The one thing I always notive about Wolf is that he has alot of safe moves. He’s really annoying to fight.
Side+B doesn’t seem as safe as Falco or Fox’s.
side+B is awful unless you connect at the very tip. I think depending on where you hit them it can kill. if you hit them when theyre in front of you it smacks them forward, on top of them it can spike, and underneath I think it just tosses them in the air.
EmblemLord used it (Side B Special) interestingly (that teleport trick). Not too many uses for it, outside of that.
My god, Wolf’s recovering is retarded terrible.
He needed some kind of weakness. He’s like Melee Falco, only slightly more easily gimped.
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Can anybody explain to me how to execute dash cancelling and fox trotting?? I could probably dash cancel every so often but I have no idea on how to approach on fox trotting. I’m so nub.
Fox trotting is basically using the start of of your character’s run animation repeatedly to move forward.
Before your character starts running they enter an animation in which they kind of “dash” forward a bit. To fox trot you must wait until this animation is over and then dash forward again. The dash animation can be canceled into many attacks making this very useful.
Here’s a Youtube video explaining it.
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^^Fox trotting is kinda hard for me do to consistently I guess I just have to keep practicing.
Here are some random things I found out while messing around in training:
-at low %'s (obviously this varies for each character) you can combo fsmash, fmash, sideB:lovin:
-only tried it on FD but I assume it works on other platform stages too, you can “hop off” the diagonal part under the stage which could be useful for mind games n recovery
-side B does more damage and knock back if you hit the with the very end of it (spacing and angle of attack makes this hard to do consistently)
-fair, bair, fmash, and especially dsmash are his best kill moves
- the hitbox of the laser and upsmash is bigger then the moves themselves
Overall wolf is an amazing chracter he has some of the best smashes in the game, laser spam is very hard to get around for anyone, and my favorite thing about him is that dair spikes!
Jump, dair, double jump and recover is great but remember d throw near the ledge is a great setup for dair as well.
(Though be warned dair has really slow startup so getting the timing down is key)
It’s kind of ridiculous how good Wolf’s Bayonet blaster is. I was actually using it by shield canceling the 2nd hit of his jab combo and comboing it at the end.
His F-Smash is just so awesome. One match vs an Snake/Ike player I used nothing but Blaster, Reflector, and Forward/Down Smash to see how far I could get and he could barely set up an offense!
How do you shield cancel jab combos? Sounds like it might be useful.
Well it isn’t universal but basically you shield right after doing 2nd to last hit in your AA or AAA combo (the last hit usually has knockback which makes comboing useless) very fast so that the shield doesn’t appear but the cancellation still occurs.
If done properly you can link a jab combo into a tilt or smash or another AAA combo, depending on the character.
I found out that Wolf can cancel his second slash hit into the Bayonet Blaster which is really nice.
ARRROOOOOOOOOOOOOUUUUUUUUUUUUU!!!
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I got everything in that video down except scarring I can’t scar for my life:sad:
You should all be ashamed of yourselves.
^^why?
Sloppy quiality is sloppy! I can’t even tell what moves he’s doing X_X
Still a neat vid.
God, those vids. Can they learn 2 direct feed plz? While informative, all I hear is CLACK CLACK CLACK
I’ve been using Wolf in Brawl along with ganon and so far Wolf seems like a very solid character with a lot of things going for him save recovery.
His aerial game is fanastic as he has great priority. B-air has no landing lag, great priority and range, and can be used for a semi-wolf wall. Fair, while it has seemingly high lag at first, actually auto-cancels when used at the peak of his short hop leaving no lag whatsoever. This is very useful for approaching and can be used for juggles and combos at early percents, while at higher percents it kills. His u-air has good priority and no lag, and is great for juggling if you use it right. His nair when used against grounded opponents is a great set up and it can’t be shield-grabbed when you cross it up. Dair…i dont like :p. It has horrendous lag and there is usually a better option available.
All of his smashes are fantastic, with little lag, KO potential, and great range to boot. His f-smash is great covering huge range and decent knockback. If used at close range it has a hit that knocks into the stronger hit of the smash. Dsmash is very fast and is one of his best kill moves, killing in the early 100s. Usmash is quick, gets vertical kills, and somewhat of a weird hitbox (in a good way.) It hits to the sides during his handstand split and it brings the opponent in to the second hit which has very good vertical range.
I originally thought vB wasn’t that useful, but I’ve found it useful for stopping pressure in close which wolf seems to have trouble with. If sideB is canceled mid-move it launches you a further and at a more horizontal angle, without the sweetspot. Other than that its only useful for scarring. His blaster is a mediocre projectile at best. Spamming of it can easily be avoided and punished. But it can add a quick 15% when you hit with the bayonet and the shot.
Lol to be honest he has so much going for him I’m not sure what to do with him yet. So far I think that he should focus on his aerial combo game and reserve his smashes for KOs…or get the opponent of the edge to edgeguard with his superb b-air…or KO with his aerials…lol I’m going to do some more experimenting with him. But that’s my short input on wolf.
Im having a really hard time doing any of these cancels everyone keeps talking about. how do I know if its working? the same goes for canceling moves from his AAA.
I can do “scarring” consistently and I was surprised that his forward B could be canceled. some fights it would just stop and I would fly really far and it left me confused.
You mean the jab cancels? You can shield after either your first or second jab hit, and it will cancel the cooldown so you can follow up with a tilt or something else. Following up two jabs with an a-attack without canceling will usually result in the third jab. The timing isn’t too hard, just test it in training until you get a feel for it.
If you’re talking about f-air autocancel, you have to use it right after you start your short hop. If you do it fast enough you should land on your feet with no lag. If not you land with a looot of lag.