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(Repetition. I will have (incomplete) chain data tomorrow.) |
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==Overview== | ==Overview== | ||
Wolf throws the opponent below himself and [[slash]]es him/her in a similar fashion to his {{mvsub|Wolf|SSBB|down aerial}}. Considered Wolf's best throw, as it hits opponents at a [[semi-spike|very low diagonal angle]] in front of him, and can chain opponents until high percentages. Due to its semi-spike angle, it can be [[tech]]ed relatively early, and often requires a [[Mindgame#Predicting|hard read]] to be chained effectively. Certain super-heavyweights can tech the throw as soon as they are released, however, making the throw less effective on extremely heavy opponents. One of this move's more scary aspects is that it can chain grab any character below 50%, | Wolf throws the opponent below himself and [[slash]]es him/her in a similar fashion to his {{mvsub|Wolf|SSBB|down aerial}}. Considered Wolf's best throw, as it hits opponents at a [[semi-spike|very low diagonal angle]] in front of him, and can chain opponents until high percentages. Due to its semi-spike angle, it can be [[tech]]ed relatively early, and often requires a [[Mindgame#Predicting|hard read]] to be chained effectively. Certain super-heavyweights can tech the throw as soon as they are released, however, making the throw less effective on extremely heavy opponents. One of this move's more scary aspects is that it can chain grab any character below 50%, barring Squirtle and Meta Knight, due to its low launch angle. This move can lead into an offstage down aerial [[meteor smash]] near the edge on certain characters. If not facing the edge, it can lead into a {{mvsub|Wolf|SSBB|side special|alt=Wolf Flash}} if the opponent [[DI]]'s upwards and they are at the correct percent. Deals 12% damage, very high for a throw, bolstering this throw's damage racking capabilities. Overall, one of the best chain throws in the game, and it sees its fair share of use in the [[metagame]]. | ||
===Chain data=== | |||
Reflectors and pummels can be fit in between to max out damage. | |||
*{{SSBB|Jigglypuff}}, {{SSBB|Mr. Game & Watch}} - Standing grab, walking grab, running grab, running grab. Mr. Game & Watch can escape with a perfectly timed down tilt. | |||
*{{SSBB|Kirby}}, {{SSBB|Pikachu}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Fox}} - Standing grab, running grab, running grab. Fox can escape with a perfectly timed neutral combo (the timing is more strict than Mr. Game & Watch's). | |||
{{competitive expertise|Need chain data}} | {{competitive expertise|Need chain data}} |
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