura SP 5}}, 5th at {{Trn|GENESIS 6}}, and 7th at {{Trn|EVO 2019}}. | |||
=={{SSBU|Classic Mode}}: Reunited Roster== | =={{SSBU|Classic Mode}}: Reunited Roster== | ||
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**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''. | **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. | ***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. | ||
*Wolf is the only returning ''Brawl'' veteran who does not have a palette swap of his design from that game in ''Ultimate''. | |||
*The visual effects for all of Wolf's claw-based attacks display three slash trails, despite attacking with four fingers. | *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. | *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. | ||
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*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''. | *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). | *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 | *While Wolf's design in ''Ultimate'' was based on his appearance in ''Star Fox Zero'', his outfit is almost entirely original. That's most likely because the only time he was ever visible was in his in-game headshot when he's speaking, in which only his head and part of his outfit can be seen. | ||
==References== | ==References== |