logo
Post Reply 
Wolf - Guide
04/16/2010, 07:38 AM (This post was last modified: 04/16/2010 07:38 AM by The Sex Puma.)
Post: #1
To think, there once was a time where Wolf was raped by everyone/thing with a CG (and knowing it some characters had CG’s exclusively on him), that and his recovery liked to punish you for being practically a pixel away from the ledge, but now in Brawl Minus, not only are there no CG’s for him to worry about, but he also has a pretty good recovery!

Change list:
*To be added when it is put up*

Pros:
-Fast in the air (especially with Side-B)
-Tilts are all very fast
-Aerials are also very fast
-Great juggle game
-Aerial Canceled Side-B greatly helps recovery and chasing


Cons:
-Due to fall speed and weight, most likely easily combo’d
-Recovery can still be pretty easy to mess up
-Throws don’t really combo that well


General Tips:
-Use Aerial Canceled Side-B to chase your opponent when you knock them off stage
-F-tilt is pretty good for shield pressure, seeing as it holds your opponent in shield stun and moves you forward with them
-Tilted F-smash is not only very good for mix-ups, but it is also good for starting juggles
-Try to end juggle strings with Up-B aimed up
-At low percents you can land both the sweet spot and aerial from an Aerial Canceled Side-B
-Play to BlazBlue music


Kill Percent's:
*All numbers listed are with the attack in the fresh state, and done on Mario in the middle of Final Destination with no DI*

Back Air - 100%
Foward Air - 172%
Up Air - 175%
Down Air - 172%
Neutral Air - Doesn't kill
Untilted Foward Smash - N/A
Tilted Foward Smash First Hit - 175%
Tilted Foward Smash Second Hit - 178%
Down Smash First Hit - 104%
Down Smash Second Hit - 120%
Up Smash - 141% All hits connecting
Jab - 164% All hits connecting
Foward Tilt - 190% All hits connecting
Down Tilt - 167%
Up Tilt - 150%
Neutral Special - Doesn't kill
Side Special - Too Lazy to set up conditions for the three different sweetspots
Down Special - Doesn't kill
Up Special - 94% All hits connecting. Aimed to the side
Back Throw - Above 200%
Forward Throw - Above 200%
Down Throw - N/A Can kill when done near a ledge
Up Throw - 174%
Dash Attack - Too many variables to properly test


Combos:
*WIP*

To do list:
-Combos
-Match-ups
-Change list
-Move list
-KO %'s
-Conivincing people to play to BlazBlue music


Thanks to…:
-Everyone who worked on the Brawl Minus project

*Shamelessly reposted from my thread on the Smashboards*
Find all posts by this user
Quote this message in a reply
06/04/2010, 11:38 PM
Post: #2
How do I do the warpy thing?
Find all posts by this user
Quote this message in a reply
06/04/2010, 11:56 PM
Post: #3
You do a tilted fsmash.
Find all posts by this user
Quote this message in a reply
06/05/2010, 12:13 AM
Post: #4
Uptilt-> Uair-> DJ Uair-> Up B is rediculous. Don't forget to inclue shine stuff too. Shine is simply amazing.

______________________________
[Image: images?q=tbn:ANd9GcShhcn6QbVGuTxxn9-vMMn...7Gaua55QSw]
Find all posts by this user
Quote this message in a reply
06/08/2010, 12:18 AM (This post was last modified: 06/08/2010 12:19 AM by Ducky.)
Post: #5
A few combos, although some are pretty obvious:

bthrow > (aerial canceled) side b

A A A > (aerial canceled) side b

up / down tilted fsmash > (aerial canceled) side b

Usmash / tilt repeated > up b

The first 3 have to be at medium (50-60ish?) damage on most characters if you want a kill. The last one can be 0-death.
Find all posts by this user
Quote this message in a reply
07/17/2010, 07:32 PM
Post: #6
So, ftilt combos really, realy well at low percents for Wolf. Ftilt -> ftilt etc. is a true combo up until about 60%, at which point aerial shenanigans begin (or you can use fsmash, but that does like 4%). At 0% your opponent gets a chance to tech, but after that you can just walk forward and use ftilt on them until they're at 60%. Also (and I had someone check for me) the first hit (or the one with massive hitlag) doesn't allow any SDI, and normal DI doesn't seem to be enough to escape follow-up hits no matter where it's DIed.

So, ftilt is kinda awesome.

And is it just me, or does it seem that short hop -> shine -> fast fall -> repeat is faster than shine -> short hop -> shine -> fastfall -> repeat? The former is really easy to do, but it doesn't seem to have enough hitstun to allow actual comboing. For whatever reason, there seems to be a lot of startup lag when Wolf lands and shines from doing this, but I haven't done a lot of practice with it and I'm not that great anyway, so I could be wrong.
Find all posts by this user
Quote this message in a reply
07/29/2010, 02:26 AM
Post: #7
"Aerial Canceled Side-B " how do you do that?

"how do you do that warped thing"="you do a tilted fsmash" titled forward smash what?

______________________________
Brawl File Name Reference For -Textures- -Stages- -Everything-
Download Library of Brawl Files (Needed as Hell, all of Brawl's individual files)
Spoiler:
CubelarooHYES Wrote:  He could punch knees out of his gun.
[Image: knnesoutofhisgun7thegoo.jpg]
[Image: 7dpnbkl]
Find all posts by this user
Quote this message in a reply
07/29/2010, 10:12 AM
Post: #8
Aerial Canceled Side-B: Do Side-B and cancel it with an aerial.

Wolfiport: Do a Side-Smash but tilted downwards.

______________________________
[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

motherfucker
Find all posts by this user
Quote this message in a reply
07/29/2010, 04:45 PM
Post: #9
Since you don't seem to be familiar with the terminology, let me explain further:

An aerial-canceled side-b is when you perform Wolf's side-b and then perform an aerial attack after Wolf has moved fully through his teleport-thing. Wolf will then perform that aerial attack and not, as would normally happen, go into a helpless state.

His forward smash is tiltable (or whatever adjective would describe it). When performing a forward smash, it normally has two hits and moves you forward. However, if you hold up or down on the analog stick while performing a forward smash, Wolf will instead only strike with the first hit and then immediately retreat back slightly behind where he was standing at the start of the attack.

And now you know. And knowing is half the battle!
Find all posts by this user
Quote this message in a reply
08/15/2010, 01:04 AM
Post: #10
I made a small changelist for Wolf.

It's not the great but I plan on updating it later on.

Code:
Wolf (Brawl -) Changelist by LordJax/Xi - Ver. 0.1

NOTE : This is the first version, I probably missed a few things there and there.

Legend :
DMG = Damage
BKB = Base Knockback
KG = Knockback Growth
WKG = Weight Knockback
HBOX(N) = Hitbox number based on its position in PSA.


________________________

1. Attributes
________________________

Run Initial Velocity : 1.4 -> 1.7
Jump V Initial Velocity : 2.95 -> 3
Jump H Initial Velocity : 1.3 -> 1.5
Hop V Initial Velocity : 2.065 -> 2.1
Air Jump Multiplier : 0.98 -> 0.99
Gravity : 0.13 -> 0.16
Air Mobility : 0.08 -> 0.2
Fair Landing Lag : 30 -> 15
Bair Landing Lag : 9 -> 6
Dair Landing Lag : 19 -> 14
________________________

2. Normal Attacks
________________________

Attack13 (Jab 3) :
*DMG: 4 -> (5,6)
*BKB: 40 -> 60

AttackDash (Dash Attack, duh!) :
*Momentum boost:
* Before frame 13 -> Boost of 2 horizontally
* After frame 18 -> Boost of 1 horizontally
* After frame 22 -> Boost of 0.5 horizontally
* After frame 26 -> Boost of 0.25 horizontally
Momentum boost ends after frame 30 or so.

AttackS3S (F-tilt) :
*DMG : (5,6) -> (9,6)
*BKB : (second hit) 20 -> 40
*KG : (100,140) -> (110,120)
Ends on frame 16 instead of 32, and the second hit is 1.5x faster.

AttackHi3 (U-tilt) :
*Angle : (80,88) -> 75
*KG :
HBOX1 : 110 -> 120
HBOX2,3,4 : 110 -> 115
Ends on frame 18 instead of 35.

AttackLw3 (D-tilt) :
*DMG : 6 -> 9
Ends on frame 15 instead of 27.

AttackS4S (F-Smash) :
*Angle :
HBOX1 : 45 -> 0
HBOX2 : 45 -> 0
HBOX3 : 20 -> 0
HBOX4 : 361 -> 0
HBOX5 : 361 -> 0
HBOX6 : 70 -> 0
HBOX7 : 361 -> 0
HBOX8 : 361 -> 65
HBOX9 : 361 -> 65
*BKB:
HBOX1,2,3,4,5: -> 100
HBOX8,9 : 30 -> 65
*KG:
HBOX1,2 : 20 -> 40
HBOX3 : 20 -> 30
HBOX4,5 : 20 -> 45
HBOX8,9 : 74 -> 106
*Hitbox size:
HBOX8 : 6.5 -> 4.5
HBOX9 : 5 -> 4
Ends on frame 37 instead of 39.
Does a weird warp and very safe f-smash if angled.

AttackHi4 (U-Smash) :
Second part of the attack.
*BKB :
HBOX1: 45 -> 31
HBOX2: 50 -> 46
HBOX3: 50 -> 46
*Hitbox size:
HBOX1: 8 -> 10
HBOX2: 7 -> 9
HBOX3: 6 -> 8
Starting at frame 9, the attack is 1.7x faster.
The attack goes back to normal speed at frame 19.

AttackLw4 (D-Smash) :
Starting at frame 11, the attack is 1.5x faster.
The attack goes back to normal speed after the second part of the attack.

AttackAirN (Nair) :
Instead of one hitbox of 8 DMG, the attack loops a hitbox 12 times, but its damage is changed to 1.
Ends on frame 37 instead of 42.

AttackAirF (Fair) :
*DMG:
HBOX3 : 11 -> 15
*Angle : 60 -> 75
*BKB:
HBOX3 : 40 -> 58
*KG :
HBOX1,2 : 95 -> 85
HBOX3 : 95 -> 100
Ends on frame 22 instead of 29.

AttackAirB (Bair) :
*DMG:
HBOX1 : 13 -> 12
HBOX3 : 10 -> 11
HBOX4 : 9 -> 10

AttackAirHi (Uair) :
Ends at frame 19 instead of 38.

AttackAirLw (Dair) :
Starting at frame 4, the attack is 1.5x faster.

________________________

3. Grabs
________________________

Pummel :
*DMG : 1 -> 3

ThrowB (Back Throw, if you didn't know.) :
*DMG :
HBOXAfterFrame25 : 4 -> 7

ThrowHi (U-Throw) :
*DMG:
HBOXAfterFrame25 : 5 -> 9
*KG:
HBOX1 : 110 -> 120
*BKB:
HBOX1 : 75 -> 90
________________________

4. Specials
________________________

Neutral B :
Grounded :
*DMG :
Gunblade :  4 -> 14
The laser is three times as strong, because it's the same projectile shot 3 times simultaneously.

Aerial :
Same as grounded.

Side-B :
Grounded :
*BKB :
HBOX2 : 30 -> 35
*KG :
HBOX2 : 106 -> 120
Can be interrupted in any aerial attack. (Nair, Fair, Bair, Dair, Uair).

Aerial :
Same as grounded.

Up-B :
Grounded :
*Momentum boost :
*At the beginning, boost of 3 vertically.
Has heavy armor of 5 during the dash.
As two sets of hitboxes instead of one.
*Angle :
HBOX1,3 : 45 -> 365
HBOX4 : 361 -> 365
Landing hitboxes :
*DMG :  3 -> 6
*Angle :  65 -> 75

Aerial :
Same as grounded.

Down-B :
*ANGLE :
HBOX1:  10 -> 270 (spike)
*WKB :  20 -> 40
Is JC-able.

Aerial :
Same as grounded.
__________________________

Find all posts by this user
Quote this message in a reply
08/15/2010, 09:44 PM
Post: #11
At mediumish percentages Ftilt -> late sweetspot Side Special (the one that doesn't spike) is a way to set up for aerials, methinks.
Find all posts by this user
Quote this message in a reply
01/11/2011, 11:58 PM
Post: #12
(06/05/2010 12:13 AM)Oro?! Wrote:  Shine is simply amazing.

It is? I hardly ever use it. Then again, I only play computers.

Anyways, heres a combo no one has posted yet:

At low precents:
Fsmash > Usmash > Uair Juggle > UpB

It's a 0 to death combo that usually works, but again, I only play computers, so I don't know about DI and what not.

I have a lot moar combos, but I havn't played in a while and can't remember them.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread:

Powered By MyBB, © 2002-2013 MyBB Group.
Theme Created By Aaron Clifford, © 2008-2013.