Aesthetics

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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.