Smash Ultimate: Art of Wolf

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0:00 Intro
1:11 Blaster and Neutral
4:23 Reflector
5:05 Combos
13:14 Ground game
14:24 Ledge trapping
14:58 Recovery
16:48 Outro
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Izaw: Describes Wolf's playstyle really well and relates it to the personality of said character.

People: Wow someone hates Wolf!

Unibias
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Me: Picks literally any option
Wolf Main: Can't let you do that!

sirpig
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As a wolf main, I’m glad you made this video. I still have some things I need to grind and this has encouraged me to do so

Ravonne
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Wolf's idle animation is pretty cool staring at you menacingly.

wpower
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15:37 I think if a Samus did that to me in an online match I would throw my game card into a blender

jacksonedelmann
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5:55 welp, that shreds it, Wolf is the best sword character in the game

ace
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Dude your videos have taken my smash to new levels. Epescially your tutorial on reading your opponents.... I’ve been having crazy matches with some double reads and I just wanted to just say thanks for all the great content. My mains right now are Ike and Joker, new to scene. Keep smashing!!!

thomaspainter
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That description of wolf is so accurate also weird little fun fact about side b if they are even slightly off stage when you land wolf flash they can get spiked if you land it right

NkIrmath
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I want to just write down every one of these combos to learn Wolf's combo tree.

Fenyll_Fur
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With izaw's great character summaries at the beginning of his art videos that could actually fit on a professional or official character website, does character imitate playstyle, or playstyle imitate character?

quotastrider
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Welcome to my SSBU text character guide! This time I will cover Wolf. My goal of to provide a text alternative to Izaw’s video.

Being the leader of the hitman squad known as Starwolf, Wolf is in for the paycheck after the job is complete. This means he has no qualms about playing dirty.

*Wolf* is a fast-falling flexible middleweight (92 weight) with a speedy initial dash & a top 10 air mobility. Being the veteran hitman he is, he has his share of versatility. His Blaster is his pace controller with it’s rather chunky transcendent hitbox & long travel distance. It does decent % & conditions the opponent. With his great initial dash & air mobility, he can combo with his nair, fair, uair, & reflector. He can Tech Chase with most of his movekit. He can cross up shield easily & tomahawk grab easily. He has great juggling & scary 2-framing tools in f-tilt & D-smash. He even has 50/50 setups into Wolf Flash that can kill as low as 35% should opponents DI incorrectly & the sweetspot connects. He does solid damage & has great killpower (& a kill throw in back throw.) He wants to condition his opponent into shield in the mid-range where he can start abusing b-reversed blasters, his spaced lingering nair (or sweetspotted initial hitbox that safe on shield when done nearest the ground) & spaced fair for cross ups. Or simple grab mix ups from short hop & dash grabs.

Despite this reputation he has, he comes with some rather unfortunate flaws. His fall speed makes him combo/juggle food, which can be a problem considering the next fault. His recovery, while mixable & scary, is exploitable because of the linear angles they cover & his low second jump. What he wants to do to his opponents largely depends on their distance from him & most importantly, his reactions to them. He will only get the job done if he can carefully place himself in places where opponents have to respect multiple options. His last weakness is a lack of quick OoS options, this makes pressuring him something that could lead to a disaster as he’s juggle/combo food & lacks the range to contest superior hitboxes.

Jab – A pretty meh option despite being his fastest move. I guess it jablocks should opponents miss a tech. At least Jab 1 & Jab 2 have low endlag, so you can rarely use it to pressure shields a tad more with staggers.

F-Tilt – Useful for spacing with it’s nice hitbox & for 2-framing. Comes out in 7 frames & hits twice. Can create tech situations at low-to-mid %s. Safe on shield if spaced.

U-tilt – Great anti-air with some nice killpower. Active on frames 7-11

D-tilt – Despite only lasting through frames 5-6, it is pretty safe if spaced against shields. It is used to pressure ledgestalling too.

Dash Attack – A whiff punisher, a tech chaser, a juggle starter, a D-throw combo extension, a landing punish. This move has many uses because it travels far & lasts from frames 11-14.

F-smash – A hard Tech option/Roll/ledge getup punish & a shield pressure tool if properly spaced on a shield. Has great killpower and comes out on frame 20 (lasting till frame 23.)

U-smash – A pretty darn big anti-air that shifts his hurtbox with the first active hitbox to ensnare, then launching opponents with the 2nd powerful hitbox. A great options to use

D-smash – One of the strongest 2-frame punishes even though it’s gotten nerfed. A tech Chase option.

Nair – 9 frames of landing lag. The initial sweetspot (frame 7-9) is used for OoS, to combo, starting tech situations, at mid %s, call out jumps, or simply pressure shields. The lingering hitbox (frames 10-26) is used for snagging ledge jumps, making tech chases at high %s, & pressuring shields. Both can cross-up shields & shield poke.

Bair – 15 frames of landing lag. Useful for shield pressure when buffered from short hop & spaced. Can combo extend & edgeguard. Has great killpower.

Uair – 10 frames of landing lag. A juggling tool that can cover platforms, can lead into more uairs, nairs, or fairs if it connects on aerial opponents or during a tech chase. Can be used to cross-up and pressure shield with a fast-fall. The go-to from a u-throw at low %s.

Dair – 19 frames of landing lag. Wolf’s generic aerial spike. Is pretty powerful & can 2-frame. Has setups into this from fair at certain mid %s. Can be used as a tech chase option.

Fair – 10 frames of landing lag. Safe on shield from max range or when used as close to the ground as possible with a fast-fall. Useful as an air-to-air, stuffs short hops & is useful for ledge jump denial. Can combo into itself or other aerials at low-to-mid %s. This also sets up possible Wolf Flash or Dair attempts.

Blaster – A gun that shoots a chunky transcendent hitbox out, but before it shoot it has a bayonet that does damage to opponent too close & is surprisingly safe against characters that lack ranged OoS if spaced. Useful for landing mix ups with a b-reverse or Wavebounce. Mostly used to condition & control neutral.

Wolf Flash – Your main recovery mix up & scare factor to return to the ledge. One of the strongest spikes in SSBU at the sweetspot & it has a strong sourspot. Has setups into it from fair & Nair at certain mid %s.

Reflector – Useful for turning projectiles against opponents because it makes the projectile faster & stronger by a massive x1.5 multiplier. Wolf can jump cancel it on a successful reflect to add pressure, start combos, or get better positioning. Has intangibility on frames 5-8 & reflects on frames 9 & up. Can be used to combo break opponents too close to Wolf & can start combos unless the player Dis away.

Fire Wolf – Got nerfed, so it’s no longer stupidly disjointed. Still, it fulfills its purpose as a recovery option 0r a yolo Tech Chase option.

U-throw – The other combo throw. Always go for this throw if you’re by a platform, as it will net more than one uair.
D-throw – One of the combo throws. Gives Wolf dash attacks from 5-30%. Use this when there’s not platforms around because it forces tech chase situations, something Wolf is very good at.
B-throw – The kill throw
F-throw – Positional advantage throw.

I hope this helps people. Enjoy this little guide :)

RhyTitanGamer
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Ennemy : do literally anything*
Wolf : "You triggered my trap card !"

bonsoir
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Make a video called, "The Art of Explanation." you deserve it, bro.

gatsby
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Your videos are SO SO Good with amazing explanations that you clearly take a ton of time in the training lab and going over real footage with to get the details perfect every time. I've been trying to watch every single one. I would LOVE a Luigi one and a Mega Man one.

aRFav
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thanks so much izaw my wolf has been slacking so much.

JinisBored
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You are telling us to all be Zackray now, I see.

SeriousStriker
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That quote at the start might just be the most savage introduction to wolf ever

Robemax_
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Sick as usual!! Incredible editing, narrative, music choice, and good flow of th explanations. Love these :)

LxZLink
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izaw you can't just drop an art of smash for a top tier without announcing it what

edit: i can tell just by the first 40 seconds that you really hate wolf

bradens.
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Loved your Link video as I'm a Link main but have been playing wolf for a while now as well to help me improve at the fundamentals so this video in your "Art Of" series is perfect for me! Great content, hope to see more soon :)

--JAM--