Super Smash Bros. Ultimate

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{{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
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|ssbgame1 = SSBB
|ssbgame1 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 21
}}
}}
{{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|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|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 ''Super Smash Bros. Brawl'', ''Star Fox 64 3D'', ''Star Fox Zero'', and ''Starlink: Battle for Atlas'', reprises his role while Kōsuke Takaguchi, Wolf's Japanese voice actor from ''Star Fox 64 3D'' and ''Star Fox Zero'', replaces Mahito Ōba.
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}}.
 
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 seventh character unlocked after {{SSBU|Bowser Jr.}}
*Clear {{SSBU|Classic Mode}} with Fox or any character in his unlock tree, being the 7th 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]].
With the exception of the third method, Wolf must then be defeated on [[Lylat Cruise]].
Wolf must then be defeated on [[Lylat Cruise]] (the [[Ω form]] is used in World of Light).


==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, which include a slow [[run]] 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 [[Weight|heavier]] than them. Though his special moveset and vertical mobility are derived from his brethren, 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 {{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 {{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.
 
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.
 
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.


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 fast [[neutral aerial]] that has a lingering hitbox 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 high power, an [[up aerial]] with fast startup and a wide arc well-suited to [[juggling]], and a [[down aerial]] that consistently [[meteor smash]]es opponents. 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 which can [[trip]] at low percents. [[Forward smash]] has slow startup, but deceptively low ending [[lag]], while [[up smash]] deals high damage, covers a wide area around him, and has decent knockback. His neutral, forward, and back 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 very 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.  
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.


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 percents, from which [[up throw]] can lead into another forward or up aerial until mid-high percents, and [[down throw]] can lead into a dash attack at 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 an [[up tilt]] or up aerial to continue juggling them, or with a back aerial to send them offstage. Once the opponent has sustained a lot of damage, Wolf possesses several KO options. The most reliable one is his back aerial, as 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 noticeably powerful, while his up special, [[Fire Wolf]], deals deceptively high knockback with its last hit as well. Other notable finishers are his forward smash and [[down smash]], the former due to its low ending lag making it safe on [[shield]] and potentially even on whiff, and the latter due to its powerful sweetspot, which can KO at percents as low as 50% at the edge and is an effective [[2 frame punish]]. At higher percents, several of his other moves become threatening, with his forward tilt, up tilt, dash attack, and neutral aerial or [[back throw]] near the edge all gaining KO potential.
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.


However, Wolf does possess noticeable weaknesses. Though he is not short of finishers, he frequently has 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) and his below-average run speed, in addition to lacking guaranteed methods to set up into them. In the case of Wolf Flash, although he possesses true setups into the move, 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 [[self-destruct]] (since it causes [[helplessness]]), or miss the sweetspots and end up vulnerable due to its high landing lag. Like his ''Star Fox'' counterparts, Wolf is highly susceptible to combos, due to his tall frame, high falling speed, and compared to them, his higher weight and lack of quick enough options to escape pressure, with his fastest aerial attacks coming out on frame 7. Most critically, however, his recovery is among the worst out of the cast. Wolf Flash and Fire Wolf are both linear and offer below-average distance compared to other recoveries, and unlike Fox and Falco, both of them cause [[helplessness]], restricting him to one option offstage and leaving him with a much shorter recovery distance overall. This leaves Wolf highly vulnerable to [[gimp]]s and [[edgeguard]]ing, with [[meteor smash]]es in particular being deadly against him even at low percents, to the point 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 such as {{SSBU|Mewtwo}} for sheer versatility, due to his combination of an effective projectile for disrupting and forcing approaches, fast approach options of his own, and abundance of combo and KO moves, which allow him to keep up the pressure on his opponent even after winning the neutral game. As such, he 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 can easily be KO'd.
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 received a mix of buffs and nerfs in his transition from ''Brawl'', but has been considerably buffed overall. Like most of the returning veterans, his initial dash speed is much faster, while his run and air speeds 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 Blaster, already an effective projectile in his previous appearance, and his new dash attack; the former shoots larger lasers that deal more damage, while the latter covers much more horizontal range and is stronger, 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 had their knockback noticeably increased (most notably the former). Wolf's grab game also received some noteworthy buffs, now having a strong throw in his back throw and useful 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 and making the clean hit easier to land.
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 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 at KOing offstage.
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.


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 smashes, 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 land his KO options precisely or find ways to combo into Wolf Flash offstage (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 neutral and forward aerials, while possessing greater combo ability and safety, are now weaker, with the former also having slower startup, and the latter no longer being a reliable KO option. Finally, his new down throw is less effective for [[tech-chasing]] and setting up [[edgeguard]]s because of its higher launch angle.
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.


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.  
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.


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, he has managed to achieve excellent representation and results thanks to {{Sm|Zackray}} winning multiple Japanese majors with the character, as well as numerous other top players such as {{Sm|MkLeo}} and {{Sm|Tweek}} placing favorably with him in tournaments.
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.


===Aesthetics===
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).
*{{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 old gold. Lastly, Wolf no longer carries his reflecting device around. These changes make Wolf's design largely original to ''Ultimate''.}}
*{{change|Like many other characters, Wolf is now more expressive. He now smirks in an evil manner on certain occasions, like his side taunt, when grabbing opponents, and one of his victory animations.}}
*{{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, rolls, 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.}}
**{{nerf|Wolf's new crouching animation doesn't lower his hurtboxes as much as before, making it easier to hit him vertically.}}
*{{change|Wolf's up taunt has him face the screen, regardless which side he's currently facing.}}
**{{change|The howling voice clip has been sped up to match the new animation.}}
*{{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.}}


===Attributes===
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.
*{{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'', but make him more susceptible to combos due to his fast falling speed.}}
*{{buff|The 19% damage increase to [[shield]]s, higher [[shieldstun]] and more limited [[out of shield]] options allow Wolf to pressure shields much more effectively, with many of his attacks now being safe on shield with proper spacing.}}
*{{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 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 own meteor smashes much more effective.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Wolf's survivability and matchups against several characters, most notably no longer being vulnerable to guaranteed [[zero-to-death combo]]s.}}
**{{nerf|However, 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 3 frames to complete (down from 5).}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 92). Going from above-average to below average, This significantly hinders his endurance, while not making him much less susceptible to combos from other characters due to the changes to hitstun canceling.}}
*{{nerf|Wolf [[walk]]s slower (1.3 → 1.208).}}
*{{buff|Wolf [[run]]s faster (1.4 → 1.54).}}
**{{buff|Wolf's initial [[dash]] speed is much faster (1.7 → 2.09).}}
*{{buff|Wolf's [[air speed]] is faster (1.222 → 1.281).}}
*{{buff|Wolf's [[fast fall]] speed is much higher and more in line with the rest of the roster (1.9 → 2.88), being far more useful than before.}}
*{{buff|Wolf's [[traction]] is higher (0.07 → 0.11).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 32 → 30).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-19 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 32 → 35).}}
*{{nerf|[[Spot dodge]] has more startup and grants less intangibility (frames 2-20 → 3-17).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 50 → 45).}}
*{{nerf|Air dodge grants less intangibility (frames 4-29 → 2-26).}}
*{{buff|The changes to air dodging 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.}}


===Ground attacks===
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.
*[[Neutral attack]]:
**{{change|Neutral attack has a much cleaner look overall. The ending hit is now a third claw swipe, instead of a lunging bite.}}
**{{buff|The first and second hits both transition into the next hits faster (frame 9 → 7).}}
**{{nerf|The first hit deals less damage (3% → 2%).}}
**{{nerf|All hits have a shorter hitbox 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.}}
**{{change|The first and second hits have altered angles and knockback to keep opponents close to Wolf, akin to other neutral attacks. This allows them to connect better and [[jab lock]], but worsens their [[jab cancel]] setups.}}
*[[Forward tilt]]:
**{{buff|The changes to shield [[hitlag]] from ''Brawl'' make forward tilt safer on shield, as shielding opponents now experience the same hitlag as Wolf from the first hit instead of much less, preventing them from punishing him before the second hit comes out.}}
**{{buff|The first hit has decreased knockback scaling (110 → 70), allowing it to connect more reliably into the second hit.}}
**{{nerf|Forward tilt has more ending lag (FAF 33 → 35).}}
**{{change|The first hit has a different angle ([[Sakurai angle|361°]] → 60°).}}
**{{change|The second hit has increased base knockback (40 → 55), but decreased knockback scaling (120 → 106). This slightly worsens its KO ability from center stage, but improves it near edges.}}
**{{change|Forward tilt has an updated animation where Wolf forcefully brings his claws together.}}
*[[Up tilt]]:
**{{change|Up tilt's grounded sweetspot launches at a lower angle (88° → 80°).}}
**{{change|It has a new ending animation where Wolf flicks his nose with his thumb while smirking.}}
*[[Down tilt]]:
**{{nerf|Down tilt has less horizontal range.}}
*[[Dash attack]]:
**{{change|Dash attack is now a lunging kick instead of a backflip.}}
**{{buff|It no longer halts Wolf's momentum, instead boosting him forward a considerable distance, drastically increasing its horizontal range.}}
**{{buff|It has a longer hitbox duration with a clean hit and late hit, though with the former still lasting longer than the previous dash attack's hitboxes (frames 11-13 → 11-14 (clean), 15-18 (late)).}}
**{{buff|The clean hit deals more damage (9% → 11%) and has increased knockback (50 base/80 scaling → 40/40/45 base/92/91/85 scaling), noticeably improving its KO potential. Combined with its previous buffs, this allows it to punish landings and whiffed attacks much more effectively.}}
**{{nerf|Due to its new animation, dash attack has less vertical range.}}
*[[Forward smash]]:
**{{nerf|Forward smash is now a forceful, standing palm strike that deals one hit instead of two. This new animation does not have Wolf lunge as far forward, significantly decreasing its range.}}
**{{nerf|It has double the startup lag (frame 10 → 20), no longer being one of the fastest forward smashes in the game.}}
**{{buff|Due to the move dealing one hit with the same damage as the total of the previous hits (5% (hit 1), 10% (hit 2) → 15%), and its knockback values being unchanged, it is much stronger, allowing it to KO middleweights at 100% from the center of {{SSBU|Final Destination}}, compared to being unable to KO below 140% under the same circumstances.}}
**{{buff|It has less ending lag (FAF 46 → 42), especially given its slower startup. Coupled with its increased damage and much higher shieldstun, it is now safe on shield and can be used to bait approaches.}}
*[[Up smash]]:
**{{buff|The second hit has a longer duration (frames 20-22 → 20-23).}}
**{{nerf|Up smash has more ending lag (FAF 44 → 48).}}
**{{nerf|The removal of [[DACUS]] significantly hinders its approach potential.}}
**{{change|The second hit has a consistent angle (95°/361° → 95°), with the hitboxes on Wolf's body no longer launching horizontally, and has different knockback values (40/50 base/85/100 scaling → 85 base/65 scaling), strengthening the leg hitboxes, but weakening the body hitboxes. This improves its vertical KO power, but removes its potential ability to KO earlier horizontally.}}
**{{change|Up smash has a new animation: a breakdance-style rotation followed by an upward dropkick. The hits are now also clearly highlighted by trails.}}
*[[Down smash]]:
**{{buff|Down smash's two outermost hitboxes on both hits deal more damage (14%/12% → 16% (hit 1), 13%/10% → 14% (hit 2)) and have consistent knockback scaling (90/60 → 90). As a result, the sweetspots are now located farther away from Wolf instead of closer to him, and have been strengthened significantly to the point the first hit's sweetspots can KO under 100% from center stage.}}
***{{buff|These hitboxes also launch at a lower angle (35°/361° → 30°), allowing them to [[semi-spike]]. Combined with their knockback increase, they can now KO opponents near edges at much lower percents, especially if Wolf has [[rage]].}}
**{{nerf|Down smash has noticeably more startup (frame 8 → 14 (hit 1), frame 14 → 21 (hit 2)) and ending lag (FAF 35 → 44).}}
**{{nerf|Both hits have less horizontal range.}}
**{{nerf|Both hits' sourspots have slightly decreased knockback (40 base/90 scaling → 50/80), with the second hit's sourspot also dealing less damage (13% → 12%), reducing their KO potential.}}
**{{change|The move's animation has been altered. Wolf now swipes both sides with one hand.}}


===Aerial attacks===
{{SSB4 to SSBU changelist|char=Wolf}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial is now a [[sex kick]] similar to {{SSBU|Fox}}'s. This gives it significantly better range and coverage in front of Wolf, improving its utility as an approach option.}}
**{{buff|It has one frame less landing lag (10 frames → 9).}}
**{{buff|It deals more damage (8% → 12% (clean), 3%/1% → 8% (late)).}}
**{{buff|The late hit no longer has weak [[set knockback]] (5 set/100 scaling → 0 base/100 scaling) or a rehit rate, increasing its safety and preventing it from overriding the knockback of the stronger clean hit. Combined with the changes to hitstun canceling, this also drastically improves the move's combo potential on landing.}}
**{{nerf|Neutral aerial has more startup and a shorter hitbox duration (frames 4-34 → 7-26).}}
***{{buff|However, the clean hit has a longer duration (frames 4-5 → 7-9).}}
**{{nerf|The clean hit deals less knockback (40 base/100 scaling → 30/75), slightly weakening its KO potential.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 52 → 41), making it safer to use offstage.}}
**{{buff|It has significantly less landing lag (30 frames → 10), which alongside the changes to hitstun canceling turns it into an excellent combo starter from low to mid percents, with followups including tilts, a grab, aerials (including more forward aerials), and [[Wolf Flash]]. This also makes it much safer on shield.}}
**{{nerf|It deals less damage (11% → 9%) and knockback (40 base/95 scaling → 45/85), drastically hindering its KO potential.}}
**{{nerf|It has less horizontal range.}}
**{{change|Forward aerial sends opponents at a less vertical angle (75° → 60°).}}
**{{change|Its animation has been altered.}}
*[[Back aerial]]:
**{{buff|Back aerial's weakest hitbox has been removed, while all its other hitboxes deal more damage (13%/11%/10% → 15%/13%/11%) and have increased base knockback (20 → 37). This drastically improves its KO potential, with the sweetspot KOing middleweights under 110% from center stage, and the middlespot doing so under 130%.}}
***{{nerf|However, its increased knockback removes its ability to [[lock]] opponents at lower percents.}}
**{{nerf|Back aerial is noticeably slower overall, possesing twice as much startup with a shorter duration (frames 6-9 → 13-15), and more ending (FAF 30 → 45) and landing lag (9 frames → 15). This hinders its utility for challenging opponents' approaches and starting combos, and makes it riskier to use offstage.}}
***{{buff|However, due to the move's [[autocancel]] window remaining unchanged, its slower startup makes it harder to punish if used in a short hop.}}
**{{nerf|The move's sweetspot is now outprioritized by the sourspots, requiring more careful spacing to land it.}}
**{{change|Back aerial has an altered animation, closely resembling {{SSBU|Ridley}}'s back aerial.}}
*[[Up aerial]]:
**{{buff|Up aerial has more knockback scaling (75 → 85), improving its KO potential.}}
**{{buff|The changes to hitstun canceling noticeably improve its combo potential.}}
**{{nerf|It has one frame more landing lag (9 frames → 10).}}
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 60 → 54), making it safer to use offstage.}}
**{{buff|The removal of [[meteor canceling]] improves its reliability for edgeguarding, while the changes to hitstun canceling allow it to start combos against grounded opponents beyond lower percents.}}
**{{nerf|The sweetspot is now outprioritized by the sourspot, making it harder to land.}}
**{{change|The move has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.}}


===Throws and other attacks===  
==Update history==
*{{buff|Dash [[grab]] has less startup lag (frame 11 → 8).}}
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.
*{{nerf|All grabs have more ending lag (FAF 30 → 37 (standing), 40 → 45 (dash), 35 → 40 (pivot)).}}
*[[Pummel]]:
**{{buff|Pummel deals more damage (1% → 1.3%).}}
**{{nerf|It deals significantly more [[hitlag]] (4 frames → 14), lenghtening its duration. Combined with the majority of other characters receiving similar pummel durations, it is no longer the fastest in the game.}}
*[[Forward throw]]:
**{{change|Forward throw has a new animation: Wolf slashes the opponent away. It now also has a [[slash]] effect, instead of a neutral effect.}}
**{{buff|It deals more damage (4% → 5% (hit 1), 3% → 4% (throw); 7% → 9% (total)).}}
**{{nerf|It has significantly decreased knockback (35 base/130 scaling → 55/57), reducing its power to the point it can no longer KO under 350% even at the edge.}}
*[[Back throw]]:
**{{change|Back throw has a new animation: Wolf launches the opponent away with an upward slash.}}
**{{buff|It releases the opponent faster (frame 27 → 24), with its total duration reduced as well (FAF 50 → 47).}}
**{{buff|It deals more damage (4% → 6% (hit 1), 3% → 5% (throw); 7% → 11% (total)), which also noticeably increases its knockback, improving its KO potential.}}
**{{buff|It launches opponents at a lower angle (68° → 50°), allowing it to set up edgeguards and KO near edges much more effectively.}}
*[[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|The changes to hitstun canceling allow up throw to combo into a forward or up aerial until high percents, improving its utility.}}
*[[Down throw]]:
**{{change|Wolf has a new down throw: he grabs the opponent by the head, jumps while spinning around once, and chokeslams them into the ground.}}
**{{buff|Down throw has less ending lag (FAF 51 → 41), allowing it to combo into dash attack at low percents.}}
**{{nerf|It deals less damage (6% (hit 1 and throw); 12% (total) → 8.5%), with knockback compensated (30 base/86 scaling → 50/65). The first hit has been removed, meaning the move can no longer hit bystanders.}}
**{{nerf|Wolf can no longer [[chain grab]] with down throw, hindering its damage racking potential.}}
**{{change|It launches at a different angle (0° → 44°), no longer being a semi-spike. This hinders its [[tech-chasing]] and edgeguarding abilities, but combined with its lower ending lag and the changes to hitstun canceling, allows it to combo into Wolf Flash at mid percents.}}
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage per hit (6% → 7%).}}
*[[Edge attack]]:
**{{change|Wolf has a new edge attack, an inward slash. It does not have set knockback unlike his previous edge attacks, making it stronger at higher percents.}}
**{{buff|New edge attack deals more damage than his previous under 100% edge attack (8%/6% → 9%), and is faster than his previous 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 deals less damage than his previous over 100% edge attack (10% → 9%).}}


===Special moves===
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.
*{{b|Blaster|Wolf}}:
**{{change|Wolf has an altered animation for firing lasers from his Blaster: it is now a thrust forward before a firing animation that causes the Blaster to recoil upwards, instead of ''Brawl'''s downwards draw animation.}}
**{{buff|Both the melee hitbox (4% → 7%) and the lasers from Blaster deal more damage (5% early/6% clean/5% late → 6%/8%/7%), with the former also having increased knockback (70 base/40 scaling → 80/37).}}
**{{buff|The lasers are larger and have a longer duration (frames 16-48 → 16-50).}}
**{{nerf|Blaster has more ending lag (FAF 45 → 50), hindering its [[camping]] ability, while the melee hitbox has more startup (frame 11 → 15).}}
**{{change|The melee hitbox launches at a higher angle (20° → 60°), no longer being a semi-spike. This hinders its edgeguarding potential, but allows it to set up juggles.}}
**{{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]]:
**{{buff|Wolf Flash can now be angled by tilting up or down on the control stick, giving it more recovery mixups and allowing the clean hit to land more easily. In particular, it can now hit several tall characters on the ground when angled down.}}
**{{buff|The clean hit deals more damage (15%/10% → 20%/15%), and the meteor hitbox has more knockback scaling (80 → 100), while the semi-spike hitbox's scaling has not been fully compensated (106 → 85). This makes the move much more powerful and rewarding to land, especially with the removal of meteor canceling.}}
**{{buff|The aerial version has faster startup (frame 21 → 19), matching that of the grounded version.}}
**{{buff|The changes to hitstun canceling give Wolf several ways to combo into Wolf Flash, allowing for risky, yet deadly KO confirms.}}
**{{nerf|Wolf Flash can no longer be shortened, and travels less horizontal and vertical distance when not angled.}}
**{{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.}}
**{{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.}}
*[[Fire Wolf]]:
**{{buff|Fire Wolf has less startup lag (frame 23 → 18), and Wolf gains control sooner after the move has ended.}}
**{{buff|It has five hits, down from nine, but deals more total damage (2% → 4% (hit 1), 1% (hits 2-8) → 2.5% (hits 2-4), 3%/4% (hit 9) → 5%/6% (hit 5); 12%/13% → 16.5%/17.5% (total)).}}
**{{buff|The looping hits use a different type of [[autolink angle]] (45°/365°/45°/361° → 40°/367°/40°/367°), allowing them to connect more reliably.}}
**{{buff|The last hit has increased knockback scaling (131 → 148 (grounded), 115 → 136 (aerial)), and launches at a lower angle for the grounded version (65° → 361°). Combined with its higher damage outputs, this makes the last hit powerful enough to KO reliably under 100% near edges, giving Wolf a new finisher.}}
**{{nerf|Fire Wolf travels a shorter distance, making it a worse vertical recovery.}}
**{{change|The first hit uses a different angle (100° → 93°).}}
**{{change|Fire Wolf has Wolf enveloped in blue aura. The animation itself has been changed, as Wolf performs the multi-hitting kicks with his left foot and the final kick with his right foot. Additionally, Wolf now delivers the final kick aimed in the direction he traveled rather then performing a horizontal kick.}}
*{{b|Reflector|Wolf}}:
**{{buff|Reflector deals more damage (3% → 4%).}}
**{{buff|The hitbox has less startup with a longer duration (frames 8-9 → 7-9).}}
**{{nerf|The move has more ending lag (FAF 27 → 32).}}
**{{nerf|Its intangibility has more startup with a shorter duration (frames 1-6 → 6-9), making it less effective for escaping combos.}}
**{{change|Reflector sends opponents at a higher angle (10° → 65°), and no longer has set knockback (40 set/100 scaling → 60 base/85 scaling). This allows it to be followed up with aerials, but weakens its gimping potential.}}
**{{change|It has an altered animation, where Wolf holds out his reflecting device.}}
*[[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!"}}
**{{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.}}
**{{nerf|Team Star Wolf is much easier to avoid compared to Landmaster and is overall less versatile.}}


==Update History==
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.
[[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.]]
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Wolf}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{nerf|The front hit of down smash deals slightly less knockback.}}
{{UpdateList (SSBU)/3.1.0|char=Wolf}}
*{{nerf|Blaster deals less shield damage.}}
 
*{{nerf|Using an air dodge before Wolf Flash no longer reduces its landing lag.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Wolf}}


==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= 
|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}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=An inward slash with his left hand, followed by another inward slash with his right, finishing with an outward swipe with the right. 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 percents.
|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= 
|ftiltname=Dual Burst ({{ja|デュアルバースト|Duaru Bāsuto}})
|ftiltdmg=5% (hit 1), 6% (hit 2)
|ftiltdmg=5% (hit 1), 6% (hit 2)
|ftiltdesc=Forcefully brings his claws together, then separates his claws on impact. The first hit produces a large amount of [[freeze frame]]s. Deals above-average damage for a tilt, and can KO at around 140% near the edge of {{SSBU|Final Destination}}.
|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.
|utiltname= 
|utiltname=Kick Up ({{ja|キックアップ|Kikku Appu}})
|utiltdmg=10% (foot), 9% (leg), 8% (body)
|utiltdmg=10% (foot), 9% (leg), 8% (body)
|utiltdesc=A leaping upward kick with one leg. It has fast startup, and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under 140% from ground level. However, unlike most other up tilts, its ending lag and launch angle prevents it from being used to start combos.
|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.
|dtiltname= 
|dtiltname=Low Kick ({{ja|ローキック|Rō Kikku}})
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Kicks out with his foot while crouching. The move has rather decent range and quick speed, which makes it a good poking and pressuring option, as well as a useful tool to deny approaches. It also has the chance to [[trip]], which can potentially make it a combo starter. However, it is the weakest out of Wolf's tilts.
|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= 
|dashname=Shooting Kick ({{ja|シューティングキック|Shūtingu Kikku}})
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Lunges forward with a flying kick. Has decent startup, but most importantly, it propels Wolf forward a considerable distance, and its clean hit deals respectable damage and knockback. This allows it to function as a reliable burst option to punish landings, whiffed moves, and follow up from other attacks. Hitting opponents close to Wolf launches them upward, while hitting them near his foot launches them more horizontally. Depending on which hitbox is landed, the clean hit can KO under 150% from center stage, and under 120% near the edge.
|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.
|fsmashname= 
|fsmashname=Wolf Crash ({{ja|ウルフクラッシュ|Urufu Kurasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|15}}
|fsmashdesc=Rears back, then performs a forceful palm strike. While it has slow startup, hitting on frame 20, it has notoriously low ending lag (interruptible on frame 42), allowing it to be safe on shield, and potentially difficult to punish even if missed. It also has remarkable power, KOing middleweights at around 100% from center stage. As a result, it is one of Wolf's safest KO options on the ground.
|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.
|usmashname= 
|usmashname=Spinning Leg Scissors ({{ja|スピニングレッグシザース|Supiningu Reggu Shizāsu}})
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2)
|usmashdesc=A breakdance-like spin followed by an upward dropkick. It has the fastest start-up of his smash attacks. It deals high damage, hits at both sides and provides wide coverage above Wolf, making it useful to quickly punish opponents close to him and set up juggles. Due to its moderate ending lag for an up smash, the second hit can also lead into an up aerial at low percents if the opponent's option out of hitstun is successfully covered. However, its power is slightly below-average for a smash attack, not KOing middleweights until around 120% uncharged, and can be easily punished on shield due to the second hit's lack of horizontal range.
|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%.
|dsmashname= 
|dsmashname=Gust Slash ({{ja|ガストスラッシュ|Gasuto Surasshu}})
|dsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdesc=Slashes at a low height in front of himself with one hand, then behind himself with the same hand. Both hits have sweetspots at the tips of Wolf's claws, which launch at a lower, [[semi-spike]] angle with higher power. The move has moderate startup (hitting on frame 14 at the front), but has decent ending lag for a smash attack (interruptible on frame 44), can [[2 frame punish]] opponents, and the sweetspots are extremely powerful, with the front one KOing middleweights from center stage at around 85%, and the back one at around 100%, and both KOing them near edges at around 55% and 70% respectively. As a result, it is Wolf's most dangerous [[edgeguard]] tool, as well as a reliable finisher at close range.
|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.  
|nairname= 
|nairname=Wolf Kick ({{ja|ウルフキック|Urufu Kikku}})
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdesc=A flying kick, much like {{SSBU|Fox}}'s neutral aerial. 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, but compared to those, 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 percents, with the clean hit being more effective at lower percents and the late hit being more effective at higher percents. The clean hit is also a decent finisher near the edge, KOing at around 145%.
|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.
|fairname= 
|fairname=Quick Slash ({{ja|クイックスラッシュ|Kuikku Surasshu}})
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdesc=A downward arcing slash with his left arm. 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 a jab, any tilt, or grab at low percents, any aerial attack from low to mid percents (including itself to extend combos), and even Wolf Flash as a KO setup (albeit risky and hard to land) at high percents. However, it has poor edgeguarding ability due to its more vertical angle, and deals the least damage and knockback out of Wolf's aerials, exacerbated further by [[stale-move negation]] due to its frequent use in his neutral game.
|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.
|bairname= 
|bairname=Behind Kick ({{ja|ビハインドキック|Behind Kick}})
|bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|bairdesc=A roundhouse kick behind Wolf, similarly to {{SSBU|Ridley}}'s back aerial. It has noticeable startup (hitting on frame 13), ending lag, 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 75% near the edge, while its other hitboxes still boast respectable KO potential.
|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.
|uairname= 
|uairname=Air Slice ({{ja|エアスライス|Ea Suraisu}})
|uairdmg={{ShortHopDmgSSBU|12}}
|uairdmg={{ShortHopDmgSSBU|12}}
|uairdesc=An overhead arcing slash, starting from the front. 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 from 120% to 130% near the top blast line.
|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.
|dairname= 
|dairname=Meteor Crash ({{ja|メテオクラッシュ|Meteo Kurasshu}})
|dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms)
|dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms)
|dairdesc=A takedown slash below himself with both arms. 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 aerials. This essentially turns it into a high risk, high reward edgeguarding option. Against grounded opponents, it can combo into a variety of attacks even up to high percents.
|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= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Swipes forward with his right arm.
|grabdesc=Reaches out with his right arm. Wolf's grab range is short.
|pummelname= 
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Hits the opponent with his right knee.
|pummeldesc=A knee strike. Average power and speed.
|fthrowname= 
|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=Slashes the opponent away. 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 followups. Because of this, it has little utility outside of throwing opponents offstage. Even then, it is mostly outclassed by down throw for said purpose, which also launches horizontally, but deals considerably higher knockback and has combos at lower percents, with forward throw's only advantages over it being its slightly higher damage and lower angle. However, the lower angle makes it a rather 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= 
|bthrowname=Scratch Upper ({{ja|スクラッチアッパー|Sukuratchi 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.
|uthrowname= 
|uthrowname=Throw Scratch ({{ja|スルースクラッチ|Surū Sukuratchi}})
|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, leading into a forward aerial or up aerial until around 90%, which can then keep the opponent in a disadvantageous state.
|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.
|dthrowname= 
|dthrowname=Bottom Down ({{ja|ボトムダウン|Botomu Daun}})
|dthrowdmg=8.5%
|dthrowdmg=8.5%
|dthrowdesc=Grabs the opponent by the head, then does a leaping somersault and slams them onto the ground. It launches opponents horizontally with low ending lag, allowing it to combo into a dash attack until around 45%, 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% percent range, it can also combo into Wolf Flash depending on weight and DI, 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=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.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 317: Line 160:
|nsname=Blaster
|nsname=Blaster
|nspage=Blaster (Wolf)
|nspage=Blaster (Wolf)
|nsdmg=7% (bayonet), 6%/8%/7% (laser close-far)
|nsdmg=7% (bayonet), 6%/8%/7% (blast close-far)
|nsdesc=Fires a single, purple energy shot from his blaster. This move is the centerpiece of Wolf's neutral game and is widely considered to be one of the best projectiles in the game. It has the ability to be able to reliably disrupt and force approaches thanks to its decent lag, as well as the laser's moderately large size and [[transcendent priority]]. Unlike most projectiles, it has great utility in close-quarters combat, as the blaster itself has a hitbox on the bayonet which connects to the laser, dealing decent damage if both hits connect. As a result, it is an excellent tool in Wolf's neutral game, due to the myriad of abilities it is capable of.
|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.
|ssname=Wolf Flash
|ssname=Wolf Flash
|ssdmg=3% (dash), 20% (meteor smash), 15% (semi-spike)
|ssdmg=3% (dash), 20% (meteor smash), 15% (semi-spike)
|ssdesc=Dashes quickly at a diagonal angle, leaving a claw 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, while the semi-spike can KO at around 120% from center stage and 85% near edges; as a result, it is one of Wolf's strongest finishers. However, it causes [[helplessness]], and has high landing lag of 30 frames, making it very risky to use, and requiring Wolf to pick between it or Fire Wolf for recovery.
|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.
|usname=Fire Wolf
|usname=Fire Wolf
|usdmg=4% (hit 1), 2.5% (hits 2-4), 5% (hit 5, ground), 6% (hit 5, air)
|usdmg=4% (hit 1), 2.5% (hits 2-4), 5% (grounded hit 5), 6% (aerial hit 5)
|usdesc=Propels himself with a kick in the chosen direction, dragging opponents along in multiple hits, then delivers a final kick with his other leg. It is generally subpar as a recovery option, due to its slow startup and lack of distance compared to other recoveries that can be aimed. However, it works decently as an attack, as it deals high damage if all hits connect, and the last hit can KO at around 150% from center stage, and 95% at the edge, which makes it a potent edgeguarding tool if used correctly.
|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.
|dsname=Reflector
|dsname=Reflector
|dspage=Reflector (Wolf)
|dspage=Reflector (Wolf)
|dsdmg=4% (startup), 1.5× damage (reflected projectiles)
|dsdmg=4% (Reflector), 5% (reflection), 1.5× damage (reflected projectiles)
|dsdesc=Activates his reflecting device, creating an electrical field around himself that [[reflect]]s incoming projectiles. Reflected projectiles deal more damage and travel at almost twice the original speed. Upon activation, the Reflector also grants Wolf brief [[intangibility]] (frames 6-9), and damages opponents in addition to launching them at a mostly vertical angle (65°), granting it some combo potential. Unlike Fox's Reflector, Wolf's does not stall him in the air.
|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.
|fsname=Team Star Wolf
|fsname=Team Star Wolf
|fsdmg= 3% (trapping hit), 35% (lasers), 10% (end)
|fsdmg= 3% (reticle), 35% (lasers), 10% (ending)
|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.
|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.
}}
}}
===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?".
*'''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?'').
*'''Down taunt''': Kneels down, slaps the ground with one hand and makes howling-esque noise.
*'''Down taunt''': Kneels down, slaps the ground with one hand, and makes a 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.
**'''[[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 owari da, Sutā Fokkusu!}}, ''Playtime is over, Star Fox!'') if Fox was present during the match.
*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.
*'''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 alternating slashes and an inverted roundhouse 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.
*'''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.
*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 says "Weaklings, the lot of you." ({{ja|ふんっ、弱者どもめ。|Fun, jakusha domome.}}, ''Hmph, such weak ones.'')
*'''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.'')
[[File:StarFoxUniverseTheme.ogg|thumb|This victory theme is based upon the main theme of ''{{s|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.]]
[[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>
<gallery>
WolfVictoryPose1SSBU.gif
WolfVictoryPose1SSBU.gif
Line 359: Line 279:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
<!--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.-->
<!--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 -->
*{{Sm|Atelier|Japan}} - One of the best Wolf players in Japan. Place 1st at {{Trn|Sumabato SP 3}} and 7th at [[Sumabato SP 2]] with solo Wolf.
 
*{{Sm|Charlie|USA}} - Placed 9th at {{Trn|Heart of Battle}} and {{Trn|Ultimate Nimbus}}.
''See also: [[:Category:Wolf players (SSBU)]]''
*{{Sm|Daybreak|USA}} - Placed 25th at {{Trn|Glitch 6}} and 7th at {{Trn|Retro Arena 64}}. Has wins over {{Sm|Ryuga}}, {{Sm|Ksev}}, and {{Sm|Miloni}}.
 
*{{Sm|k9sbruce|USA}} - Placed 17th at {{Trn|GENESIS 6}}.
*{{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).
*{{Sm|komorikiri|Japan}} - Placed 9th at [[Sumabato SP]] and 5th at [[Sumabato SP 2]].
*{{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.
*{{Sm|Larry Lurr|USA}} - Placed 1st at {{Trn|Esports Arena Smash Ultimate Tournament - Oakland}} and 17th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|VoiD}}, {{Sm|Zenyou}} and {{Sm|Nicko}}.
*{{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}}.
*{{Sm|MkLeo|Mexico}} - One of the best Wolf players in the world. Placed 1st at [[Heart of Battle]] and 7th at {{Trn|2GG: Prime Saga}}.
*{{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|Shu|Japan}} - Co-mains Wolf with Snake and placed 17th at both [[Umebura SP]] and [[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|Tweek|USA}} - The best Wolf player in the United States and one of the best ones in the world. Placed 9th at {{Trn|GENESIS 6}} and 1st at {{Trn|Frostbite 2019}}. Has wins over {{Sm|Cosmos}}, {{Sm|Glutonny}}, {{Sm|Shuton}}, and {{Sm|Darkshad}}.
*{{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|VoiD|USA}} - Placed 2nd at {{Trn|GENESIS 6}} in conjunction with Pichu and 5th at {{Trn|Heart of Battle}} using primarily Wolf and has defeated {{Sm|Shuton}}.
*{{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 in the world. Placed 1st at [[Tournament:Sumabato SP|Sumabato SP]] and [[Tournament:Umebura SP 2|Umebura SP 2]]. Placed 5th at [[GENESIS 6]].
*{{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==
Wolf fights fighters who are veterans that didn't appear in ''Super Smash Bros. 4''. Notably, his boss, [[Galleom]], fits in with the theme, as he was cut from ''SSB4'' as well.
[[File:SSBU Congratulations Wolf.png|thumb|Wolf's congratulations screen.]]
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 sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Ice Climbers}}||[[Summit]]||''{{SSBUMusicLink|Ice Climber|Ice Climber (Melee)}}''||
|1||{{CharHead|Ice Climbers|SSBU|hsize=20px}}||[[Summit]]||''{{SSBUMusicLink|Ice Climber|Ice Climber (Melee)}}''||
|-
|-
|2||{{SSBU|Young Link}}||[[Great Bay]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Melee)}}''||
|2||{{CharHead|Young Link|SSBU|hsize=20px}}||[[Great Bay]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Melee)}}''||
|-
|-
|3||{{SSBU|Pichu}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}''||
|3||{{CharHead|Pichu|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}''||
|-
|-
|4||{{SSBU|Squirtle}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}''||Squirtle's {{SSBU|Pokémon Trainer}} is absent.
|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.
|-
|-
|5||{{SSBU|Ivysaur}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Battle (Dialga/Palkia) / Spear Pillar}}''||Ivysaur's 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.
|-
|-
|6||{{SSBU|Snake}}||[[Shadow Moses Island]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''||
|6||{{CharHead|Snake|SSBU|hsize=20px}}||[[Shadow Moses Island]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''||
|-
|-
|colspan="5"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||[[Galleom]]||?||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||
|Final||[[Galleom]]||[[Base]]||''{{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]]
[[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]] 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).
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]].
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 44
|44
| [[File:Wolf SSBU.png|center|108x108px]]
|[[File:Wolf SSBU.png|center|64x64px]]
| {{SSBU|Wolf}}
|Wolf
| {{color|#dc1029|Attack}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| 11,800
|11,800
| [[Lylat Cruise]] ([[Ω form]])
|[[Lylat Cruise]] ([[Ω form]])
| ''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''
|''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]==
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''.
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''.


<center>
<center>
<gallery>
<gallery>
Wolf Spirit.png|384. '''''Wolf O'Donnell'''''
SSBU spirit Wolf O'Donnell.png|384. '''''Wolf O'Donnell'''''
</gallery>
</gallery>
</center>
</center>
Line 437: Line 368:
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 452: Line 383:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|398
|398
|[[File:Panther Caroso Spirit.png|center|64x64px]]
|{{SpiritTableName|Panther Caroso|link=y|size=64}}
|{{anchor|Panther Caroso}}[[Panther Caroso]]
|''Star Fox'' Series
|''Star Fox series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,800
|1,800
|[[Corneria]]
|[[Corneria]]
Line 464: Line 395:
|•The enemy has increased move speed
|•The enemy has increased move speed
|{{SSBUMusicLink|Star Fox|Star Wolf}}
|{{SSBUMusicLink|Star Fox|Star Wolf}}
|
|-
|-
|399
|399
|[[File:Wolfen Spirit.png|center|64x64px]]
|{{SpiritTableName|Wolfen|link=y|size=64}}
|{{anchor|Wolfen}}[[Wolfen]]
|''Star Fox'' Series
|''Star Fox series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Brown}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Brown}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|9,200
|9,200
|[[Venom]] ([[Battlefield form]])
|[[Venom]] ([[Battlefield form]])
Line 476: Line 407:
|•The enemy's FS Meter charges quickly<br>•The enemy has increased attack power<br>•The enemy has increased move speed
|•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)}}
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|
|-
|-
|446
|446
|[[File:Cubone Spirit.png|center|64x64px]]
|{{SpiritTableName|Cubone|size=64}}
|{{anchor|Cubone}}Cubone
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,700
|1,700
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
|•Item: [[Boomerang]]
|•Item: [[Boomerang]]
|•Take your strongest team into this no-frills battle
|•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}}
|{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}
|
|-
|-
|479
|479
|[[File:Houndoom-Spirit.png|center|64x64px]]
|{{SpiritTableName|Houndoom|size=64}}
|{{anchor|Houndoom}}Houndoom
|''Pokémon'' Series
|''Pokémon series''
|•Curry {{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|•Curry {{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|4,100
|4,100
|[[Kalos Pokémon League]] (Blazing Chamber only)
|[[Kalos Pokémon League]] (Blazing Chamber only)
Line 500: Line 431:
|•The enemy breathes fire
|•The enemy breathes fire
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|{{SSBUMusicLink|Pokémon|Pokémon Gold / Pokémon Silver Medley}}
|
|-
|-
|492
|492
|[[File:Absol.png|center|64x64px]]
|{{SpiritTableName|Absol|size=64}}
|{{anchor|Absol}}Absol
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|2,000
|2,000
|[[Spear Pillar]] (hazards off)
|[[Spear Pillar]] (hazards off)
Line 512: Line 443:
|•The enemy starts the battle with a [[Death's Scythe]]
|•The enemy starts the battle with a [[Death's Scythe]]
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}}
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire}}
|
|-
|-
|522
|522
|[[File:Zoroak.png|center|64x64px]]
|{{SpiritTableName|Zoroark|link=y|size=64}}
|{{anchor|Zoroark}}[[Zoroark]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Grey}}×3
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Grey}} (×3)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,500
|3,500
|[[Prism Tower]]
|[[Prism Tower]]
|N/A
|N/A
|•Only certain Pokémon will emerge from Poké Balls ([[Zoroark]])<br>•Reinforcements will appear after an enemy is KO'd
|•Only certain Pokémon will emerge from Poké Balls (Zoroark)<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram/Zekrom)}}
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}
|
|-
|-
|600
|600
|[[File:Bio rex.png|center|64x64px]]
|{{SpiritTableName|Bio Rex|iw=fzerowiki|size=64}}
|{{s|fzerowiki|Bio Rex}}
|''F-Zero'' Series
|''F-Zero series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,900
|1,900
|[[Port Town Aero Dive]]
|[[Port Town Aero Dive]]
Line 536: Line 467:
|•The enemy becomes more powerful after eating<br>•Certain items will appear in large numbers after a little while
|•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)}}
|{{SSBUMusicLink|F-Zero|Fire Field (Remix)}}
|
|-
|-
|672
|672
|[[File:GangrelSpirit.png|center|64x64px]]
|{{SpiritTableName|Gangrel|iw=fireemblem|size=64}}
|{{s|fireemblem|Gangrel}}
|''Fire Emblem'' Series
|''Fire Emblem series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,700
|3,700
|[[Find Mii]] ([[Ω form]])
|[[Find Mii]] ([[Ω form]])
Line 548: Line 479:
|•Defeat the main fighter to win<br>•The enemy has increased attack power
|•Defeat the main fighter to win<br>•The enemy has increased attack power
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}
|
|-
|-
|796
|796
|{{anchor|Sonic the Werehog}}[[File:Werehog Spirit.png|center|64x64px]]
|{{SpiritTableName|Sonic the Werehog|size=64}}
|Sonic the Werehog
|''Sonic The Hedgehog'' Series
|''Sonic the Hedgehog series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|4,200
|4,200
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
Line 560: Line 491:
|•The stage is covered in fog<br>•The enemy's physical attacks have increased power<br>•The enemy has increased attack power
|•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}}
|{{SSBUMusicLink|Sonic The Hedgehog|Knight of the Wind}}
|
|-
|-
|959
|959
|[[File:Mumkhar.png|center|64x64px]]
|{{SpiritTableName|Mumkhar|size=64}}
|Mumkhar
|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}} (140 HP)
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,800
|3,800
|[[Gaur Plain]] (hazards off)
|[[Gaur Plain]] (hazards off)
|•Metal Shift<br>•Giant
|•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]]
|•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|You Will Know Our Names}}
|{{SSBUMusicLink|Xenoblade Chronicles|You Will Know Our Names}}
|
|-
|-
|976
|976
|[[File:Hogansalley.png|center|64x64px]]
|{{SpiritTableName|Gangster, Lady, & Policeman|size=64}}
|Gangster, Lady, & Policeman
|''Hogan's Alley''
|''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}}
|•{{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}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,700
|1,700
|[[Tomodachi Life]] ([[Battlefield form]])
|[[Tomodachi Life]] ([[Battlefield form]])
Line 584: Line 515:
|•Defeat the main fighter to win
|•Defeat the main fighter to win
|{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}
|{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}
|Gangster
|-
|-
|1,073
|1,073
|[[File:Werewolf.png|center|64x64px]]
|{{SpiritTableName|Werewolf|size=64}}
|Werewolf
|''Castlevania'' Series
|''Castlevania series''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,600
|3,600
|[[Luigi's Mansion]] ([[Battlefield form]])
|[[Luigi's Mansion]] ([[Battlefield form]])
Line 596: Line 527:
|•The enemy's physical attacks have increased power<br>•The enemy has increased move speed
|•The enemy's physical attacks have increased power<br>•The enemy has increased move speed
|{{SSBUMusicLink|Castlevania|Crash in the Dark Night}}
|{{SSBUMusicLink|Castlevania|Crash in the Dark Night}}
|
|-
|-
|1,254
|1,254
|{{anchor|Toy Poodle}}[[File:Toy Poodle Spirit.png|center|64x64px]]
|{{SpiritTableName|Toy Poodle|size=64}}
|Toy Poodle
|''Nintendogs'' Series
|''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}}
|•{{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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,900
|3,900
|[[Living Room]]
|[[Living Room]]
|•[[Assist Trophy]] Enemies ([[Nintendog]])
|•Assist Trophy Enemies ([[Nintendog]])
|•Join forces with a CPU ally<br>•Hostile assist trophies will appear<br>•The enemy has increased move speed
|•Join forces with a CPU ally<br>•Hostile assist trophies will appear<br>•The enemy has increased move speed
|{{SSBUMusicLink|Nintendo|Bathtime Theme}}
|{{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===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|395
|395
|[[File:Powalski.png|center|64x64px]]
|{{SpiritTableName|Leon Powalski|link=y|size=64}}
|{{anchor|Leon Powalski}}[[Leon Powalski]]
|''Star Fox'' Series
|''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}}
|•{{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}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,700
|3,700
|[[Venom]] ([[Ω form]])
|[[Venom]] ([[Ω form]])
|N/A
|N/A
|•You lose if your CPU ally is KO'd
|•You lose if your CPU ally is KO'd
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|{{SSBUMusicLink|Star Fox|Star Wolf's Theme / Sector Z (for 3DS / Wii U)}}
|Wolf O'Donnel
|Wolf O'Donnell
|-
|-
|396
|396
|[[File:Generalpigman.png|center|64x64px]]
|{{SpiritTableName|Pigma Dengar|link=y|size=64}}
|{{anchor|Pigma Dengar}}[[Pigma Dengar]]
|''Star Fox'' Series
|''Star Fox series''
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=ClassicRed}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Pink}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,300
|4,300
|[[Lylat Cruise]] ([[Battlefield form]])
|[[Lylat Cruise]] ([[Battlefield form]])
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|•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
|•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)}}
|{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}
|Wolf O'Donnel
|Wolf O'Donnell
|-
|-
|916
|916
|{{anchor|Geo Stelar & Omega-Xis}}[[File:GeoStelar&OmegaXis.png|center|64x64px]]
|{{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}}
|Geo Stelar & Omega-Xis
|''Mega Man Star Force'' Series
|''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}}
|•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,900
|3,900
|[[Moray Towers]]
|[[Moray Towers]]
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|{{SSBUMusicLink|Mega Man|Shooting Star}}
|{{SSBUMusicLink|Mega Man|Shooting Star}}
|[https://megaman.fandom.com/wiki/Omega-Xis Omega-Xis]
|[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
|}
|}


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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]].
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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>


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


==Trivia==
==Trivia==
*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 appeared red in his in-game model, the straps behind his right shin guard were white instead of black, and his jacket and gloves were 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>
{{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).}}
**Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
*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>
**Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the ''Smash Bros. Ultimate'' official website.
**Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
**They also appear in {{SSBU|Fox}}'s, {{SSBU|Mewtwo}}'s, and {{SSBU|Corrin}}'s, character showcase video.
**They are also present in {{SSBU|Fox}}, {{SSBU|Mewtwo}}, and {{SSBU|Corrin}}'s character showcase videos.
*The visual effects for all of Wolf's claw-based attacks displays three slash trails, despite attacking with four fingers.
**Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the ''Ultimate'' official website.
**Interestingly, Dracula's claw-swiping attack in his second form properly displays four slash marks.
**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 or Falco 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 cancelled video game, being ''{{iw|lylatwiki|Star Fox 2}}''.
**Whose [[down smash]] doesn't hit simultaneously on both sides.
*There's been a change on Wolf's in-game model that's not present on either his official artwork or amiibo. The straps behind his shinguards have been recolored to purple—matching his jacket—rather than black. The same can be seen for all of his alternate costumes excluding the black variant when comparing their models to their official artworks.
**Whose [[forward aerial]] does not hit multiple times.
**They were colored black when he was first shown during the E3 2018 Direct.
**Who does not use his Blaster for any of his throws.
*Wolf is the only playable ''Star Fox'' character who's 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 [[side special]] still puts him in helpless.
*Looking at Wolf's left eyepatch whenever his eyes enlarges reveals that the eye socket is empty, unlike ''Brawl'' where he has a functional left eye.
**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:
*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 bandana and collar in the back.<ref>[https://imgur.com/ZdZIT1w]</ref>
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**Underneath between his jacket and lower waist.<ref>[https://imgur.com/NTJWXJV]</ref><ref>[https://imgur.com/FqtmmxC]</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}}.
***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}}.
*There's currently an animation error with Wolf's forward teching animation, his left foot will be twisted the other way when rolling.
***Certain animations will also cause the nape of Wolf's neck to detach from his bandanna, exposing a gap.
**Additionally, Wolf Flash cannot be used again if Wolf gets [[grab release glitch|grab released]] after using the move.
*There is an animation error with Wolf's forward teching animation; his left foot will be twisted the other way when rolling.
*Wolf reverts to his ''Brawl'' idle animation while holding a small throwable item.
**The same thing happens for exactly 1 frame during the roundhouse kick segment of his up-inputted victory pose.
**Wolf, {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Young Link}}, {{SSBU|Roy}}, and {{SSBU|Chrom}} are the only characters that uses their crouching animation from their previous ''Smash Bros.'' game when holding a small item (in Chrom's case, he uses Roy's previous crouching animation).
*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.
**This makes Wolf, Marth, and Lucina the only characters to have both updated idle and crouching animations and, but transitions to their previous animations when holding a small item.
**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==
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[[Category:Wolf (SSBU)| ]]
[[Category:Wolf (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Wolf (SSBU)]]

Latest revision as of 13:44, October 9, 2024

This article is about Wolf's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Wolf O'Donnell.
Wolf
in Super Smash Bros. Ultimate
Wolf SSBU.png
StarFoxSymbol.svg
Universe Star Fox
Other playable appearance in Brawl


Availability Unlockable
Final Smash Team Star Wolf
Tier A (21)
Wolf (SSBU)

Wolf (ウルフ, 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 #44, the last fighter number of the Super Smash Bros. Brawl veterans.

Jay Ward, Wolf's English voice actor from Brawl and 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 Star Fox 64 3D and Star Fox Zero, and also voices Falco.

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 Blaster 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 Reflector 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 Roy, Chrom, and 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 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 Atelier, Jakal, and Ouch!?.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Wolf being the 51st character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the 7th character unlocked after Bowser Jr.
  • 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).

Attributes[edit]

Wolf's attributes and moveset give him a versatile gameplan, somewhere in the middle ground between Fox's focus on pressure and Falco's focus on punishes. This is reflected in his attributes: he has a slow dashing speed (though his initial dash is quite fast), an above-average walking 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 heavier than them, as he is a middleweight (tied with the Ice Climbers, Lucario, Villager, Mythra, and 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 Blaster 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 smashes 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 Reflector, 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.

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 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 gimps and edgeguarding, 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 Mewtwo and 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[edit]

Wolf has received some of the most noticeable changes of any returning veteran, similarly to Link and 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 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.

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 Blaster, 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 and up aerials 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. Reflector 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 ledge trumping and the removal of chain grabbing and meteor canceling 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.

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 Fox's or 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).

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 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.

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.

Aesthetics[edit]

  • Change Wolf's design takes some elements from his appearance in Star Fox Zero. He now sports a traditional eye patch instead of a visor, and his normal eye is red instead of purple. His fur is also more detailed and fluffier due to the game's graphical improvements.
  • 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 hop bush 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 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 are now old gold instead of gray. Lastly, Wolf no longer carries his reflecting device around. These changes make Wolf's design largely unique to Ultimate.
  • Change Wolf has been updated with features introduced in Smash 4.
  • Change Like many other characters, Wolf is more expressive. He now smirks in an evil manner on certain occasions, like his side taunt, spotdodging, when grabbing opponents, and his up victory pose.
  • Change Wolf's landing sounds have been changed, with the loud metallic boot "clinks" from Brawl being replaced with softer ones.
  • Change All of Wolf's claw-based attacks now sport purple claw trails.
  • Change The majority of Wolf's animations are more fluid and polished with a majority of them (air dodge, rolls, spot dodge, shielding, etc.) now being unique to him rather than being borrowed from Fox's.
  • Change Walking, dashing, and falling animations have all been altered.
  • Change Crouching animation has been altered. He now kneels akin to the other spacies instead of laying on all four limbs. However, he transitions to his crouching animation from Brawl when holding a small item.
    • Nerf Wolf's new crouching animation doesn't lower his hurtboxes as much as before, making it easier to hit him vertically.
  • Change Wolf's fur has physics-based movement.
  • Change Wolf's ears now have unique animations, such as bending while dashing and twitching during his Brawl idle animation.
  • Change Wolf's up taunt has him face the screen, regardless of which side he's currently facing.
    • Change The howling voice clip has been sped up to match the new animation.
  • Change Wolf has a new side taunt, a beckoning gesture with two fingers 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 only has the audience howling, instead of going "Wooolf! - *howl*".
  • Change All of Wolf's victory poses have been given either updated animations or dialogues.
    • Change He has a new left-inputted victory pose where he claws the air and poses, replacing the victory pose where he snarls, crosses his arms, and then laughs.
    • Change His up-inputted victory pose now has him saying "You're good, but I'm better.", one of his famous lines from Star Fox 64. This replaces his "I will be the one to...take you down!" line from Brawl, which remains unchanged in Japanese.
    • Change His right-inputted victory pose ending animation has been altered as he now extends his right arm, keeping his left arm closer to his face as the camera zooms in. In addition, he now says "Weaklings, the lot of you." instead of "Weaklings, the bunch of you.".
  • Change Wolf's specific victory dialogue against Fox ("Playtime's over, Star Fox!") has a chance of being used on any of his three victory poses rather than solely on the left-inputted victory pose.
  • Bug fix Wolf's tumbling animation no longer detaches his left arm from his elbow.

Attributes[edit]

  • Change Wolf stands in an upright, much less awkward posture, similar to Yoshi and Bowser in their transitions from Brawl. This translates to his moveset, be it through a tweaked animation or a completely new move. However, he transitions to his idle animation from Brawl when 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, but make him more susceptible to combos due to his fast falling speed.
  • Buff The 19% damage increase to shields, higher shieldstun and more limited out of shield options allow Wolf to pressure shields much more effectively, with many of his attacks now being safe on shield with proper spacing.
  • 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 removal of meteor canceling benefits Wolf far more than any other character, as he is equally as vulnerable to meteor smashes as the rest of the cast instead of having a significantly longer meteor cancel delay, while making his own meteor smashes much more effective.
  • Buff The removal of chain grabbing significantly improves Wolf's survivability and matchups against several characters, most notably no longer being vulnerable to guaranteed zero-to-death combos.
    • Nerf However, 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 tossing and super glide tossing hinders Wolf's approach while holding items.
  • Buff Like all characters, Wolf's jumpsquat animation takes 3 frames to complete (down from 5).
  • Nerf Wolf is significantly lighter (102 → 92), going from a semi-heavyweight to a lighter middleweight (weighing the same as the Ice Climbers, Lucario and Villager). This significantly hinders his endurance, while not making him much less susceptible to combos from other characters due to the changes to hitstun canceling.
  • Nerf Wolf walks slower (1.3 → 1.208).
  • Buff Wolf runs faster (1.4 → 1.54).
    • Buff Wolf's initial dash speed is much faster (1.7 → 2.09).
  • Buff Wolf's air speed is faster (1.222 → 1.281).
  • Buff Wolf's fast fall speed is much higher and more in line with the rest of the roster (1.9 → 2.88), being far more useful than before.
  • Buff Wolf's traction is higher (0.07 → 0.11).
  • Buff Forward roll has less ending lag (FAF 32 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 32 → 35).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-17).
  • Buff Air dodge has less startup (frame 4 → 2) and ending lag (FAF 50 → 45).
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26).
  • Buff The changes to air dodging help Wolf overall, as they allow 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.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first and second hits both transition into the next hits faster (frame 9 → 7).
    • Nerf The first hit deals less damage (3% → 2%).
    • Nerf All hits have smaller hitboxes (4u/3u/3u → 1.6u/1.8u/2.2u/2.2u (hit 1), 3u/3.5u/4u → 2u/2.5u/3u (hit 2), 5u/4u/4u → 2.5u/2.8u/4u (hit 3)) with a shorter duration (2 frames → 1 frame).
    • Nerf The first two hits have higher hitlag multipliers (1× → 1.6× (hit 1), 1.2× (hit 2)) and SDI multipliers (0.5× (hit 1), 0.3× (hit 2) → 1×).
    • Nerf The third hit no longer deals extra shield damage (6 → 0).
    • Change The first two hits have altered angles (80°/35°/30° → 361°/180° (hit 1), 20°/15°/45° → 361° (hit 2)) and knockback (22/26/28 base/30 scaling (hit 1), 35/50/15/25 (hit 2) → 25/20 base/25/20 scaling) to keep opponents close to Wolf, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
    • Change Neutral attack has a much cleaner look overall. The ending hit is a third claw swipe instead of a lunging bite.
  • Forward tilt:
    • Buff The changes to shield hitlag from Brawl make forward tilt safer on shield, as shielding opponents now experience the same hitlag as Wolf from the first hit instead of much less, preventing them from punishing him before the second hit comes out.
    • Buff The first hit has less knockback scaling (110 → 70), allowing it to connect more reliably into the second hit.
    • Nerf Forward tilt has more ending lag (FAF 33 → 35).
    • Nerf The first hit is no longer impossible to SDI (0× → 1×).
    • Change The first hit has a different angle (361° → 60°) and a lower hitlag multiplier (3× → 1.8×).
    • Change The second hit has more base knockback (40 → 55), but less knockback scaling (120 → 106). This slightly worsens its KO ability from center stage, but improves it near edges.
    • Change The move has an updated animation where Wolf forcefully brings his claws together.
  • Up tilt:
    • Nerf Up tilt's hitboxes that affect both grounded and aerial opponents have reversed priority (10%/9%/8% → 8%/9%/10%), making the sweetspot harder to land.
    • Nerf All hitboxes except the grounded-and-aerial sweetspot are smaller (6u/5u/5u → 4.5u).
    • Change The grounded sweetspot launches at a lower angle (88° → 80°).
    • Change It has a new ending animation where Wolf flicks his nose with his thumb while smirking.
  • Dash attack:
    • Change Wolf has a new dash attack: a lunging kick instead of a backflip.
    • Buff It no longer halts Wolf's momentum, instead boosting him forward a considerable distance. This drastically increases its horizontal range, despite its hitboxes being smaller (3.5u/4.5u/5u → 2.5u/3.5u/4u). It can also cross-up opponents despite the changes to the jostle mechanics.
    • Buff It has a longer hitbox duration with a clean hit and late hit, though with the former still lasting longer than the previous dash attack's hitboxes (frames 11-13 → 11-14 (clean), 15-18 (late)).
    • Buff The clean hit deals more damage (9% → 11%) and has increased knockback (50 base/80 scaling → 40/40/45 base/92/91/85 scaling), noticeably improving its KO potential. Combined with its previous buffs, this allows it to punish landings and whiffed attacks much more effectively.
    • Nerf Due to its new animation and smaller hitboxes, dash attack has less vertical range.
    • Change It no longer deals extra shield damage (1 → 0), although it is still more damaging against shields due to its increased damage output.
  • Forward smash:
    • Change Wolf has a new forward smash: a forceful standing palm strike that deals one hit instead of two.
    • Buff Due to dealing one hit with the same damage as the total of the previous hits (5% (hit 1), 10% (hit 2) → 15%), and its knockback values being unchanged, it is more consistent and much stronger, allowing it to KO middleweights at 100% from the center of Final Destination, compared to being unable to KO below 140% under the same circumstances.
    • Nerf It has double the startup lag (frame 10 → 20), no longer being one of the fastest forward smashes in the game.
      • Buff However, it has less ending lag (FAF 46 → 42), especially given the slower startup. Coupled with its increased damage and much higher shieldstun, it is now safe on shield and can be used to bait approaches.
    • Nerf It does not have Wolf lunge as far forward, and its hitboxes are smaller (4.5u/4u/3u (hit 1), 6.5u/5u (hit 2) → 3.5u/3u), significantly decreasing its range.
  • Up smash:
    • Buff The second hit has a longer duration (frames 20-22 → 20-23).
    • Nerf Up smash has more ending lag (FAF 44 → 48).
    • Nerf The removal of DACUS significantly hinders its utility for approaching.
    • Change The second hit has a consistent angle (95°/361° → 95°), with the hitboxes on Wolf's body no longer launching horizontally, and has different knockback values (40/50 base/85/100 scaling → 85 base/65 scaling), strengthening the leg hitboxes, but weakening the body hitboxes. This improves its vertical KO power, but removes its ability to KO earlier horizontally.
    • Change The move has an altered animation: a breakdance-style rotation followed by an upward dropkick. The hits are also clearly highlighted by trails.
  • Down smash:
    • Buff Down smash deals more damage (14%/12% → 16%/14% (hit 1), 13%/10% → 14%/12% (hit 2)). The sweetspots also deal increased and consistent knockback (40/50 base/50 scaling → 37/93 (hit 1), 40/50 base/90 scaling → 50/90 (hit 2).
    • Buff The sourspots deal increased knockback scaling (60 → 80), significantly improving their KO potential.
    • Buff The hitboxes launch at a lower angle (35°/361° → 30°/35°), allowing them to semi-spike. Combined with their knockback increase, they can KO opponents near edges at much lower percents, especially if Wolf has rage.
    • Nerf Down smash has noticeably more startup (frame 8 → 14 (hit 1), 14 → 21 (hit 2)), and more ending lag (FAF 35 → 44).
    • Nerf The second hit has considerably smaller hitboxes (5.5u/4.4u/4.4u → 2.5u/3u/3.5u).
    • Change The move's animation has been altered: Wolf swipes both sides with one hand.

Aerial attacks[edit]

  • Neutral aerial:
    • Change Wolf has a new neutral aerial: a sex kick similar to Fox's.
    • Buff It has one frame less landing lag (10 frames → 9).
    • Buff It deals more damage (8% → 12% (clean), 3%/1% → 8% (late)).
    • Buff The clean hit uses three hitboxes instead of only one (4u → 4.2u/4.2u/3.5u), while the late hit has larger hitboxes (4u/2.5u/2.5u → 4u/4u/3u), and both cover a larger area in front of Wolf due to the move's new animation. This greatly improves its utility as an approach option.
    • Buff The late hit no longer has weak set knockback (5 set/100 scaling → 0 base/100 scaling) or a rehit rate, increasing its safety and preventing it from overriding the knockback of the stronger clean hit. Combined with the changes to hitstun canceling, this also increases the move's combo potential on landing.
    • Nerf Neutral aerial has more startup and a shorter hitbox duration (frames 4-34 → 7-26).
      • Buff However, the clean hit has a longer duration (frames 4-5 → 7-9).
    • Nerf The clean hit deals less knockback (40 base/100 scaling → 30/75), slightly weakening its KO potential.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 52 → 41), making it safer to use offstage.
    • Buff It has significantly less landing lag (30 frames → 10), which alongside the changes to hitstun canceling turns it into an excellent combo starter from low to mid percents, with followups including tilts, a grab, aerials (including more forward aerials), and Wolf Flash. This also makes it much safer on shield.
    • Nerf It deals less damage (11% → 9%) and knockback (40 base/95 scaling → 45/85), drastically hindering its KO potential.
    • Nerf Its hitboxes are much smaller (7u/5u/4u → 4.5u/4u/3.5u), no longer possessing a large disjoint.
    • Change Forward aerial sends opponents at a less vertical angle (75° → 60°).
  • Back aerial:
    • Buff Back aerial's weakest hitbox has been removed, while all its other hitboxes deal more damage (13%/11%/10% → 15%/13%/11%) and have increased base knockback (20 → 37). This drastically improves its KO potential, with the sweetspot KOing middleweights under 110% from center stage, and the middlespot doing so under 130%.
      • Nerf However, its increased knockback removes its ability to lock opponents at lower percents.
    • Nerf Back aerial is noticeably slower overall, possessing twice as much startup with a shorter duration (frames 6-9 → 13-15), and more ending (FAF 30 → 45) and landing lag (9 frames → 15). This hinders its utility for challenging opponents' approaches and starting combos, and makes it riskier to use offstage.
      • Buff However, due to the move's auto-cancel window remaining unchanged, its slower startup makes it harder to punish if used in a short hop.
    • Nerf The sourspots are smaller (5.3u/4.7u → 4.5u/4u) and now take priority over the sweetspot, requiring more careful spacing to KO efficiently with the move.
  • Up aerial:
    • Buff Up aerial has more knockback scaling (75 → 85), improving its KO potential.
    • Buff The changes to hitstun canceling noticeably improve its combo potential.
    • Nerf It has one frame more landing lag (9 frames → 10).
    • Nerf The outermost hitbox is smaller (5.5u → 5u).
  • Down aerial:
    • Buff Down aerial has less ending lag (FAF 60 → 54), making it safer to use offstage.
    • Buff The removal of meteor canceling improves its reliability for edgeguarding, while the changes to hitstun canceling allow it to start combos against grounded opponents beyond low percents.
    • Buff The sourspot has a lower SDI multiplier (1.50× → 1.00×).
    • Nerf The sourspot is smaller (6u → 5u) and takes priority over the sweetspot.
    • Nerf The sweetspot and sourspot are positioned higher (Y-offset: -5 (sweetspot)/-1.5 (sourspot) → 2/6.5), giving down aerial less range below Wolf.
    • Change The move has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 37 (standing), 40 → 45 (dash), 35 → 40 (pivot)).
    • Buff Dash grab has less startup lag (frame 11 → 8).
  • Pummel:
    • Buff Pummel deals more damage (1% → 1.3%).
    • Nerf It deals significantly more hitlag (4 frames → 14), lengthening its duration. Combined with the majority of other characters receiving similar pummel durations, it is no longer the fastest in the game.
  • Forward throw:
    • Change Forward throw's first hit now has has a slash effect instead of a neutral effect. Its animation has also been slightly altered to have Wolf slash downward in a more exaggerated manner.
    • Buff It has one frame less ending lag (FAF 34 → 33).
    • Buff It deals more damage (4% → 5% (hit 1), 3% → 4% (throw); 7% → 9% (total)).
    • Nerf It has significantly decreased knockback (35 base/130 scaling → 55/57), no longer KOing under 350% even at the edge.
  • Back throw:
    • Change Back throw has a different animation, where Wolf performs a jumping slash from below, instead of fully somersaulting and slashing the opponent from above.
    • Buff It has less startup (frame 26 (hit 1), 27 (throw) → 23, 24), with its total duration reduced as well (FAF 50 → 47).
    • Buff It deals more damage (4% → 6% (hit 1), 3% → 5% (throw); 7% → 11% (total)) with no compensation on knockback, improving its KO potential.
    • Buff It launches opponents at a lower angle (68° → 50°), allowing it to set up edgeguards and KO near edges much more effectively.
  • Up throw:
    • Change Up throw has a different animation, where Wolf jumps and slashes the opponent with one claw, instead of two like in Brawl. The animation is also cleaner overall.
    • Buff It has less ending lag (FAF 56 → 46) and the changes to hitstun canceling allow up throw to combo into a forward or up aerial until high percents, improving its utility.
  • Down throw:
    • Change Wolf has a new down throw: he grabs the opponent by the head, jumps while spinning around once, and chokeslams them into the ground.
    • Buff It has less ending lag (FAF 51 → 41), allowing it to combo into dash attack at low percents.
    • Nerf It deals less damage (6% (hit 1 and throw); 12% (total) → 8.5%), with knockback compensated (30 base/86 scaling → 50/65). The first hit has been removed, meaning the move can no longer hit bystanders.
    • Nerf Wolf can no longer chain grab with down throw, hindering its damage racking potential.
    • Change It launches at a different angle (0° → 44°), no longer being a semi-spike. This hinders its tech-chasing and edgeguarding abilities, but combined with its lower ending lag and the changes to hitstun canceling, this allows it to combo into Wolf Flash at mid percents.
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
      • Buff They have less startup (frame 19 (front), frame 17 (back) → 16 (both)) and ending lag (FAF 50 → 46).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Change Wolf has a new edge attack, an inward slash.
    • Buff It deals more damage than his previous under 100% edge attack (8%/6% → 9%), and no longer has set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
    • Buff It has less startup (frame 25 → 24) and grants more intangibility (frames 1-23 → 1-26).
    • Nerf It has more ending lag (FAF 55 → 56), while its hitboxes have a shorter duration (frames 25-32 → 24-26) and are smaller (5.76u → 5u).
    • Change Its angle has been altered (361° → 45°).

Special moves[edit]

  • Blaster:
    • Buff Both the bayonet's hitbox and the lasers deal more damage (4% → 7% (bayonet), 5% early/6% clean/5% late → 6%/8%/7% (laser)) and knockback (70 base/40 scaling → 80/37 (bayonet), 20/24/20 set/100 scaling → 35/40/30/120 (laser)).
    • Buff The lasers have a longer duration (frames 16-48 → 16-50).
    • Nerf Blaster has more ending lag (FAF 45 → 53), hindering its camping ability, while the bayonet's hitbox has more startup (frame 11 → 15).
    • Nerf The lasers have received negative shield damage (0 → -3/-4/-3.5), effectively dealing half their usual damage to shields.
    • Nerf Wolf can no longer control his horizontal aerial momentum while firing a laser with his Blaster.
    • Change The bayonet's hitbox launches at a higher angle (20° → 60°), no longer being a semi-spike. This hinders its edgeguarding potential, but allows it to set up juggles.
    • Change Wolf has an altered animation for firing lasers: it is a thrust forward before a firing animation that causes the Blaster to recoil upwards, instead of Brawl's downwards draw animation.
    • Change The lasers fired from Wolf's Blaster are colored purple instead of green. The blaster itself has a new design and updated sound effects.
  • Wolf Flash:
    • Buff Wolf Flash can be angled by tilting up or down on the control stick, giving it more recovery mixups and allowing the clean hit to land more easily, despite having smaller hitboxes overall (3u/10u → 4u/7u). In particular, it can hit several tall characters on the ground when angled down.
    • Buff The clean hit deals more damage (15%/10% → 20%/15%), and the meteor hitbox has more knockback scaling (80 → 100), while the semi-spike hitbox's scaling has not been fully compensated (106 → 85). This makes the move much more powerful and rewarding to land, especially with the removal of meteor canceling.
    • Buff The aerial version has faster startup (frame 21 → 19), matching that of the grounded version.
    • Buff The changes to hitstun canceling give Wolf several ways to combo into Wolf Flash, allowing for risky, yet deadly KO confirms.
    • Nerf The move can no longer be shortened, and travels less horizontal and vertical distance when not angled.
    • 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.
    • Change It has been given updated visual effects: its trail features three long, red slash-marks. Another shorter, identical trail also appears in front of Wolf, which indicates the sweetspot.
  • Fire Wolf:
    • Buff Fire Wolf has less startup lag (frame 23 → 18), and Wolf gains control sooner after the move has ended.
    • Buff It has five hits, down from nine, but deals more total damage (2% → 4% (hit 1), 1% (hits 2-8) → 2.5% (hits 2-4), 3%/4% (hit 9) → 5%/6% (hit 5); 12%/13% → 16.5%/17.5% (total)).
    • Buff The looping hits use a different type of autolink angle (45°/365°/45°/361° → 40°/367°/40°/367°), allowing them to connect more reliably.
    • Buff The first hit and looping hits deal more base knockback with minimal knockback scaling, rather than using set knockback (15 set/100 scaling → 50 base/10 scaling (hit 1), 60/0/70/70 set/70/12/70/50 scaling → 60/35/60/40 base/20 scaling (looping hits)), which may cause opponents to get hit out of range at very high percents, but overall helps them link better.
    • Buff The last hit has increased knockback scaling (131 → 148 (grounded), 115 → 136 (aerial)), and launches at a lower angle for the grounded version (65° → 361°). Combined with its higher damage outputs, this makes the last hit powerful enough to KO reliably under 100% near edges, giving Wolf a new finisher.
    • Buff The grounded version's last hit has larger hitboxes (6u/6u/5u → 6u/8u/5u).
    • Nerf The move travels less distance, worsening its recovery potential.
    • Nerf All hits except the grounded version's last hit have smaller hitboxes (8u → 7u (hit 1), 7u/9u/3.5u/3.5u → 5u/6u/3.5u/3.5u (looping hits), 9u → 6u (aerial, last hit)).
    • Change The first hit uses a different angle (100° → 93°).
    • Change Fire Wolf has Wolf enveloped in blue aura. The animation itself has been changed, as Wolf performs the multi-hitting kicks with his left foot and the final kick with his right foot. Additionally, Wolf delivers the final kick aimed in the direction he traveled rather then performing a horizontal kick.
  • Reflector:
    • Buff Reflector deals more damage (3% → 4%).
    • Buff It has less startup with a longer duration (frames 8-9 → 6-8).
    • Buff Reflected projectiles have a higher damage multiplier (1.3x → 1.5x).
    • Buff It has been given a hitbox once a projectile has been successfully reflected, which deals 5% damage.
    • Buff Due to explosive hitboxes now being reflectable, it protects Wolf from most (though not all) types of explosives when active.
    • Buff The ending lag of the held variant has been reduced (FAF 18 → 13). Additionally, the aerial version no longer has 1 additional frame of lag, matching the grounded version.
      • Nerf A 10-frame window has been added where Wolf is locked in his reflection hitbox before he can cancel out of the move, resulting in the move having increased ending lag (FAF 27 grounded/28 aerial → 31).
    • Nerf Its intangibility has more startup with a shorter duration (frames 1-9 → 5-8), making it less effective for escaping combos.
    • Change It has one hitbox fully covering Wolf instead of 2 smaller hitboxes on each side of Wolf (6u/6u → 9u).
    • Change Reflector sends opponents at a higher angle (10° → 65°), and no longer has set knockback (40 set/100 scaling → 60 base/85 scaling). This allows it to be followed up with aerials, but weakens its gimping potential.
    • Change Reflector has updated visual effects, resembling a force field. It also has unique sound effects that are no longer shared with Fox's Reflector.
    • Change It has an altered animation, where Wolf holds out his reflecting device. He also always faces the screen while Reflector is active.
  • Final Smash:
    • Change Wolf has a new Final Smash, Team Star Wolf, replacing the Landmaster from Brawl. It functions similarly to Team Star Fox, Fox's and Falco's new Final Smash. Upon activating, Wolf yells, "Wolf Pack!" and summons a large aiming reticle in front of him. If the crosshair successfully catches a target, a cutscene is initiated where Wolf yells, "Grahaha! The hunt is on, boys!" with it captioned on screen. The target is then fired at with the Wolfen's lasers, and then launched horizontally 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!"
    • 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.
    • Nerf Team Star Wolf is much easier to avoid compared to Landmaster and is overall less versatile.
    • Bug fix Due to being a cutscene Final Smash, the regenerating terrain glitch is no longer possible to perform.

Update history[edit]

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. Blaster 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.

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 Reflector's overall lag was decreased by 1 frame. Lastly, update 7.0.0 enlarged Wolf's shield as part of a near-universal buff.

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.

A comparison of the knockback dealt against Mario by Wolf's sweetspotted down smash, in each version which changed it.

Super Smash Bros. Ultimate 3.0.0

  • Nerf The sweetspotted front hit of down smash deals less knockback scaling with its base knockback not fully compensated, weakening it overall (50 base/90 scaling → 56/82).
  • Nerf Blaster's lasers have received negative shield damage (0 → -3/-4/-3.5 (early/clean/late)), effectively dealing half their usual damage to shields.
  • Bug fix Using a directional air dodge before Wolf Flash no longer reduces its landing lag. However, the reduced landing lag still persists if Wolf lands while helpless.

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack has received various changes to connect more reliably.
    • Buff The first hit's second hitbox has been moved closer to Wolf (Z offset: 6.5u → 8u), with the third and fourth hitboxes instead covering a larger horizontal area (Z offset: 11u → 10u-11u) and having more knockback scaling (15 → 20), better dragging opponents towards Wolf.
    • Buff The second and third hit's outermost hitboxes are displaced further horizontally (Z offset: 11u → 12u (hit 2), 9.5u → 11u (hit 3)). As a result, the third hit is less likely to miss opponents after the second hit at higher percents.
  • Nerf The sweetspotted front hit of down smash deals noticeably less base knockback, but has more knockback scaling (56 base/82 scaling → 37/93), causing it to KO later near edges and from center stage.
    • Buff However, this allows it to KO slightly earlier from across the stage.
  • Nerf Blaster has more ending lag (FAF 50 → 53).
  • Buff Fire Wolf's first hit and looping hits deal less knockback (40 base/25 scaling → 50/10 (hit 1), 60/98/60/88 base → 60/35/60/40 (looping hits)), allowing them to connect more reliably.
  • Nerf The last hit of Fire Wolf has smaller hitboxes (9u → 6u).
  • Buff Reflector has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.
  • Buff Reflector grants intangibility earlier (frame 6 → 5).
  • Buff Reflector reflects projectiles earlier (frame 10 → 9).

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Moveset[edit]

For a gallery of Wolf's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Snap Claw (スナップクロー) / Follow Claw (フォロークロー) / Wild Scratch (ワイルドスクラッチ) 2% 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.
2%
4%
Forward tilt Dual Burst (デュアルバースト) 5% (hit 1), 6% (hit 2) 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 frames. It can KO at around 115%-140% while near the edge of Final Destination depending on the opponent, and even earlier as a 2 frame punish.
Up tilt Kick Up (キックアップ) 10% (foot), 9% (leg), 8% (body) 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.
Down tilt Low Kick (ローキック) 6% 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.
Dash attack Shooting Kick (シューティングキック) 11% (clean), 8% (late) 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.
Forward smash Wolf Crash (ウルフクラッシュ) 15% 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.
Up smash Spinning Leg Scissors (スピニングレッグシザース) 6% (hit 1), 12% (hit 2) A butterfly kick performed from a variation of the 2000 (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%.
Down smash Gust Slash (ガストスラッシュ) 14%/16% (hit 1), 12%/14% (hit 2) 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.
Neutral aerial Wolf Kick (ウルフキック) 12% (clean), 8% (late) 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.
Forward aerial Quick Slash (クイックスラッシュ) 9% 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.
Back aerial Behind Kick (ビハインドキック) 11% (body), 13% (leg), 15% (foot) 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.
Up aerial Air Slice (エアスライス) 12% 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.
Down aerial Meteor Crash (メテオクラッシュ) 13% (body), 15% (arms) 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.
Grab Grab (つかみ) Reaches out with his right arm. Wolf's grab range is short.
Pummel Grab Kneebutt (つかみニーバット) 1.3% A knee strike. Average power and speed.
Forward throw Short Scratch (ショートスクラッチ) 5% (hit 1), 4% (throw) 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.
Back throw Scratch Upper (スクラッチアッパー) 6% (hit 1), 5% (throw) 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.
Up throw Throw Scratch (スルースクラッチ) 5% (hit 1), 2% (throw) 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.
Down throw Bottom Down (ボトムダウン) 8.5% A spinning 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-chases 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up and kicks backward, then forward.
Floor attack (back)
Floor getups (back)
  7% Gets up and punches forward, then kicks backward.
Floor attack (trip)
Floor getups (trip)
  5% Sweeps one leg around himself, starting from the front.
Edge attack
Edge getups
  9% Gets up and slashes inward.
Neutral special Blaster 7% (bayonet), 6%/8%/7% (blast close-far) Shoots a purple, arrowhead-shaped energy blast from his 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.
Side special Wolf Flash 3% (dash), 20% (meteor smash), 15% (semi-spike) 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 smashes aerial opponents, and another more in front of him that semi-spikes 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.
Up special Fire Wolf 4% (hit 1), 2.5% (hits 2-4), 5% (grounded hit 5), 6% (aerial hit 5) 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.
Down special Reflector 4% (Reflector), 5% (reflection), 1.5× damage (reflected projectiles) Activates his Reflector to create an electrical force field around himself that reflects 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.
Final Smash Team Star Wolf 3% (reticle), 35% (lasers), 10% (ending) 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 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 Star Wolf. Wolf then says, "Grahaha! The hunt is on, boys!" (or "I've got you now, Star Fox!" if he hits Fox or 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.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 92 2.09 – Initial dash
1.54 – Run
1.208 0.11 0.004 1.281 0.01 – Base
0.08 – Additional
0.13 1.8 – Base
2.88Fast-fall
3 32.02 - Base
15.38 - Short hop
30.71

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Ejects from a Wolfen.

Taunts[edit]

  • Up taunt: Leans his head back and howls.
  • Side taunt: Does a beckoning gesture with his fingers while smirking and asking "Are you scared?" (どうした、どうした?, What's wrong, what's wrong?).
  • Down taunt: Kneels down, slaps the ground with one hand, and makes a howling-esque noise.
    • Smash Taunt: Kneels down before 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.

Idle poses[edit]

  • Claws at the air.
  • Pretends to howl.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer NTSC

PAL
Description *howl* Uru - fu! (Wol - f!) Wolf! Wolf! Wolf! Wolf! *claps 3 times* Wo - lf! *howl* Wo - lf!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Wolf! Wolf! *howl* Wolf! -- Wolf! -- *howl* Wolf! *howl* Uru - feu!

Victory poses[edit]

In any victory pose, there's a chance Wolf will say "Playtime's over, Star Fox!" (遊びは終わりだ、スターフォックス!, Playtime is over, Star Fox!) if Fox was 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.
  • Up: Performs two alternating slashes and then a wheel kick, saying "You're good, but I'm better." (貴様を倒すのはこの俺様だ!, 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.
  • 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." (弱者どもめ。, Such weak ones.)
This victory theme is based upon the main theme of 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.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Wolf players (SSBU)

Tier placement and history[edit]

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 edgeguarding 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 Pound 2019's top 128[1] and the third-most used character in EVO 2019's top 256.[2] Spearheading Wolf's huge playerbase was Zackray, who regularly finished top 8 at majors and even won 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 MkLeo and Tweek, the two best players in the world at that time. Tweek especially used both Wario and Wolf to win 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 Atelier, Jakal, and 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.

Classic Mode: Reunited Roster[edit]

Wolf's congratulations screen.

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.

Round Opponent Stage Music Notes
1 Ice Climbers (SSBU) Ice Climbers Summit Ice Climber (Melee)
2 Young Link (SSBU) Young Link Great Bay Overworld Theme - The Legend of Zelda (Melee)
3 Pichu (SSBU) Pichu Pokémon Stadium Pokémon Gold / Pokémon Silver Medley
4 Squirtle (SSBU) Squirtle Pokémon Stadium 2 Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue Squirtle's Pokémon Trainer is absent.
5 Ivysaur (SSBU) Ivysaur Spear Pillar Battle! (Dialga/Palkia) / Spear Pillar Ivysaur's Pokémon Trainer is absent.
6 Snake (SSBU) Snake Shadow Moses Island Theme of Tara
Bonus Stage
Final Galleom Base Boss Battle - Super Smash Bros. Brawl

Credits roll after completing Classic Mode. Completing it as Wolf has Star Wolf accompany the credits.

Role in World of Light[edit]

Finding Wolf in World 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 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 (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 spirit.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
44
Wolf SSBU.png
Wolf
Attack
Attack
11,800 Lylat Cruise (Ω form) Star Wolf (Brawl)

Spirit[edit]

Wolf's fighter spirit can be obtained by completing 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.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
398
SSBU spirit Panther Caroso.png
Panther Caroso Star Fox Series Wolf Wolf (SSBU)
Attack
1,800 Corneria N/A •The enemy has increased move speed Star Wolf
399
SSBU spirit Wolfen.png
Wolfen Star Fox Series Wolf Wolf (SSBU)
Neutral
9,200 Venom (Battlefield form) N/A •The enemy's FS Meter charges quickly
•The enemy has increased attack power
•The enemy has increased move speed
Star Wolf (Brawl)
446
SSBU spirit Cubone.png
Cubone Pokémon Series Wolf Wolf (SSBU)
Grab
1,700 Luigi's Mansion •Item: Boomerang •Take your strongest team into this no-frills battle
The enemy starts the battle with a Boomerang
Road to Viridian City - Pokémon Red / Pokémon Blue
479
SSBU spirit Houndoom.png
Houndoom Pokémon Series •Curry Wolf Wolf (SSBU)
Attack
4,100 Kalos Pokémon League (Blazing Chamber only) N/A •The enemy breathes fire Pokémon Gold / Pokémon Silver Medley
492
SSBU spirit Absol.png
Absol Pokémon Series Wolf Wolf (SSBU)
Attack
2,000 Spear Pillar (hazards off) N/A •The enemy starts the battle with a Death's Scythe Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire
522
SSBU spirit Zoroark.png
Zoroark Pokémon Series Wolf Wolf (SSBU)
Lucario Lucario (SSBU)×3
Attack
3,500 Prism Tower N/A •Only certain Pokémon will emerge from Poké Balls (Zoroark)
•Reinforcements will appear after an enemy is KO'd
Battle! (Reshiram / Zekrom)
600
Bio rex
Bio Rex F-Zero Series Wolf Wolf (SSBU)
Attack
1,900 Port Town Aero Dive •Item Tidal Wave •The enemy becomes more powerful after eating
•Certain items will appear in large numbers after a little while
Fire Field (Remix)
672
SSBU spirit Gangrel.png
Gangrel Fire Emblem Series Wolf Wolf (SSBU)
Bayonetta Bayonetta (SSBU)
Attack
3,700 Find Mii (Ω form) N/A •Defeat the main fighter to win
•The enemy has increased attack power
Id (Purpose) (Remix)
796
SSBU spirit Sonic the Werehog.png
Sonic the Werehog Sonic The Hedgehog Series Wolf Wolf (SSBU)
Attack
4,200 Luigi's Mansion •Move Speed ↓
•Attack Power ↑
•Hazard: Fog
•The stage is covered in fog
•The enemy's physical attacks have increased power
•The enemy has increased attack power
Knight of the Wind
959
SSBU spirit Mumkhar.png
Mumkhar Xenoblade Chronicles Series Wolf Wolf (SSBU) (140 HP)
Attack
3,800 Gaur Plain (hazards off) •Metal Shift
•Giant
•The enemy is giant when the enemy's at high damage
•The enemy will occasionally turn metal when the enemy's at high damage
Stamina battle
You Will Know Our Names
976
SSBU spirit Gangster, Lady, & Policeman.png
Gangster, Lady, & Policeman Hogan's Alley Wolf Wolf (SSBU)
Peach Peach (SSBU)
Ike Ike (SSBU)
Attack
1,700 Tomodachi Life (Battlefield form) N/A •Defeat the main fighter to win Duck Hunt Medley Gangster
1,073
SSBU spirit Werewolf.png
Werewolf Castlevania Series Wolf Wolf (SSBU)
Attack
3,600 Luigi's Mansion (Battlefield form) N/A •The enemy's physical attacks have increased power
•The enemy has increased move speed
Crash in the Dark Night
1,254
from the game's files
Toy Poodle Nintendogs Series Wolf Wolf (SSBU)×3
•Ally: Duck Hunt Duck Hunt (SSBU)
Shield
3,900 Living Room •Assist Trophy Enemies (Nintendog) •Join forces with a CPU ally
•Hostile assist trophies will appear
•The enemy has increased move speed
Bathtime Theme
1,363
SSBU spirit Iori Yagami.png
Iori Yagami THE KING OF FIGHTERS Series Wolf Wolf (SSBU) (140 HP) Wolf (SSBU) (60 HP)
Neutral
9,500 Reset Bomb Forest (forest) •Jump Power ↓ Stamina battle
•Reinforcements will appear after an enemy is KO'd
•All fighters have reduced jump power
Stormy Saxophone 2 - KOF '96 Orochi Iori (red costume)
1,447
SSBU spirit Vincent.png
Vincent FINAL FANTASY Series Wolf Wolf (SSBU)
Neutral
3,500 Luigi's Mansion •Defense ↑
•Giant
•The enemy is giant when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
•The enemy favors neutral specials
Nothing to Lose Galian Beast

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
395
SSBU spirit Leon Powalski.png
Leon Powalski Star Fox Series Yoshi Yoshi (SSBU)
Wolf Wolf (SSBU)
•Ally: Falco Falco (SSBU)
Attack
3,700 Venom (Ω form) N/A •You lose if your CPU ally is KO'd Star Wolf's Theme / Sector Z (for 3DS / Wii U) Wolf O'Donnell
396
SSBU spirit Pigma Dengar.png
Pigma Dengar Star Fox Series Wario Wario (SSBU)
Wolf Wolf (SSBU)
Shield
4,300 Lylat Cruise (Battlefield form) •Move Speed ↑ •Defeat the main fighter to win
•The enemy has increased move speed when the enemy's at high damage
•The enemy tends to avoid conflict
Star Wolf (Brawl) Wolf O'Donnell
916
SSBU spirit Geo Stelar & Omega-Xis.png
Geo Stelar & Omega-Xis Mega Man Star Force Series Richter Richter (SSBU)
Wolf Wolf (SSBU)
Neutral
3,900 Moray Towers •Hazard: Zap Floor •The floor is electrified Shooting Star Omega-Xis
1,368
SSBU spirit Zacian & Zamazenta.png
Zacian & Zamazenta Pokémon Series Fox Fox (SSBU)
Wolf Wolf (SSBU)
Neutral
13,900 Spear Pillar (Ω form) N/A •The enemy starts the battle with a Killing Edge
•The enemy starts the battle with a Back Shield
The Battle at the Summit! Zamazenta
1,423
SSBU spirit H'aanit & Ophilia.png
H'aanit & Ophilia OCTOPATH TRAVELER Palutena Palutena (SSBU)
Wolf Wolf (SSBU)
Pit Pit (SSBU)
Grab
9,200 Summit (Battlefield form) •Health Recovery •The enemy's ranged weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy is healed significantly when the enemy's at high damage
Battle Start - Fossil Fighters: Frontier Linde

Alternate costumes[edit]

Alternate costume (SSBU)
Wolf (SSBU) Wolf (SSBU) Wolf (SSBU) Wolf (SSBU) Wolf (SSBU) Wolf (SSBU) Wolf (SSBU) Wolf (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

Wolf left foot error 1 (forward tech).jpgWolf left foot error 2 (up victory pose).jpg
Magnify-clip.pngMagnify-clip.png
Wolf's left foot being twisted around during his
forward tech rolling animation (left) and on his
"Up" victory pose on the Results Screen (right).
  • 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.[3][4]
    • Oddly, in his showcase video, the inconsistencies only appear in the final part of the video, when he attacks Fox.
    • They are also present in Fox, Mewtwo, and Corrin's character showcase videos.
    • Additionally, the inconsistencies are used for his model in the first five screenshots of his character page on the Ultimate official website.
    • The black bootstraps in his render are themselves an inconsistency, as they are purple in his in-game model.
  • Wolf is the only playable Star Fox character:
    • Whose neutral attack does not transition into a rapid jab.
    • 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, Simon, Palutena, and 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.[5]
    • Between the left side of his waist and jacket. It's more noticeable to see in this video.[6][7]
    • Underneath between his jacket and lower waist.[8][9]
      • 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 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, Marth, Lucina, Young Link, Roy, and 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 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 Hero (up and down taunts) and 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.[10]

References[edit]