Project M
Project+

Wolf (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Wolf
|name = Wolf
|image       = [[Image:Wolf SSBB.jpg|250px]]
|image = {{tabber|title1=Assault (PM)|content1=[[File:Wolf SSBB.jpg|250px]]|title2=Assault (P+)|content2=[[File:PPlus Wolf.png|250px]]|title3=64|content3=[[File:PMWolfAlt.png|250px]]|title4=Pilot Wolf (P+)|content4=[[File:PPlus Pilot Wolf.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Wolf (SSBB)
|moveset1 = Wolf (SSBB)
|altcostume   = [[lylatwiki::File:WolfSF2Headshot.png|Classic Wolf]]
|altcostume = [[lylatwiki::File:WolfSF2Headshot.png|Classic Wolf]], Pilot Wolf (''[[Project+]]'')
|tier        = High
|ranking      = 6
}}
}}
'''Wolf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given better combo options than his ''Brawl'' version for his appearance in ''Project M''.<!--tier position paragraph-->
'''Wolf''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given better combo options than his ''Brawl'' version for his appearance in ''Project M''. He ranks 2nd out of 41 on the [[Project M#Tier list|official]] [[tier list]], being the only other character in the S tier, which is a noticeable improvement over his placement on the ''Brawl'' tier list, where he ranks 14th out of 38. In the ''Project+'' {{h2|Project+|official tier list}}, he ranks 3rd in the S tier, a slight drop from his standing in the original ''Project M''.
==Attributes==
Like the other [[space animals]], Wolf is a glass cannon. He has among the best movement speed in the game and many offensive tools such as his back aerial and forward aerial sourspot. He also has among the best vertical endurance in ''Project M'' due to being the heaviest of the three space animals (albeit still a lightweight) and having the fastest [[falling speed]] in ''Project M''. The latter point also grants him a useful [[SHFFL]]. Wolf also has many useful KO options such as his down and side smash attacks. His biggest strength, however, is his [[shine]]. It allows for deadly juggles like {{PM|Falco}}, which, when combined with his aforementioned useful offensive maneuvers, gives him some of the most versatile combos in the game.
 
However, Wolf has a number of weaknesses. Despite possessing the best recovery of the space animals, it is also arguably the easiest to edgeguard, because not only is his recovery mainly linear, but it also does not protect Wolf as well as Fox and Falco, as Fire Wolf's hitboxes are smaller in size and inflict less knockback. Additionally, his horizontal endurance is very poor due to his light weight and aforementioned falling speed, resulting in his susceptibility to combos.


==Attributes==
Overall, Wolf is a character who must play very aggressively using his many offensive tools as he is at significant risk when playing defensively.
[[Image:PMWolfAlt.png|thumb|Wolf's alternate costume.]]


==Changes from ''Brawl'' to ''PM''==
==Changes from ''Brawl'' to ''PM''==
Wolf was notably buffed in his offensive game, with a faster, more versatile movement and more options to [[combo]] and [[juggle]] opponents, but nerfed in his defensive game, with a slightly worsened endurance and poorer defensive options.
Wolf was notably buffed in his offensive game, with a faster, more versatile movement and more options to [[combo]] and [[juggle]] opponents, but nerfed in his defensive game, with a slightly worsened endurance and poorer defensive options, turning him into a glass cannon as with the other spacies.


===Attributes===
===Attributes===
*{{buff|The new physics and re-introduction of [[wavedash]]ing give Wolf many more options to improve overall mobility.}}
*{{buff|The new physics and re-introduction of [[wavedash]]ing give Wolf many more options to improve overall mobility.}}
*{{buff|Wolf's [[dashing]] speed has been drastically improved; he now runs nearly as fast as Fox.}}
*{{buff|Wolf's [[dashing]] speed has been drastically improved (1.4 → 2.0); he now runs nearly as fast as Fox.}}
*{{buff|Wolf is the character that has benefited the most from the standarized [[meteor cancel]] delay of 16 frames; this allows him to act out much faster than with the previous 60 frames he had to wait, leaving him much less vulnerable to meteor smashes and thus enhancing his vertical recovery.}}
*{{nerf|Wolf's [[air speed]] is slower (1.222 → 1.2).}}
*{{change|Wolf is [[Weight|lighter]], which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.}}
*{{buff|Wolf is the character that has benefited the most from the standarized [[meteor cancel]] delay of 15 frames; this allows him to act out much faster than with the previous 60 frames he had to wait, leaving him much less vulnerable to meteor smashes and thus enhancing his vertical recovery.}}
*{{buff|Relative to the cast, Wolf falls faster, going from being the 4th fastest faller of 39 characters to the fastest faller of 41 in ''Project M'' (1.8 → 3.2); this acts as a massive aid to his vertical survivability, especially considering that falling speed once again has a big impact on vertical knockback like in ''Melee'' and unlike in ''Brawl''. It also provides for him an excellent [[SHFFL]], similar to {{PM|Fox}} and {{PM|Falco}}.}}
*{{nerf|Wolf is significantly [[Weight|lighter]] (102 → 85), which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.}}
*{{nerf|Wolf's [[spot dodge]] has less [[intangibility]] (Frame 2-20 → 2-16).}}
*{{buff|Wolf's [[traction]] is higher (0.07 → 0.09). This makes it easier for him to punish out of shield.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab 1 deals slightly more damage.}}
*{{buff|The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 → 4)}}
*{{buff|Forward tilt has much less hitlag and has slighty more KO potential.}}
*{{buff|Forward tilt has much less hitlag and has slightly more KO potential.}}
*{{buff|Up tilt has less knockback and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}}
*{{buff|Up tilt has less knockback due to universally increased [[fall speed]]s and with ''Project M''{{'}}s physics make it a better follow-up move that combos into itself at lower percents.}}
*{{buff|Down tilt does more damage and knockback.}}
*{{buff|Forward smash is a stronger KO move.}}
*{{buff|Down smash first hit does slightly more damage and knockback.}}
*{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move.}}
*{{buff|Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its ''Brawl'' equivalent.}}
*{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}}
*{{nerf|Up tilt sweetspot is harder to hit and has less KO potential.}}
*{{nerf|New up smash deals much less damage, and has slower start-up.}}
*{{buff|Down tilt does more damage (6% → 8%) and has higher base knockback (25 → 30).}}
*{{nerf|Can no longer [[Gatling Combo]].}}
*{{buff|Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its ''Brawl'' equivalent. It also has a longer duration (frame 11-12 → 11-15).}}
*{{buff|Forward smash is a stronger KO move due to the second hit having higher knockback (30 (base) 106 (scaling) → 45/115). The first hit now has set knockback and the second hit comes out slightly faster (frame 16 → 15) making the move connect more reliably.}}
*{{nerf|Forward smash has more ending lag (FAF 46 → 48).}}
*{{buff|Wolf's up smash is now a single swipe upwards, that is now a much better KO move. It also has a faster start up and more active frames (frame 13-15 (hit 1), frame 20-22 (hit 2) → 11-16/17-19/20-24).}}
*{{nerf|New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.}}  
*{{change|Wolf no longer makes a unique noise when performing up smash.}}
*{{buff|Down smash does slightly more damage (14%/12% (front), 13%/10% (back) → 15/13% (front), 13/11% (back) and knockback (40/50/50 (base) 90/90/60 (scaling) → 25/25/20, 100/100/95).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Forward aerial has less endlag and now has a sweetspot which does much more damage and knockback, and the sourspot has weak knockback which allows for follow-ups especially at higher percents.}}
*{{nerf|With the exception of forward aerial, all aerials have more landing lag (10 frames → 15 (neutral), 9 frames → 20/22 (back/up), 19 frames → 23 (down)). While this is heavily compensated with [[L cancel]]ing, back and up aerials still have more landing lag even when L cancelled.}}
*{{buff|Back aerial deals slightly more damage and has slightly higher KO potential.}}
*{{buff|Neutral aerial no longer has a sweetspot and sourspot which send opponents away making neutral air properly connect all hits in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage (8% (clean), 3% (late sweetspot), 1% (late sourspot) → 4% (hit 1), 2% (hits 2-5 & landing).}}
*{{buff|Up aerial has horizontal knockback which can make it an effective offstage KO option.}}
*{{nerf|As neutral aerial no longer has a sweetspot, it is now completely incapable of killing opponents as aerial hits have set knockback (40 (base) 80 (scaling) → 0/100). These changes also hinder neutral aerial's edgeguarding potential. The grounded hit which does not have set knockback is also too weak to kill opponents even at 999%.}}
*{{buff|Down aerial has slightly faster start-up, and the sourspot does slightly more damage.}}
*{{buff|Forward aerial has much less endlag (FAF 52 → 30) and landing lag when not L cancelled (30 frames → 26) and now has a sweetspot which does much more damage (11% → 15%) and knockback (40 (base) 95 (scaling) → 90/100), and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4).}}
*{{buff|Neutral aerial now properly connect all in a single use, enabling easier damage racking from it, and has less endlag, and the animation stays still, and does more damage.}}
*{{nerf|Forward aerial has slower start-up (frame 7 → 11) and the new sweetspot is significantly harder to land. The sourspot has drastically less KO potential compared to his old forward aerial due to its much lower knockback (40/95 → 15/25).}}
*{{nerf|Forward aerial has slightly slower start-up and has a sourspot which is more common to hit with and has drastically less KO potential.}}
*{{buff|Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.}}  
*{{nerf|Up aerial does slightly less damage and has a sourspot.}}
*{{nerf|Back aerial has less range}}
*{{change|Up aerial sends opponents at a more horizontal angle (80° → 57/50°) which hinders its juggling potential but makes it more effective at edgeguarding. The move now also has an early and late hitbox which send opponents at slightly different angles.}}  
*{{buff|Up aerial has a longer duration (frame 7-9 → 7-11). The changes to PM's mechanics also give up aerial a lot more utility.}}
*{{nerf|Up aerial does slightly less damage (12% → 11%). It can also no longer [[auto cancel]] in a [[short hop]].}}
*{{buff|Down aerial has a faster start-up and has a longer duration (frame 16-17 → 13-15), and the sourspot does slightly more damage (13% → 14%). The attack is also capable of [[spike|spiking]] grounded opponents, allowing Wolf to combo into aerials, but can only [[meteor smash]] those in midair.}}


===Grabs and Throws===
===Grabs and Throws===  
*{{buff|All throws are better for comboing, and has a new back throw which is faster than his old back throw.}}
*{{nerf|Standing grab has slightly more startup lag (frame 6 → 7) and his standing and pivot grabs have slightly more end lag (FAF 30 (standing), FAF 35 (Pivot) → 31/36).}}  
*{{buff|Pummel deals higher damage making it more effective at racking up damage.}}  
*{{buff|Pummel deals higher damage (1% → 3%) making it more effective at racking up damage.}}
*{{nerf|Forward, down, and new back throw deal less damage.}}
*{{nerf|Pummel is slower.}}  
*{{nerf|Pummel is slower.}}
*{{nerf|Forward throw deals less damage (7% → 4%) and has altered knockback hindering its chain grabbing potential at lower percents and further weakening its KO potential.}}
*{{buff|His throws are better for comboing due to PM's different physics and mechanics.}}
*{{buff|Wolf has a new back throw where he slams his opponent into the ground. It is faster than his old back throw and overall has a lot more utility.}}
*{{nerf|Back throw deals less damage (7% → 5%).}}
*{{nerf|Down throw deals less damage (12% → 9%), deals much lower knockback and sends opponents at a more diagonal angle no longer making it a semi spike. This hinders its edgeguarding and KO potential.}}


===Special Moves===
===Special Moves===
*{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}}
*{{buff|[[Blaster (Wolf)|Blaster's]] ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.}}  
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage, and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}}
*{{nerf|Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer [[transcendent]].}}
*{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback and does slighty more damage.}}
*{{buff|[[Wolf Flash]] has been changed so that if Wolf hits a foe with the end of the animation, he won't fall [[helpless]], allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback (20 (base), 80 (scaling) → 35/105) and slightly more damage (15% → 16%). The sourspot now deals the same amount of damage as the sweetspot (10% → 16%).}}
*{{buff|[[Blaster (Wolf)|Blaster's]] endlag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and the tip of the gun deals slightly higher damage.}}
*{{nerf|Blaster moves slower and does less damage, and is the Blaster is no longer [[transcendent]]}}
*{{nerf|Reflector no longer has [[intangibility]].}}
*{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}}
*{{change|Holding any taunt button when hitting an opponent with a sweetspotted [[Wolf Flash]] causes Wolf to howl (like in his up [[taunt]]).}}
*{{buff|[[Fire Wolf]] now has a single hit that lasts throughout the move's entire duration, which also causes [[tumbling]] at higher percentages, making it more effective at [[guard break]]ing, but hindering its offensive utility on land.}}
*{{buff|Wolf can now immediately drift in the air out of Fire Wolf making it much more effective at recovering.}}
*{{buff|[[Reflector]] now sends opponents in a diagonally upward trajectory, along with considerably increased damage (3% → 5%) and with considerably decreased startup (frame 8 → 1), and can be [[jump-cancel]]ed like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a [[waveshine]] or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.}}
*{{nerf|Reflector no longer has intangibility. The hitbox also has less active frames (2 frames → 1).}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===v2.5b===
===v2.5b===
Line 78: Line 93:
*{{nerf|Dash attack is interruptible slightly later.}}
*{{nerf|Dash attack is interruptible slightly later.}}
*{{change|Up tilt hitboxes adjusted to match the animation, and can be interrupted sooner.}}
*{{change|Up tilt hitboxes adjusted to match the animation, and can be interrupted sooner.}}
*{{change|Grounded [[Wolf Flash]] ending, such as when [[Wolf Flash]] is used into an upward slope, is capable of sliding off of edges.}}
*{{nerf|Grounded [[Wolf Flash]] ending, such as when [[Wolf Flash]] is used into an upward slope, is capable of sliding off of edges.}}
*{{change|Grounded [[Wolf Flash]] ending is able to hit with the sweetspot hit when shortened.}}
*{{buff|Grounded [[Wolf Flash]] ending is able to hit with the sweetspot hit when shortened.}}
*{{change|Grounded [[Wolf Flash]] ending no longer goes into the aerial on-hit animation if the sweetspot connects and then re-landing.}}
*{{change|Grounded [[Wolf Flash]] ending no longer goes into the aerial on-hit animation if the sweetspot connects and then re-landing.}}
*{{change|[[Wolf Flash]] being able to pass through Final Destination's and Yoshi's Island's walls near the edge and fall through the stage has been fixed.}}
*{{bugfix|[[Wolf Flash]] being able to pass through Final Destination's and Yoshi's Island's walls near the edge and fall through the stage has been fixed.}}


===v3.0===
===v3.0===
Line 88: Line 103:


===v3.5===
===v3.5===
*{{nerf|Dash attack has smaller hitbox and more endlag.}}
*{{nerf|Dash attack has a smaller hitbox and more endlag.}}
*{{nerf|Forward and up smash now have more endlag.}}
*{{nerf|Forward and up smash now have more endlag.}}
*{{buff|Neutral aerial deals slightly more damage.}}
*{{buff|Neutral aerial deals slightly more damage.}}
**{{nerf|The landing hitbox deals slightly less damage.}}
**{{nerf|The landing hitbox deals slightly less damage.}}
*{{change|Up aerial tail hitbox has been removed.}}
*{{nerf|Up aerial tail hitbox has been removed.}}
*{{buff|Blaster fire speed increased from 1.0 to 1.8.}}
*{{buff|Blaster fire speed increased from 1.0 to 1.8.}}
*{{nerf|Blaster life decreased from 63 frames to 43 frames.}}
*{{nerf|Blaster life decreased from 63 frames to 43 frames.}}
Line 100: Line 115:


==Moveset==
==Moveset==
Up to date as of version 3.5.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2| !!Name!!Damage!!Description
|-
|-
!Neutral attack
! colspan=2 rowspan=3 | Neutral attack
| || 4% (hit 1), 2% (hit 2), 4% (hit 3) (6% total) || Wolf slashes the opponent twice with his claws, and then bites on the 3rd hit. Very low start up and ending lag and decent knockback, while being good for starting up combos.
| rowspan=3 | || 4% || rowspan=3 | Wolf slashes with one arm, then the other, and bites on the third hit. Very low start up and ending lag and decent knockback, while being good for starting up combos. The third hit moves Wolf a great distance forward.
|-
|-
!Forward tilt
|2%
| || 5% (hit 1), 6% (hit 2) (11% total) || Wolf reaches out to the opponent and swipes them. It is two swipes with relatively low start up and end lag, decent range and knockback. It can KO at higher percentages and is good for setting up edgeguarding.
|-
|-
!Up tilt
|4%
| || 10% (foot), 9% (leg), 8% (body) || A jumping overhead splits kick. Has low start and end lag, with great vertical range but poor horizontal range. Has decent knockback and can lead into combos.
|-
|-
!Down tilt
! colspan=2| Forward tilt
| || 8% || A very low kick that hits under the opponent. Lower start up than end lag, with decent horizontal range but poor vertical range. Has small knockback but is good for setting up combos and edgeguarding opponents.
| || 5% (hit 1), 6% (hit 2) || Wolf leans forward with both arms together and swipes, separating his claws on impact. It is a two-hitting move with relatively low startup and endlag, decent range and knockback. This move can KO opponents at higher percentages and is good for setting up [[edgeguard]]s.
|-
|-
!Dash attack
! colspan=2| Up tilt
| || 9% || An upwards attack with Wolf's claws. Low start up lag with low-moderate end lag, with well balanced vertical and horizontal range. Has moderate knockback and is good to set up combos.
| || 10% (foot), 9% (leg), 8% (body) || Wolf performs a jumping overhead splits kick. This move has great vertical range, but poor horizontal range. Has decent knockback and can lead into combos.
|-
|-
!Forward smash
! colspan=2| Down tilt
| || {{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hit 2) ({{ChargedSmashDmgSSBM|15}} total) || Wolf propels himself forward for two consecutive hits. Low start up and end lag, with the first hit linking into the second one. The second hit has great knockback and is great for setting up combos.
| || 8% || Wolf sticks his foot out while crouching low. Has decent horizontal range, but poor vertical range. This move overall deals small knockback, but is good for setting up combos and edgeguarding opponents.
|-
|-
!Up smash
! colspan=2| Dash attack
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|12}} (clean body/arm), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|11}} (late body/arm) || An upwards half-moon slash that completely covers above Wolf. Low start up with moderate end lag, but great knockback that can KO opponents at moderate percentages. At low percentages, it can lead into combos.
| || 9% || Wolf takes a step forward and performs an upwards slash with his left claw. Has moderate knockback and is good for setting up combos.
|-
|-
!Down smash
! colspan=2| Forward smash
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (hit 1 arm/body), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|11}} (hit 2 arm/body) || Two sweeps around Wolf. Low start up lag with moderate end lag, and low range, but immense knockback that can KO at lower to more moderate percentages (depending on character).
| || {{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|10}} (hit 2) || Wolf stretches his arms in front of his body and thrusts forward, then twists his claws. The first hit has [[set knockback]], making it easier to link onto the second hit, which has greater knockback and is good for setting up combos.
|-
|-
!Neutral aerial
! colspan=2| Up smash
| || 4% (hit 1), 2% (hits 2-5) (12% total), 2% (landing) || Wolf spins in the air causing up to 5 hits total if all connect; the first hit will link into the other 4. Has low start up lag with high end lag, but is great for setting up combos against the opponent.
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|12}} (clean), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|11}} (late) || Wolf performs an upwards half-moon slash. This move overall has great knockback, being able to KO opponents at moderate percentages. At low percentages, it can lead into combos.
|-
|-
!Forward aerial
! colspan=2| Down smash
| || 15% (sweetspot), 11% (sourspot) || An aerial swipe in front of Wolf. Low start up lag and low-moderate end lag with decent range and knockback. Can set up combos against the opponent or even KO the opponent.
| || {{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (front), {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|11}} (back) || Wolf crouches low and swipes his claw across the floor, first in front then in back. This move has low low range, but immense knockback that can KO at lower to more moderate percentages.
|-
|-
!Back aerial
! colspan=2| Neutral aerial
| || 14% (sweetspot), 11% (sourspot) || A backwards aerial kick. Low start up lag with moderate end lag, decent range covering behind Wolf and great knockback. It is greatly used as a combo finisher or a finishing attack.
| || 4% (hit 1), 2% (hits 2-5 & landing) || Wolf curls up and spins several times in the air, dealing multiple hits. The first hit will link into the other 4, all hits dealing [[set knockback]]. Has low startup lag with high ending lag, but is great move for setting up combos.
|-
|-
!Up aerial
! colspan=2| Forward aerial
| || 11% || An upwards claw attack above Wolf that is similar to his Up Smash. Low start up and end lag, with great vertical range and can set up combos quite easily. Will KO at high altitudes at moderate percentages.
| || 15% (sweetspot), 11% (sourspot) || Wolf swipes forward in a downwards arc with his left claw. Can be used setup combos or even KO an opponent.
|-
|-
!Down aerial
! colspan=2| Back aerial
| || 15% || Wolf plunges both his hands below himself. High start up and ending lag, but covers below him. Has great knockback and can even meteor smash the opponent.
| || 14% (sweetspot), 11% (sourspot) || Wolf jams his leg backwards with deceiving range. This move is mainly used as a combo finisher or a finishing attack, depending on the situation.
|-
! colspan=2| Up aerial
| || 11% || Wolf swipes in an arc above his head with his right arm. This move has great vertical range and can set up combos quite easily.
|-
! colspan=2| Down aerial
| || 15% (grounded), 14% (aerial) || Wolf plunges both his hands below himself. This move has great knockback and [[meteor smash]]es airborne opponent. Oddly, this attack [[spike]]s grounded opponents (300°).
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan=2| Grab
| || &mdash; || Wolf grabs his opponent with his hand.
| || &mdash; ||
|-
|-
!Pummel
! colspan=2| Pummel
| || 3% || Wolf attacks the opponent with his knee.
| || 3% || Strikes the opponent with his right knee.
|-
|-
!Forward throw
! colspan=2| Forward throw
| || 2% (hit), 2% (throw) (4% total) || Uppercuts his opponent forward. This throw can be used to pseudo chain throw some characters, such as Fox, at very low percentages by buffering a dash forward.
| || 2% (hit 1), 2% (throw) || Slash the opponent forward. This throw can be used to pseudo [[chain throw]] some characters, such as Fox, at very low percentages by buffering a dash forward.
|-
|-
!Back throw
! colspan=2| Back throw
| || 5% || Slams the opponent down and claws them behind himself. The opponent's trajectory is diagonal and upward, allowing it to combo into a forward smash.
| || 5% || Slams the opponent down behind him. The opponent gets launched diagonally upwards, allowing it to combo into a forward smash.
|-
|-
!Up throw
! colspan=2| Up throw
| || 5% (hit), 2% (throw) (7% total) || Throws the opponent upward and slashes them with both claws.  
| || 5% (hit 1), 2% (throw) || Throws the opponent upward and slashes them with both claws.  
|-
|-
!Down throw
! colspan=2| Down throw
| || 6% (hit), 3% (throw) (9% total) || Throws the opponent on the ground, does a small jump and claws them. It sends the opponent diagonally upward. At very low percentages, it be followed up by a f-tilt, or d-smash. At low to mid percentages, it can also be followed up by a f-smash, or a Blaster.
| || 6% (hit 1), 3% (throw) || Throws the opponent on the ground, does a small jump and claws them. It sends the opponent diagonally upward. At very low percentages, it be followed up by a f-tilt, or d-smash. At low to mid percentages, it can also be followed up by a f-smash, or a Blaster.
|-
|-
!Floor attack (front)
! colspan=2| Floor attack (front)
| || 6% || Rises and kicks on one side of his body, then the other.
| || 6% || Wolf gets up and does a kick in the front and in the back.
|-
|-
!Floor attack (back)
! colspan=2| Floor attack (back)
| || 6% || Rises and kicks on one side of his body, then the other.
| || 6% || Wolf gets up and punches forwards and kicks backwards.
|-
|-
!Floor attack (trip)
! colspan=2| Floor attack (trip)
| || 5% || Rises and sweeps a foot around his body.
| || 5% || Wolf spins around, kicking foes with who are close.
|-
|-
!Edge attack (fast)
! colspan=2| Edge attack (fast)
| || 8% (legs), 6% (head) || Wolf quickly slides his body onstage, kicking forth with both legs, then retreating.
| || 8% (legs), 6% (head) || Quickly lunges at the opponent with a kick.
|-
|-
!Edge attack (slow)
! colspan=2| Edge attack (slow)
| || 10% || Slowly lifts himself using his arms, then flips onto the stage and kicks with one foot.
| || 10% || Slowly gets up and hammers the ground with a kick.
|-
|-
!Neutral special
! colspan=2| Neutral special
| [[Blaster]] || 3% (gun), 3-5% (laser) || Wolf shoots one shot from his blaster. Moderate start up lag with high end lag. The gun portion of Wolf's blaster causes low knockback, while the laser causes no knockback. A great attack for halting airborne opponents and gimping their recoveries.
| [[Blaster]] || 3% (gun), 3-5% (laser) || Wolf fires a single shot from his blaster. The gun portion of Wolf's blaster causes low knockback, while the laser causes no knockback. A great attack for halting airborne opponents and [[gimping]] their recoveries.
|-
|-
!Side special
! colspan=2| Side special
| [[Wolf Flash]] || 3% (sourspot), 16% (sweetspot) || Wolf quickly propels himself diagonally. Moderate start up and end lag. The sourspot of the flash causes low knockback and sends opponents upwards, but the sweet spot has two different variations, as it can either send the opponent upwards with higher knockback or meteor smash the opponent. It is also a useful recovery tactic, as it can go diagonally and forward.
| [[Wolf Flash]] || 16% (sourspot), 16% (sweetspot) || Wolf quickly propels himself diagonally upwards at a 35° angle. The sourspot of the move causes low knockback and sends opponents upwards, but the sweetspot deals strong knockback and does not cause Wolf to become [[helpless]], allowing him to use another recovery move to get back on stage.
|-
|-
!Up special
! colspan=2| Up special
| [[Fire Wolf]] || 2% (startup), 8% (dash) || Wolf propels himself and kicks his opponent. Can be used in any direction. Moderate start up, yet high end lag. Has great knockback and range, and can send opponents flying. It is also good for linking up into or finishing combos.
| [[Fire Wolf]] || 2% (startup), 8% (dash) || Wolf propels himself and kicks forward depending on which direction is held on the [[control stick]]. The move now deals only one hit, does not contain a finishing kick, and now has more horizontal movement whenever the move ends, making it a better recovery move. The kick deals great knockback, has good range, and can send opponents flying. It is also good for linking up into or finishing combos.
|-
|-
!Down special
! colspan=2| Down special
| [[Reflector]] || 5% (start up), 1.5x damage for reflected projectiles || Wolf activates the reflector on his back. Has very low start up and low end lag, and has decent knockback, sending the opponents diagonally upwards. It is great for starting up combos, as Wolf can jump after activation. It also slows down Wolf's air speed and can act as another recovery tool.
| [[Reflector]] || 5% (startup), 1.5x damage for reflected projectiles || Wolf activates his reflector around himself. Has very low start up and ending lag, and has decent knockback, sending the opponents diagonally upwards. It is great move for starting up combos, as Wolf can immediately jump after activation. It also slows down Wolf's air speed and can act as another recovery tool.
|-
|-
!Final Smash
! colspan=2| Final Smash
| [[Landmaster]] || Varies || Wolf calls in his Landmaster tank. The attacks of the tank have immense knockback and speed, and is great for edgeguarding or even meteoring opponents off the edge. As it flies, it can Star KO any unlucky opponent. The shots from the tank can cover the entire range of any stage and have immense knockback, even at low percentages. The move lasts a few seconds, but leaves Wolf completely invincible.
| [[Landmaster]] || Varies || Wolf summons his Landmaster. It's the most powerful and fastest out of all three Landmasters in the game. However, it lasts a shorter duration compared to Fox and Falco's Landmasters.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{Sm|5-1|USA}}
<!--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|Chillin|USA}}
 
*{{Sm|Neon|USA}}
''See also: [[:Category:Wolf players (PM)]]''
*{{Sm|Rat|USA}}
*{{Sm|Ivayne|USA}} - Has primarily switched to {{PM|Falco}} but still occasionally plays Wolf. Ranked 37th on [[PMRank 2023]].
*{{Sm|Scythe|USA}}
*{{Sm|Punk Panda|USA}} - Ranked 4th on the Washington ''Project M'' Power Rankings and 49th on [[PMRank 2017]].
*{{Sm|Silent Wolf|USA}}
*{{Sm|Switch|USA}} - The best Wolf player in the world. Ranked 20th on [[PMRank 2023]] and has ranked as high as 2nd on [[PMRank 2018]]. Placed 1st at {{Trn|Blacklisted 4}}, {{Trn|We Tech Those 3}}, and {{Trn|Smash 'N' Splash 3}}.


==Alternate costumes==
==Alternate costumes==
Wolf's Red, Green and White costumes were edited (looking solid and polished) to be more noticeable.
===Project M===
Wolf's Red, Green and White costumes were edited to be more distinct and better serve as team colors.


Additionally, Wolf has an alternate costume based on his appearance in ''Star Fox 2'', with some features (eyepatch and base head) having inspiration from his appearance in ''Star Fox 64'' and ''Brawl''. This costume has four variations so that it can be used in [[Team Battle|Team Battles]].
Additionally, Wolf has an alternate costume based on his appearance in ''Star Fox 2'', with some features (eyepatch and base head) having inspiration from his appearance in ''Star Fox 64'' and ''Brawl''. This costume has four variations so that it can be used in [[Team Battle|Team Battles]].
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Wolf Palette (PM).png|frame|center|Wolf's alternate costumes in PM]]
|colspan=8|[[File:Wolf Palette (PM).png|frame|center|Wolf's alternate costumes in PM]]
|-
|-
|[[File:WolfHeadSSBB.png]]
|[[File:WolfHeadSSBB.png]]
Line 225: Line 245:
|
|
|}
|}
===Project+===
Wolf's SNES alternate costume obtains an additional color with gold fur. He also gains a costume that is similar to Fox's standard outfit called Pilot Wolf.
[[File:Wolf Palette (P+).png|800px|thumb|center|Wolf's alternate costumes in P+]]
'''Secret costumes:'''
[[File:Wolf Z P+.png|160px]]
'''Z-Secret Costume:''' ''Melee'' Wolf
'''R-Secret Costume:''' Assault Styled Wolf


==Trivia==
==Trivia==
*Wolf is the only {{uv|Star Fox}} character without a [[spike]], and the only ''Star Fox'' character whose down aerial is a [[meteor smash]].
*Wolf is one of two characters who has a spike that only works on grounded opponents, the other being {{PM|Mario}} with his late up smash.


==External links==
==External links==
*[http://projectmgame.com/en/characters/wolf Project M character page]
*[https://www.reddit.com/r/SSBPM/comments/c2uocs/labbing_discord_results_wolf/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Wolf]]
[[Category:Wolf]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 00:26, July 3, 2024

Wolf
in Project M and Project+
Wolf SSBB.jpg
PPlus Wolf.png
PMWolfAlt.png
PPlus Pilot Wolf.png

StarFoxSymbol.svg
Universe Star Fox
Base game appearance Brawl
Moveset inspiration Wolf (SSBB)
Alternate costume Classic Wolf, Pilot Wolf (Project+)
Wolf (SSBB)

Wolf is a playable character in the Brawl mod Project M. He has been given better combo options than his Brawl version for his appearance in Project M. He ranks 2nd out of 41 on the official tier list, being the only other character in the S tier, which is a noticeable improvement over his placement on the Brawl tier list, where he ranks 14th out of 38. In the Project+ official tier list, he ranks 3rd in the S tier, a slight drop from his standing in the original Project M.

Attributes[edit]

Like the other space animals, Wolf is a glass cannon. He has among the best movement speed in the game and many offensive tools such as his back aerial and forward aerial sourspot. He also has among the best vertical endurance in Project M due to being the heaviest of the three space animals (albeit still a lightweight) and having the fastest falling speed in Project M. The latter point also grants him a useful SHFFL. Wolf also has many useful KO options such as his down and side smash attacks. His biggest strength, however, is his shine. It allows for deadly juggles like Falco, which, when combined with his aforementioned useful offensive maneuvers, gives him some of the most versatile combos in the game.

However, Wolf has a number of weaknesses. Despite possessing the best recovery of the space animals, it is also arguably the easiest to edgeguard, because not only is his recovery mainly linear, but it also does not protect Wolf as well as Fox and Falco, as Fire Wolf's hitboxes are smaller in size and inflict less knockback. Additionally, his horizontal endurance is very poor due to his light weight and aforementioned falling speed, resulting in his susceptibility to combos.

Overall, Wolf is a character who must play very aggressively using his many offensive tools as he is at significant risk when playing defensively.

Changes from Brawl to PM[edit]

Wolf was notably buffed in his offensive game, with a faster, more versatile movement and more options to combo and juggle opponents, but nerfed in his defensive game, with a slightly worsened endurance and poorer defensive options, turning him into a glass cannon as with the other spacies.

Attributes[edit]

  • Buff The new physics and re-introduction of wavedashing give Wolf many more options to improve overall mobility.
  • Buff Wolf's dashing speed has been drastically improved (1.4 → 2.0); he now runs nearly as fast as Fox.
  • Nerf Wolf's air speed is slower (1.222 → 1.2).
  • Buff Wolf is the character that has benefited the most from the standarized meteor cancel delay of 15 frames; this allows him to act out much faster than with the previous 60 frames he had to wait, leaving him much less vulnerable to meteor smashes and thus enhancing his vertical recovery.
  • Buff Relative to the cast, Wolf falls faster, going from being the 4th fastest faller of 39 characters to the fastest faller of 41 in Project M (1.8 → 3.2); this acts as a massive aid to his vertical survivability, especially considering that falling speed once again has a big impact on vertical knockback like in Melee and unlike in Brawl. It also provides for him an excellent SHFFL, similar to Fox and Falco.
  • Nerf Wolf is significantly lighter (102 → 85), which, along with his weakened defensive maneuvers, causes his already poor survivability to be even worse. Fortunately, he is now light enough to be knocked down by Fox's shine, thus inhibiting the latter's waveshine combos against the former.
  • Nerf Wolf's spot dodge has less intangibility (Frame 2-20 → 2-16).
  • Buff Wolf's traction is higher (0.07 → 0.09). This makes it easier for him to punish out of shield.

Ground Attacks[edit]

  • Buff The first hit of neutral attack deals slightly more damage (3% → 4%). The second and third hits are also faster (Frame 5 → 4)
  • Buff Forward tilt has much less hitlag and has slightly more KO potential.
  • Buff Up tilt has less knockback due to universally increased fall speeds and with Project M's physics make it a better follow-up move that combos into itself at lower percents.
  • Nerf Up tilt sweetspot is harder to hit and has less KO potential.
  • Buff Down tilt does more damage (6% → 8%) and has higher base knockback (25 → 30).
  • Buff Dash attack is now a frontal claw uppercut, which covers a larger area in front of Wolf and conserves forward momentum, while functioning similarly to its Brawl equivalent. It also has a longer duration (frame 11-12 → 11-15).
  • Buff Forward smash is a stronger KO move due to the second hit having higher knockback (30 (base) 106 (scaling) → 45/115). The first hit now has set knockback and the second hit comes out slightly faster (frame 16 → 15) making the move connect more reliably.
  • Nerf Forward smash has more ending lag (FAF 46 → 48).
  • Buff Wolf's up smash is now a single swipe upwards, that is now a much better KO move. It also has a faster start up and more active frames (frame 13-15 (hit 1), frame 20-22 (hit 2) → 11-16/17-19/20-24).
  • Nerf New up smash deals much less damage (6% (hit 1), 12% (hit 2) → (15/12% (clean), 13/11% (late)), and has less range.
  • Change Wolf no longer makes a unique noise when performing up smash.
  • Buff Down smash does slightly more damage (14%/12% (front), 13%/10% (back) → 15/13% (front), 13/11% (back) and knockback (40/50/50 (base) 90/90/60 (scaling) → 25/25/20, 100/100/95).

Aerial Attacks[edit]

  • Nerf With the exception of forward aerial, all aerials have more landing lag (10 frames → 15 (neutral), 9 frames → 20/22 (back/up), 19 frames → 23 (down)). While this is heavily compensated with L canceling, back and up aerials still have more landing lag even when L cancelled.
  • Buff Neutral aerial no longer has a sweetspot and sourspot which send opponents away making neutral air properly connect all hits in a single use, enabling easier damage racking from it, and has less endlag (FAF 43 → 39), and the animation stays still, and does more damage (8% (clean), 3% (late sweetspot), 1% (late sourspot) → 4% (hit 1), 2% (hits 2-5 & landing).
  • Nerf As neutral aerial no longer has a sweetspot, it is now completely incapable of killing opponents as aerial hits have set knockback (40 (base) 80 (scaling) → 0/100). These changes also hinder neutral aerial's edgeguarding potential. The grounded hit which does not have set knockback is also too weak to kill opponents even at 999%.
  • Buff Forward aerial has much less endlag (FAF 52 → 30) and landing lag when not L cancelled (30 frames → 26) and now has a sweetspot which does much more damage (11% → 15%) and knockback (40 (base) 95 (scaling) → 90/100), and the sourspot has weak knockback which allows for follow-ups especially at higher percents. It also has a longer duration (3 frames → 4).
  • Nerf Forward aerial has slower start-up (frame 7 → 11) and the new sweetspot is significantly harder to land. The sourspot has drastically less KO potential compared to his old forward aerial due to its much lower knockback (40/95 → 15/25).
  • Buff Back aerial deals slightly more damage (13%/11%/10%/9% → 14/11%) and has slightly higher KO potential.
  • Nerf Back aerial has less range
  • Change Up aerial sends opponents at a more horizontal angle (80° → 57/50°) which hinders its juggling potential but makes it more effective at edgeguarding. The move now also has an early and late hitbox which send opponents at slightly different angles.
  • Buff Up aerial has a longer duration (frame 7-9 → 7-11). The changes to PM's mechanics also give up aerial a lot more utility.
  • Nerf Up aerial does slightly less damage (12% → 11%). It can also no longer auto cancel in a short hop.
  • Buff Down aerial has a faster start-up and has a longer duration (frame 16-17 → 13-15), and the sourspot does slightly more damage (13% → 14%). The attack is also capable of spiking grounded opponents, allowing Wolf to combo into aerials, but can only meteor smash those in midair.

Grabs and Throws[edit]

  • Nerf Standing grab has slightly more startup lag (frame 6 → 7) and his standing and pivot grabs have slightly more end lag (FAF 30 (standing), FAF 35 (Pivot) → 31/36).
  • Buff Pummel deals higher damage (1% → 3%) making it more effective at racking up damage.
  • Nerf Pummel is slower.
  • Nerf Forward throw deals less damage (7% → 4%) and has altered knockback hindering its chain grabbing potential at lower percents and further weakening its KO potential.
  • Buff His throws are better for comboing due to PM's different physics and mechanics.
  • Buff Wolf has a new back throw where he slams his opponent into the ground. It is faster than his old back throw and overall has a lot more utility.
  • Nerf Back throw deals less damage (7% → 5%).
  • Nerf Down throw deals less damage (12% → 9%), deals much lower knockback and sends opponents at a more diagonal angle no longer making it a semi spike. This hinders its edgeguarding and KO potential.

Special Moves[edit]

  • Buff Blaster's ending lag can be cancelled with an airdodge, which can increase his mobility between shots by wavelanding, and blaster shots are slightly faster (frame 16 → 15). This also makes the blaster shot connect more reliably if the gun hitbox connects first.
  • Nerf Blaster moves slower and does less damage (4% (gun), 5% (close/far laser), 6% (mid laser) → 3/5/4/3%), and the Blaster is no longer transcendent.
  • Buff Wolf Flash has been changed so that if Wolf hits a foe with the end of the animation, he won't fall helpless, allowing him to then use another recovery move to get back on stage, and the sweetspot does more knockback (20 (base), 80 (scaling) → 35/105) and slightly more damage (15% → 16%). The sourspot now deals the same amount of damage as the sweetspot (10% → 16%).
  • Change Holding any taunt button when hitting an opponent with a sweetspotted Wolf Flash causes Wolf to howl (like in his up taunt).
  • Buff Fire Wolf now has a single hit that lasts throughout the move's entire duration, which also causes tumbling at higher percentages, making it more effective at guard breaking, but hindering its offensive utility on land.
  • Buff Wolf can now immediately drift in the air out of Fire Wolf making it much more effective at recovering.
  • Buff Reflector now sends opponents in a diagonally upward trajectory, along with considerably increased damage (3% → 5%) and with considerably decreased startup (frame 8 → 1), and can be jump-canceled like those of Fox and Falco, allowing for potentially deadly juggling combos. It can now be cancelled even after reflecting a projectile, which prevents a shine lock from characters with fast projectiles. This also allows reflected projectiles to be followed up on via a waveshine or other move out of a jump, and Shine can be jumped out of, and can do combos with his shine that other spacies cannot do.
  • Nerf Reflector no longer has intangibility. The hitbox also has less active frames (2 frames → 1).

Changes from PM to P+[edit]

Revisions[edit]

v2.5b[edit]

  • Buff Down tilt IASA is slightly earlier.
  • Buff Neutral air landing hit's knockback growth slightly increased.
  • Change Forward tilt cleaned up to match graphical effects and hitbox timings.
  • Change Forward tilt hitlag slightly reduced on 1st hit.
  • Change Down air ground and aerial hitboxes adjusted in knockback to be more similar, and both cause knockdown a bit later.
  • Change Aerial Wolf Flash matched in startup timing to grounded Wolf Flash, and there are now 4 cancel lengths from previous 3.
  • Change Wolf Flash hitbox size reduced, and the trajectory can now be altered slightly higher or lower with the control stick.

v2.6b[edit]

  • Buff Shine can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the reflect lag ends from being able to trap him in it.
  • Buff Back aerial has a little less startup.
  • Nerf Shine invincibility removed.
  • Nerf Dash attack is interruptible slightly later.
  • Change Up tilt hitboxes adjusted to match the animation, and can be interrupted sooner.
  • Nerf Grounded Wolf Flash ending, such as when Wolf Flash is used into an upward slope, is capable of sliding off of edges.
  • Buff Grounded Wolf Flash ending is able to hit with the sweetspot hit when shortened.
  • Change Grounded Wolf Flash ending no longer goes into the aerial on-hit animation if the sweetspot connects and then re-landing.
  • Bug fix Wolf Flash being able to pass through Final Destination's and Yoshi's Island's walls near the edge and fall through the stage has been fixed.

v3.0[edit]

v3.5[edit]

  • Nerf Dash attack has a smaller hitbox and more endlag.
  • Nerf Forward and up smash now have more endlag.
  • Buff Neutral aerial deals slightly more damage.
    • Nerf The landing hitbox deals slightly less damage.
  • Nerf Up aerial tail hitbox has been removed.
  • Buff Blaster fire speed increased from 1.0 to 1.8.
  • Nerf Blaster life decreased from 63 frames to 43 frames.
  • Nerf Wolf Flash now consumes double jump when used.
  • Nerf Fire Wolf's startup time increased by 5 frames.
  • Nerf Ending Landmaster in the air now puts Wolf in a helpless state.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 4% Wolf slashes with one arm, then the other, and bites on the third hit. Very low start up and ending lag and decent knockback, while being good for starting up combos. The third hit moves Wolf a great distance forward.
2%
4%
Forward tilt 5% (hit 1), 6% (hit 2) Wolf leans forward with both arms together and swipes, separating his claws on impact. It is a two-hitting move with relatively low startup and endlag, decent range and knockback. This move can KO opponents at higher percentages and is good for setting up edgeguards.
Up tilt 10% (foot), 9% (leg), 8% (body) Wolf performs a jumping overhead splits kick. This move has great vertical range, but poor horizontal range. Has decent knockback and can lead into combos.
Down tilt 8% Wolf sticks his foot out while crouching low. Has decent horizontal range, but poor vertical range. This move overall deals small knockback, but is good for setting up combos and edgeguarding opponents.
Dash attack 9% Wolf takes a step forward and performs an upwards slash with his left claw. Has moderate knockback and is good for setting up combos.
Forward smash 5% (hit 1), 10% (hit 2) Wolf stretches his arms in front of his body and thrusts forward, then twists his claws. The first hit has set knockback, making it easier to link onto the second hit, which has greater knockback and is good for setting up combos.
Up smash 15%/12% (clean), 13%/11% (late) Wolf performs an upwards half-moon slash. This move overall has great knockback, being able to KO opponents at moderate percentages. At low percentages, it can lead into combos.
Down smash 15%/13% (front), 13%/11% (back) Wolf crouches low and swipes his claw across the floor, first in front then in back. This move has low low range, but immense knockback that can KO at lower to more moderate percentages.
Neutral aerial 4% (hit 1), 2% (hits 2-5 & landing) Wolf curls up and spins several times in the air, dealing multiple hits. The first hit will link into the other 4, all hits dealing set knockback. Has low startup lag with high ending lag, but is great move for setting up combos.
Forward aerial 15% (sweetspot), 11% (sourspot) Wolf swipes forward in a downwards arc with his left claw. Can be used setup combos or even KO an opponent.
Back aerial 14% (sweetspot), 11% (sourspot) Wolf jams his leg backwards with deceiving range. This move is mainly used as a combo finisher or a finishing attack, depending on the situation.
Up aerial 11% Wolf swipes in an arc above his head with his right arm. This move has great vertical range and can set up combos quite easily.
Down aerial 15% (grounded), 14% (aerial) Wolf plunges both his hands below himself. This move has great knockback and meteor smashes airborne opponent. Oddly, this attack spikes grounded opponents (300°).
Grab
Pummel 3% Strikes the opponent with his right knee.
Forward throw 2% (hit 1), 2% (throw) Slash the opponent forward. This throw can be used to pseudo chain throw some characters, such as Fox, at very low percentages by buffering a dash forward.
Back throw 5% Slams the opponent down behind him. The opponent gets launched diagonally upwards, allowing it to combo into a forward smash.
Up throw 5% (hit 1), 2% (throw) Throws the opponent upward and slashes them with both claws.
Down throw 6% (hit 1), 3% (throw) Throws the opponent on the ground, does a small jump and claws them. It sends the opponent diagonally upward. At very low percentages, it be followed up by a f-tilt, or d-smash. At low to mid percentages, it can also be followed up by a f-smash, or a Blaster.
Floor attack (front) 6% Wolf gets up and does a kick in the front and in the back.
Floor attack (back) 6% Wolf gets up and punches forwards and kicks backwards.
Floor attack (trip) 5% Wolf spins around, kicking foes with who are close.
Edge attack (fast) 8% (legs), 6% (head) Quickly lunges at the opponent with a kick.
Edge attack (slow) 10% Slowly gets up and hammers the ground with a kick.
Neutral special Blaster 3% (gun), 3-5% (laser) Wolf fires a single shot from his blaster. The gun portion of Wolf's blaster causes low knockback, while the laser causes no knockback. A great attack for halting airborne opponents and gimping their recoveries.
Side special Wolf Flash 16% (sourspot), 16% (sweetspot) Wolf quickly propels himself diagonally upwards at a 35° angle. The sourspot of the move causes low knockback and sends opponents upwards, but the sweetspot deals strong knockback and does not cause Wolf to become helpless, allowing him to use another recovery move to get back on stage.
Up special Fire Wolf 2% (startup), 8% (dash) Wolf propels himself and kicks forward depending on which direction is held on the control stick. The move now deals only one hit, does not contain a finishing kick, and now has more horizontal movement whenever the move ends, making it a better recovery move. The kick deals great knockback, has good range, and can send opponents flying. It is also good for linking up into or finishing combos.
Down special Reflector 5% (startup), 1.5x damage for reflected projectiles Wolf activates his reflector around himself. Has very low start up and ending lag, and has decent knockback, sending the opponents diagonally upwards. It is great move for starting up combos, as Wolf can immediately jump after activation. It also slows down Wolf's air speed and can act as another recovery tool.
Final Smash Landmaster Varies Wolf summons his Landmaster. It's the most powerful and fastest out of all three Landmasters in the game. However, it lasts a shorter duration compared to Fox and Falco's Landmasters.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Wolf players (PM)

Alternate costumes[edit]

Project M[edit]

Wolf's Red, Green and White costumes were edited to be more distinct and better serve as team colors.

Additionally, Wolf has an alternate costume based on his appearance in Star Fox 2, with some features (eyepatch and base head) having inspiration from his appearance in Star Fox 64 and Brawl. This costume has four variations so that it can be used in Team Battles.

Wolf's alternate costumes in PM
WolfHeadSSBB.png WolfHeadRedPM.png WolfHeadBlackSSBB.png WolfHeadGreenSSBB.png WolfHeadBlueSSBB.png WolfHeadWhiteSSBB.png
WolfHeadClassicPM.png WolfHeadClassicRedPM.png WolfHeadClassicGreenPM.png WolfHeadClassicBluePM.png

Project+[edit]

Wolf's SNES alternate costume obtains an additional color with gold fur. He also gains a costume that is similar to Fox's standard outfit called Pilot Wolf.

Wolf's alternate costumes in P+

Secret costumes:

Wolf Z P+.png

Z-Secret Costume: Melee Wolf

R-Secret Costume: Assault Styled Wolf

Trivia[edit]

  • Wolf is one of two characters who has a spike that only works on grounded opponents, the other being Mario with his late up smash.

External links[edit]