I'm the best that's ever been -wolf thread-

Keypad notation…

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5 is neutral, the others indicate a direction…

4= back 6=forward

If you I wanted to tell you to do a hadouken with keypad notation it would be 236P…

Easy enough?

Indeed, thanks for the lesson.

I’ll try some of the above tips out next time I play.

I’m another total scrub when it comes to 3D fighters, but I seem to slowly be getting the hang of Wolf. The hardest part is getting used to not being able to interrupt stuff with throws, you really have to wait your turn and be very deliberate with when you throw, though Wolf’s scary mids help with that, good mid pokes and great mid combo starters.

What do you guys think of Wolf’s low punch counter move? It’s gimmicky as hell but wow, that damage, and the follow-up input is really lenient. And seems like everyone’s spamming 2P nowadays so I’ve actually landed it a few times.

How about his command-run? It seems way too slow to be of any use.

Yeah I remember when I was a kid playing VF2, then as a teen playing VF3 against the computer I could never work out why my throws weren’t coming out, embarrassingly didn’t work that out til VF5! Also just learned how slow burning hammer is thanks to the help thread, man I need to go look for more info. Wolf has plenty of catch throws though, which in many ways count as low attacks because obviously they have to be ducked, and will beat strikes if the frames are in their favour. Not as much damage as the real thing though.

I get the impression the low reversal is important, everyone has an attack specifically for low punch stuffing and I guess this is Wolf’s. And hell yeah that damage! Which followup do you use most?

Command run is really tempting cos of the unblockable P, the K which forces crouch (and hence gives a free low throw) and it’s own low throw, so it has potential. So, so slow though… I guess if you worry people into freezing it is a mix up, and could be good from range, say against reckless get up kicks. Long range throws do have potential, 44P+G does thanks to the initial backstep into catch throw.

EDIT: Re-stand is possible after deadly move P+G with 9P+K if you turn around quickly, that is serious damage. I think the movement has potential on wakeup, like BullDancer suggested above…

you can stuff low p spam with 63214+p,p

9P+K goes over lows as well.

Dangerous move K gives you + 19 on hit, which allows for more than just a low throw lol (Like 4K+G P+G for guaranteed damage + free mixup). If they’re stuffing you out of that and his other stuff from it then P+K works alright if you time/space it right and is at least still safe on block.

So I bought a new controller, watched a tutorial video, and mentally prepared myself for several ass-whippings.
I played about 20 matches last night, won 8 or 9 of them, got damn close on a few more. By no means did I play well, but I definitely did better this time. I’ll keep working on it, trying to temper my rage while I’m at it.

Thanks for the pointers guys, they did help, if you have any more, I’m all ears.

One of the most important things in this game I’ve found to be learning how to use your advantage and disadvantage. When you have advantage it’s your chance to press the attack, when you’re at disadvantage you guard, basic stuff right? One thing that helped me out a lot was watching my replays with the information display on, so I could find out when I was + and when I was -. Here are some situations that will happen a lot and how to deal with them:

First, off, one of the best ways to create a favorable advantage is off of a simple jab. On hit a jab is +5, this means if they try to press any buttons, they will get beat out by 4P (comboes, but duckable/steppable, will get beat out by 2P), 6K+G (mid but steppable), or HCB+P(catches step towards Wolf’s stomach). If they do anything slower than a jab or 2P, a 6K or 6P+K are both useful. Keep in mind that a few characters like Pai have 10 frame moves, meaning that you’re going to have to use a P;2P;3P mixup on them.

Once they realize that you’re beating them out on frames, most people’s second reaction is to guard. Once they begin to guard is when you can mix in your lows and throws along with the above. 2K (i16 low, -6 on hit), 62K (low, shakeable stun on hit) and your choice of throws.

If the opponent is a little bit wiser, they may try to step after eating a jab to avoid some of the above. This is when you start using your tracking and semi-tracking moves. HCB+P, 43P, KK, K+G, P+K. Sometimes they may backdash, and you can use 6K; 46P; 3K to catch them.

2P on hit and P on block are both minor advantages (+4 and +2 respectively), so you can use 3P or another P_2P as frame traps here and use the same stuff for step and guard.

Also, note opponents that try to use 2P to break out of anything, even at disadvantage. If they try to 2P after a jab string, 3P will stuff them if they are at -2 or greater. 9P and 9P+K jump over 2P. You can backdash and punish the whiff with a fast move like 46P; 4K+G. You can also backdash~crouch throw them out of a predicted 2P, but you have to be quick and commit to it. Wolf also has 2P+K which is a 2P reversal

But basically the game is about learning how your opponent reacts to situations, then punishing them. It’s very simple stuff, but you have to know what your tools are and what they beat in every situation. You have to play pretty basic at lower level, just because most newer plays just attack a lot, meaning you have to do dumb stuff like jab and 4P over and over and a lot of 46P whiff punishing. On top of some of the more frequest and basic stuff I described here, there’s also advanced stuff like 33~G which is a fuzzy guard to duck throws and block mids. This should give you a good start though.

Damn straight, though am I right in thinking Wolf has pretty poor lows? 2K with any character is going to give them the momentum, and 62K is risky, maybe better on CH against highs. Once P and 3P on advantage keep them standing, 9P+G or 66P+G are my most effective “lows”. Getting this kind of mindset together is much more important than discussing combos, which can really take the back seat until you get the flow down.

Nostalgia trip: Wolf in Fighters Megamix with his 3P+K from VF3, against any Viper giant swing into wall -> 3P+K = instant loss of leg armour. Miss that low…

2K is still good. It has good range and is a tech crouch low. Even though it doesn’t give advantage on block you can still step/BD or I believe RAW.

62K is nice after a lot of 3P. It’s i17 so it’s fairly fast for a big low and gives good advantage.

I still miss low lariat, wish Taka hadn’t stolen it away.

The loss of low lariat seriously makes me contemplate maining another character. Especially since frame trapping feels very dominate in FS

I dunno, now that Wolf’s 3P is 14 frames, jabs are overall 12 or 11 frames and he has 33P I feel that he’s a lot more solid in forcing respect.

also because im mostly forced to play online to :frowning:

Also, his range. Jesus. I played against a Wolf yesterday that I got hit with 46P every time I tried to move in.

IMO you have to play him real basic, then when they start respecting you, you can throw, 466P, [P+K] etc.

lol that move is like minus a whole bunch a frames when blocked…

Just throw if you block it mang…

I always stay baiting whiffs with crouch dashes and shit of that sort…

Yeah, that doesn’t work so well when it hits you.

Also, it’s -15, so most people get more free damage than going for a throw attempt.

Got another Wolf player here; I used to play back in VF4:Evo and getting back into it now. Crazy to see that stuff still works and what moves are missing. Really linking 3P to throw, and of course 63214P, even if it is gimmicky.

3k+g, 9p+k, 63214pp works well for me on taka players when theyre trying to outpoke me… hope that helps anyone

46p+k, p, 9p+k, 63214pp is a nice little combo if you can hit the launcher and it works on everyone except taka. if they dont tech fast and you can hit the follow up ground throw, its a 100 damage combo thats not wall dependant