Wolf (SSBU): Difference between revisions
→Moveset
Line 74: | Line 74: | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=5% (hit 1), 6% (hit 2) | |ftiltdmg=5% (hit 1), 6% (hit 2) | ||
|ftiltdesc=A lunging, two-handed outward slash. The first hit produces a large amount of [[freeze frame]]s. | |ftiltdesc=A lunging, two-handed outward slash. Overall considered one of Wolf's best moves because of it's consistent ability to [[2 frame punish]] opponents, as well as it's utility in neutral. The first hit produces a large amount of [[freeze frame]]s. Can KO at around 115-140% near the edge of {{SSBU|Final Destination}} depending on the opponent's character, and even earlier if hit while 2 framing. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% (foot), 9% (leg), 8% (body) | |utiltdmg=10% (foot), 9% (leg), 8% (body) | ||
|utiltdesc=A stretch kick. It has a fast startup, and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under | |utiltdesc=A stretch kick. It has a fast startup, and high power when hitting with the sweetspot at Wolf's foot, KOing middleweights under 130% from ground level. Especially useful to poke platforms with, as the sweetspot will sometimes KO earlier than both the second hit of up smash and up air. However, unlike most other up tilts, its ending lag and launch angle prevents it from being used to start combos. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A crouching, low-level roundhouse kick. The move has a rather decent range and quick speed, which make it a good poking and pressuring option, as well as a useful tool to deny approaches. It also has the chance to [[trip]] | |dtiltdesc=A crouching, low-level roundhouse kick. The move has a rather decent range and quick speed, which make it a good poking and pressuring option, as well as a useful tool to deny 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 percents which can lead into a grab or other attacks. Is Wolf's weakest tilt attack. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc=A front 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 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. Can be reliably confirmed into from down throw at low percents. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|15}} | |fsmashdmg={{ChargedSmashDmgSSBU|15}} | ||
|fsmashdesc=Rears back then performs a palm thrust. While it has a slow startup, hitting on frame 20, it has notoriously low ending lag (interruptible on frame 42), | |fsmashdesc=Rears back then performs a palm thrust. While it has a slow startup, hitting 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% from the edge of the stage. As a result, it is one of Wolf's safest KO options on the ground. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|6}} (hit 1), {{ChargedSmashDmgSSBU|12}} (hit 2) | ||
|usmashdesc=A butterfly kick performed from a variation of the [[Wikipedia:2000 (b-boy move)|2000]] (a breakdancing move) followed by an upward scissor kick. It has the fastest start-up of his smash attacks. The first hit offers surprisingly long horizontal range | |usmashdesc=A butterfly kick performed from a variation of the [[Wikipedia:2000 (b-boy move)|2000]] (a breakdancing move) followed by an upward scissor kick. It has the fastest start-up of his smash attacks. 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, hits at both sides and provides wide coverage above Wolf, making it useful to quickly punish opponents close to him and set up juggles. However, its power is slightly below-average for a smash attack, the full move not KOing middleweights until around 130% uncharged, and often not killing heavyweights even around 140%. | ||
|dsmashname= | |dsmashname= | ||
|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=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 lower, [[semi-spike]] angle with a higher power. The move has moderate startup (hitting on frame 14 at the front), but has | |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 lower, [[semi-spike]] angle with a 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 [[edgeguard]] tool, as well as a reliable finisher when reading an opponent's tech options out of forward throw or neutral aerial. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late) | |nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|nairdesc=A flying kick. Compared to other [[sex kick]] neutral aerials, it has slower startup (hitting on frame 7), but deals higher damage and knockback with its clean hit. It is one of Wolf's fastest aerials, tied with his forward and up aerials 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, Wolf's overall most useful and versatile 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%. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|9}} | |fairdmg={{ShortHopDmgSSBU|9}} | ||
|fairdesc=A downward arcing slash. It is a staple of Wolf's neutral game, with its fast startup (tied with neutral and up aerial), wide vertical arc, and low landing lag (10 frames) making it a safe approach option, and combined with its 60° launch angle, allowing it to combo into a multitude of moves, such as 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 | |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 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 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. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot) | |bairdmg={{ShortHopDmgSSBU|11}} (body), {{ShortHopDmgSSBU|13}} (leg), {{ShortHopDmgSSBU|15}} (foot) | ||
|bairdesc=A back kick. It has a 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 | |bairdesc=A back kick. It has a 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 as early as 65% near the edge. The sourspot is much weaker but is still a reliable kill move near the edge. | ||
|uairname= | |uairname= | ||
|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, 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 starting from around 120% to 130% near the top blast line. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms) | |dairdmg={{ShortHopDmgSSBU|13}} (body), {{ShortHopDmgSSBU|15}} (arms) | ||
Line 143: | Line 143: | ||
|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-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, while the semi-spike can KO at around 120% from center stage and | |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% (grounded hit 5), 6% (aerial hit 5) | |usdmg=4% (hit 1), 2.5% (hits 2-4), 5% (grounded hit 5), 6% (aerial hit 5) | ||
|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. However, it works decently as an attack: it deals a high amount of damage if all of its hits connect, and its last hit can KO at around 150% from center stage and 95% at the edge, all of which make it a potent edgeguarding option when used correctly. | |usdesc=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) |