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Moveset Suggestions
05/09/2010, 07:27 AM
Post: #1
Seeing as this is only the first beta, and I would be lying if I said that all of Wolf's moves were perfect I have decided to post what my suggestions on his movelist.

Side-B: Should have a large amount of hit lag (kind of like a fully charged R.O.B. lazer) so you can land a aerial after it connects.

D-Smash: Back hit should have set knock back that lets you combo into a short hop B-Air.

Shine: Grounded should have set knockback that pops the opponent into the air allowing you to SH Shine them back into the ground and back into a grounded shine to produce a waveshine like effect.

N-Air: Should have a slightly larger hitbox.

...and that is all I can think of for right now.
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05/09/2010, 07:55 PM
Post: #2
Maybe a little more hitlag on side-b, but making things easier is the worst kind of buff available. Making the game easy to play is not the way to go if you ask me.

Dsmash should be a better kill move, or rather: it's lame that bair is wolfs best kill move, all categories.

I really like the shine the way it is now. It's unique, and should stay unique. Don't make him a falco clone.

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05/09/2010, 11:01 PM
Post: #3
Now that I think about it his D-smash should just have the same knockback on both hits and just get a knockback buff (why did it have knockback directly up in the first place?).

The reason for why I would like the Side-B's sweet spot to have more hitlag, is so the knockback is more of a manual choice depending on what aerial is used.

For the grounded shine, I just think it would look cool if he was able to chain shines without a wavedash.
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05/09/2010, 11:09 PM
Post: #4
Back hit of dsmash does combo into bair
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05/19/2010, 09:45 AM
Post: #5
I agree with the OP. I request Wolf to have a larger hitbox when doing his nair. Big Grin
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05/20/2010, 03:19 PM
Post: #6
It's not absurd enough as it is?
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05/25/2010, 06:43 PM
Post: #7
wolfs lasers are really his only bad feature imo.

and landing cancel shine is legit, it sets up for any grounded move wolf wants.
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06/12/2010, 05:48 AM
Post: #8
Up B - multidirectional like Fox/falco
I absolutely hate his 45 degree interval recovery, why does he only recovery in 8 directions? BREAK IT
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06/12/2010, 02:39 PM
Post: #9
I don't know if that's possible but I will look into it

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(05/28/2010 05:25 PM)gangstakirby Wrote:  jiggly puff da bess, you **** up i rest.

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06/18/2010, 09:24 PM
Post: #10
I'm not digin the less stun with the reflector thing. You can't even land a neutral a out of it anymore and that was his quickest move. I know you can air cancel it to anything, but on the ground it's gotten much harder to use.

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06/22/2010, 05:14 PM
Post: #11
1.pick wolf
2.play another projectile char
3.reflect point blank projectile
4.?????
5.profit.
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06/23/2010, 02:20 AM
Post: #12
I know he counters projectile characters. But the reflectors close range uses are very limited now.

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06/23/2010, 03:27 AM
Post: #13
you don't need it tbh

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(05/28/2010 05:25 PM)gangstakirby Wrote:  jiggly puff da bess, you **** up i rest.

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06/23/2010, 12:03 PM
Post: #14
shining into an aerial is better than a grounded move anyways lol
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06/25/2010, 06:24 PM
Post: #15
As a solid wolf main through out normal brawl, I've got a number of things to say about wolf now that I've been messing with his minus counterpart.

(06/23/2010 03:27 AM)TSON Wrote:  you don't need it tbh

I guess that's true, but Luigi doesn't need fireballs either. Shine > downs mash/grab has been a classic wolf setup since...well the beginning of brawl, and now it's gone. It's supposed to be a mini counter. It had a large invincibility duration which made it great to intercept attacks with. Also the fact that it sends him down makes no sense anymore now that it doesn't stun. It's also no longer viable to interrupt recovers with the shine as it will kill you offstage.

His blaster sending him down is also seems more like a hindrance than anything else. It feels much more difficult to jump away while shooting lasers forward. It also makes it impossible to jump up and fire at enemies in the air.

The sweet spot on forward smash rarely hits. It only pushes them away. And the glitched retreating forward smash never kills with the sweet spot.

All in all I don't really feel like Wolfs changes had any specific goal in mind other than increased damage and being changed for the sake of being changed.

In terms of what should happen to him in the update for his moves to flow better I have a list here.
----------------------------------
-F-smash's sweet spot should be much easier to land, not the windbox that seems to connect most of the time. It should also last as long as he is sliding, much like Wario's.

-The Laser should not send you down anymore. Leave it the way it was and make it cancel itself upon landing. Then he can shuffle like the other spacies.

The Reflector shouldn't send you down anymore either, unless you give it instant land canceling(which it doesn't have right now, I've been testing it hard).

It feels like the invincibility time has been cut as well, it should have stayed the same. And the hit box should be slightly bigger than it's original brawl counterpart.

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06/26/2010, 06:01 AM
Post: #16
you have jump cancel on shine. you need to l2minus.

i can shine shine shine fair people all day

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(05/28/2010 05:25 PM)gangstakirby Wrote:  jiggly puff da bess, you **** up i rest.

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06/26/2010, 12:54 PM
Post: #17
I can minus better than you think. Jump cancel shine to shine to F-air is more for show than it is anything else. It adds 6 extra damage before the F-air or B-air at most, which in minus just seems redundant.

It would be much more useful if it had zero lag upon hitting the ground so you could connect it to a any move. Or had a bigger hit box for mini counter properties. This is assuming you keep his momentum going down after using it.

Right now his down B just seems unnecessary more than anything. Everyone's hit boxes are huge now so it no longer servers as a mini counter as well.

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06/26/2010, 11:17 PM (This post was last modified: 06/26/2010 11:17 PM by TSON.)
Post: #18
guaranteed combos are redundant?

please share what you are smoking with me

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(05/28/2010 05:25 PM)gangstakirby Wrote:  jiggly puff da bess, you **** up i rest.

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06/27/2010, 01:45 AM
Post: #19
Well first off, double shine only works if you are on the ground AND they come straight towards you with a close range attack. Most of which have enough range to go through the shine anyway.

Even if you do manage to do it, after you land it 2 or 3 times, they will learn to smash DI away. By the second shine they will be too far away to hit the fair.

Lastly 3 damage at most per shine is redundant. At best, what will 6 damage do for you? It's easier and more sensible to simply fair them. Or wait and bait so you can use a more powerful move. Such as retreating back air.

The point is, shine > shine > bair/fair is worse than shine > downsmash/grab/upsmash/sidetilt. It needs it's old stun time back, or a bigger hit box.

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06/27/2010, 09:21 PM
Post: #20
Maybe if shine got a damage boost? Or a BKB nerf?

If anyone played Zucco, they would get crushed. Wolf is so OP. I would tell how, but I don't want to give away his secrets.

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[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"?

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