Template:SSB4 to SSBU changelist/Wolf
Aesthetics
- 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.
- 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.
- Wolf has been updated with features introduced in Smash 4.
- 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.
- Wolf's landing sounds have been changed, with the loud metallic boot "clinks" from Brawl being replaced with softer ones.
- All of Wolf's claw-based attacks now sport purple claw trails.
- 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.
- Walking, dashing, and falling animations have all been altered.
- 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.
- Wolf's new crouching animation doesn't lower his hurtboxes as much as before, making it easier to hit him vertically.
- Wolf's fur has physics-based movement.
- Wolf's ears now have unique animations, such as bending while dashing and twitching during his Brawl idle animation.
- Wolf's up taunt has him face the screen, regardless of which side he's currently facing.
- The howling voice clip has been sped up to match the new animation.
- 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?".
- Wolf's crowd cheer only has the audience howling, instead of going "Wooolf! - *howl*".
- All of Wolf's victory poses have been given either updated animations or dialogues.
- 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.
- 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.
- 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.".
- 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.
- Wolf's tumbling animation no longer detaches his left arm from his elbow.
Attributes
- 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.
- Wolf's new upright posture makes him harder to hit horizontally, but easier to hit vertically.
- 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.
- 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.
- 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.
- 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.
- 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.
- However, it also slightly hinders Wolf's damage racking game, as he could chain grab with his down throw in Brawl.
- The removal of glide tossing and super glide tossing hinders Wolf's approach while holding items.
- Like all characters, Wolf's jumpsquat animation takes 3 frames to complete (down from 5).
- 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.
- Wolf walks slower (1.3 → 1.208).
- Wolf runs faster (1.4 → 1.54).
- Wolf's initial dash speed is much faster (1.7 → 2.09).
- Wolf's air speed is faster (1.222 → 1.281).
- 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.
- Wolf's traction is higher (0.07 → 0.11).
- Forward roll has less ending lag (FAF 32 → 30).
- Forward roll grants less intangibility (frames 4-19 → 4-15).
- Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 32 → 35).
- Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-17).
- Air dodge has less startup (frame 4 → 2) and ending lag (FAF 50 → 45).
- Air dodge grants less intangibility (frames 4-29 → 2-26).
- 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:
- The first and second hits both transition into the next hits faster (frame 9 → 7).
- The first hit deals less damage (3% → 2%).
- 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).
- 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×).
- The third hit no longer deals extra shield damage (6 → 0).
- 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.
- Neutral attack has a much cleaner look overall. The ending hit is a third claw swipe instead of a lunging bite.
- Forward tilt:
- 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.
- The first hit has less knockback scaling (110 → 70), allowing it to connect more reliably into the second hit.
- Forward tilt has more ending lag (FAF 33 → 35).
- The first hit is no longer impossible to SDI (0× → 1×).
- The first hit has a different angle (361° → 60°) and a lower hitlag multiplier (3× → 1.8×).
- 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.
- The move has an updated animation where Wolf forcefully brings his claws together.
- Up tilt:
- 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.
- All hitboxes except the grounded-and-aerial sweetspot are smaller (6u/5u/5u → 4.5u).
- The grounded sweetspot launches at a lower angle (88° → 80°).
- It has a new ending animation where Wolf flicks his nose with his thumb while smirking.
- Dash attack:
- Wolf has a new dash attack: a lunging kick instead of a backflip.
- 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.
- 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)).
- 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.
- Due to its new animation and smaller hitboxes, dash attack has less vertical range.
- 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:
- Wolf has a new forward smash: a forceful standing palm strike that deals one hit instead of two.
- 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.
- It has double the startup lag (frame 10 → 20), no longer being one of the fastest forward smashes in the game.
- 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.
- 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:
- The second hit has a longer duration (frames 20-22 → 20-23).
- Up smash has more ending lag (FAF 44 → 48).
- The removal of DACUS significantly hinders its utility for approaching.
- 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.
- 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:
- 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).
- The sourspots deal increased knockback scaling (60 → 80), significantly improving their KO potential.
- 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.
- Down smash has noticeably more startup (frame 8 → 14 (hit 1), 14 → 21 (hit 2)), and more ending lag (FAF 35 → 44).
- The second hit has considerably smaller hitboxes (5.5u/4.4u/4.4u → 2.5u/3u/3.5u).
- The move's animation has been altered: Wolf swipes both sides with one hand.
Aerial attacks
- Neutral aerial:
- Wolf has a new neutral aerial: a sex kick similar to Fox's.
- It has one frame less landing lag (10 frames → 9).
- It deals more damage (8% → 12% (clean), 3%/1% → 8% (late)).
- 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.
- 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.
- Neutral aerial has more startup and a shorter hitbox duration (frames 4-34 → 7-26).
- However, the clean hit has a longer duration (frames 4-5 → 7-9).
- The clean hit deals less knockback (40 base/100 scaling → 30/75), slightly weakening its KO potential.
- Forward aerial:
- Forward aerial has less ending lag (FAF 52 → 41), making it safer to use offstage.
- 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.
- It deals less damage (11% → 9%) and knockback (40 base/95 scaling → 45/85), drastically hindering its KO potential.
- Its hitboxes are much smaller (7u/5u/4u → 4.5u/4u/3.5u), no longer possessing a large disjoint.
- Forward aerial sends opponents at a less vertical angle (75° → 60°).
- Back aerial:
- 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%.
- However, its increased knockback removes its ability to lock opponents at lower percents.
- 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.
- 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.
- 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:
- Up aerial has more knockback scaling (75 → 85), improving its KO potential.
- The changes to hitstun canceling noticeably improve its combo potential.
- It has one frame more landing lag (9 frames → 10).
- The outermost hitbox is smaller (5.5u → 5u).
- Down aerial:
- Down aerial has less ending lag (FAF 60 → 54), making it safer to use offstage.
- 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.
- The sourspot has a lower SDI multiplier (1.50× → 1.00×).
- The sourspot is smaller (6u → 5u) and takes priority over the sweetspot.
- The sweetspot and sourspot are positioned higher (Y-offset: -5 (sweetspot)/-1.5 (sourspot) → 2/6.5), giving down aerial less range below Wolf.
- The move has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 30 → 37 (standing), 40 → 45 (dash), 35 → 40 (pivot)).
- Dash grab has less startup lag (frame 11 → 8).
- Pummel:
- Pummel deals more damage (1% → 1.3%).
- 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:
- 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.
- It has one frame less ending lag (FAF 34 → 33).
- It deals more damage (4% → 5% (hit 1), 3% → 4% (throw); 7% → 9% (total)).
- It has significantly decreased knockback (35 base/130 scaling → 55/57), no longer KOing under 350% even at the edge.
- Back throw:
- Back throw has a different animation, where Wolf performs a jumping slash from below, instead of fully somersaulting and slashing the opponent from above.
- It has less startup (frame 26 (hit 1), 27 (throw) → 23, 24), with its total duration reduced as well (FAF 50 → 47).
- It deals more damage (4% → 6% (hit 1), 3% → 5% (throw); 7% → 11% (total)) with no compensation on knockback, improving its KO potential.
- It launches opponents at a lower angle (68° → 50°), allowing it to set up edgeguards and KO near edges much more effectively.
- Up throw:
- 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.
- 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:
- Wolf has a new down throw: he grabs the opponent by the head, jumps while spinning around once, and chokeslams them into the ground.
- It has less ending lag (FAF 51 → 41), allowing it to combo into dash attack at low percents.
- 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.
- Wolf can no longer chain grab with down throw, hindering its damage racking potential.
- 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:
- Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- They have less startup (frame 19 (front), frame 17 (back) → 16 (both)) and ending lag (FAF 50 → 46).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Wolf has a new edge attack, an inward slash.
- 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.
- It has less startup (frame 25 → 24) and grants more intangibility (frames 1-23 → 1-26).
- 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).
- Its angle has been altered (361° → 45°).
Special moves
- Blaster:
- 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)).
- The lasers have a longer duration (frames 16-48 → 16-50).
- Blaster has more ending lag (FAF 45 → 53), hindering its camping ability, while the bayonet's hitbox has more startup (frame 11 → 15).
- The lasers have received negative shield damage (0 → -3/-4/-3.5), effectively dealing half their usual damage to shields.
- Wolf can no longer control his horizontal aerial momentum while firing a laser with his Blaster.
- 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.
- 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.
- 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:
- 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.
- 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.
- The aerial version has faster startup (frame 21 → 19), matching that of the grounded version.
- The changes to hitstun canceling give Wolf several ways to combo into Wolf Flash, allowing for risky, yet deadly KO confirms.
- The move can no longer be shortened, and travels less horizontal and vertical distance when not angled.
- 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.
- 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:
- Fire Wolf has less startup lag (frame 23 → 18), and Wolf gains control sooner after the move has ended.
- 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)).
- The looping hits use a different type of autolink angle (45°/365°/45°/361° → 40°/367°/40°/367°), allowing them to connect more reliably.
- 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.
- 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.
- The grounded version's last hit has larger hitboxes (6u/6u/5u → 6u/8u/5u).
- The move travels less distance, worsening its recovery potential.
- 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)).
- The first hit uses a different angle (100° → 93°).
- 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:
- Reflector deals more damage (3% → 4%).
- It has less startup with a longer duration (frames 8-9 → 6-8).
- Reflected projectiles have a higher damage multiplier (1.3x → 1.5x).
- It has been given a hitbox once a projectile has been successfully reflected, which deals 5% damage.
- Due to explosive hitboxes now being reflectable, it protects Wolf from most (though not all) types of explosives when active.
- 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.
- 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).
- Its intangibility has more startup with a shorter duration (frames 1-9 → 5-8), making it less effective for escaping combos.
- It has one hitbox fully covering Wolf instead of 2 smaller hitboxes on each side of Wolf (6u/6u → 9u).
- 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.
- Reflector has updated visual effects, resembling a force field. It also has unique sound effects that are no longer shared with Fox's Reflector.
- It has an altered animation, where Wolf holds out his reflecting device. He also always faces the screen while Reflector is active.
- Final Smash:
- 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.
- If Team Star Wolf is used against Fox or Falco, Wolf will say, "I've got you now, Star Fox!"
- Team Star Wolf can potentially deal more damage compared to Landmaster, and the single hit has increased KO power, making it more consistent.
- Due to being a cutscene Final Smash, Wolf can no longer accidentally self-destruct like he could in the Landmaster.
- Team Star Wolf is much easier to avoid compared to Landmaster and is overall less versatile.
- Due to being a cutscene Final Smash, the regenerating terrain glitch is no longer possible to perform.