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However, Wolf isn't flawless. His high gravity, high fall speed, and lack of good combo breakers make him vulnerable to combos for a long time, just like his fellow spacies. His OoS game is pretty slow, with his fastest option being his Reflector at frame 9, which isn't even too effective on it's own. His recovery is also very exploitable, due to the lackluster damage that Wolf Flash and Fire Wolf provide. Lastly, while Wolf has no shortage of kill moves, a lot of them require set-up time or have a lot of startup, making taking stocks against specific opponents rough for him.
Wolf is a character recommended for players that want a character that is flexible in playstyle with a straightforward gameplan. The hunt is on!
Wolf is a strong neutral character who is dangerous at all ranges and mainly relies on fundies | |
Pros | Cons |
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Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.0 | 4 | 21 | 361/180 | -14 | N/A |
Jab 2 | 2.0 | 4 | 21 | 361 | -14 | N/A |
Jab 3 | 4.0 | 4 | 34 | 55 | -25 | N/A |
- Wolf's overall fastest move, but it's speed is only 1 frame ahead of Down Tilt.
- Hitbox does not completely match the animation, making the move capable of whiffing, especially due to the final hit's mediocre range.
Wolf's Jab is an unremarkable move on a stacked kit, but it has some situational use cases. It can jab-lock, serve as a mixup on shield occasionally, and can be used as a quick get-off-me option, but a lot of it's uses are usurped by Wolf's other moves, such as D-Tilt or F-Tilt. It is likely Wolf's most niche move, but it isn't useless.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 25/20 | 25/20 | N/A | 3 | |||||||||
Jab 2 | 25/20 | 25/20 | N/A | 3 | |||||||||
Jab 3 | 40 | 140 | N/A | 5 |
Forward Tilt
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hit | 5.0 | 8 | - | 60 | -20 | N/A |
Late Hit | 6.0 | 9~10 | 34 | 361 | -19 | N/A |
- Respectable kill power for a Forward Tilt, killing some opponents in under 120%, but it can consistently take stocks at around 140%.
- Can be relatively safe if spaced on shield, specifically against short range OoS options.
Forward Tilt is one of Wolf's best grounded normals overall. It's impressive range can make it safe on shield and a decent zoning tool or way to punish spotdodges or other options. It is also exceptional as a 2 frame punish tool when angled downwards, making predictable recovery timings deadly, and is good with a dash back.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 10 | 70 | N/A | 6 | |||||||||
Late Hit | 55 | 106 | N/A | 6 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop Hit | 10.0 | 7~8 | - | 80 | -18 | N/A |
Main Hit | 8.0/9.0/10.0Closest/middle/outer hit | 7~11 | 35 | 80 | -20/-19/-18 | N/A |
- Can be used as a mixup to anti-air opponent's jumps
- Has respectable kill power for an Up Tilt, killing at around 130%.
While slow and very unsafe, Up Tilt is a decent mixup in neutral to call out jumps out of shield or to anti air aerial opponents. It is decent after spaced or safe aerial pressure, and it's high kill power make it attractive at higher percents in particular, but Up Tilt is not an easy move to land raw and should instead be used in combination with Wolf's other great neutral options to condition opponents into being hit by it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop Hit | 30 | 115 | N/A | 10 | |||||||||
Main Hit | 30 | 115/120 | N/A | 8/9/10 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.0 | 5~6 | 27 | 361 | -16 | N/A |
- Has a small chance to trip opponents at low percentages
- Can set up into tech chases at higher percentages
- Relatively quick, making it an acceptable poke in neutral, though Wolf has other options.
In a world where down tilts are huge staples of a character's ground game, Wolf's D-Tilt isn't as impressive as many of his competitors. It lacks safety on shield, but still serves as a competent poke or approach denial tool that can occasionally lead to some reward, but unfortunately it is nowhere near as impressive or useful as Forward Tilt.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 | 100 | N/A | 6 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hit | 11.0 | 11~14 | - | 80/50/361 | -16 | N/A |
Late Hit | 8.0 | 15~19 | 37 | 80/50/361 | -14 | N/A |
- Impressive burst range, giving Wolf a huge effective threat range combined with his good aerial mobility and great initial dash.
- High kill power at higher percents, which can take stocks in the 130s if utilized correctly.
- Decent follow-up after Down Throw or to punish tech options
- Can combo into Up Air or Up Tilt at low percents, but also sets up into tech chases well too.
- Can crossup on shield.
Dash Attack is one of the more premium moves in it's category. It's great range makes it great at punishing landings or whiff punishing opponents, but it also serves as a reliable burst movement option and is a common stock-closing option if Wolf can't land his other kill moves. Even if it doesn't kill outright, it will send opponents in a bad position, something Wolf is very adept at capitalizing on.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 40/45 | 92/91/85 | N/A | 10 | |||||||||
Late Hit | 60 | 60 | N/A | 8 |
Smash Attacks
Forward Smash
/ +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
15.022.5 charged | 20-23 | 41 | 361 | -11-6 charged | N/A |
- Surprisingly low endlag for a smash attack, making it relatively safe on shield, especially when spaced.
- Has noticeable hurtbox shifting on the pullback, allowing it to dodge some attacks.
- Frightening kill power, being able to steal stocks under 80% at ledge pretty consistently.
Wolf's Forward Smash is a great way to harass shielding opponents or put pressure on an opponent who might be mistake prone. Due to it's safety on shield, it's also not a bad option to use in neutral if Wolf has the time to wind up, as Wolf is able to punish whatever the opponent does afterwards pretty well with Usmash OoS or using his threatening mobility.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 106 | N/A | 105 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop Hit | 6.09 charged | 13~15 | - | 110/125 | -29-27 charged | N/A |
Main Hit | 12.018.0 charged | 20~23 | 47 | 95 | -19-15 charged | N/A |
- Low profiles really early into the animation, causing many attacks that do not hit low to whiff on Wolf entirely.
- Very solid OoS option due to being one of Wolf's quickest and most threatening.
While a bit slow compared to some other Up Smashes, Wolf's Up Smash is still extremely dangerous. Its low profile startup allows it to dodge many attacks and punish with a powerful blow, and it is a potent OoS option despite it's speed. Although the weakest of all of Wolf's smash attacks, it kills at respectable percents in its own right.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop Hit | 70/80 | 15 | N/A | 53 charged | |||||||||
Main Hit | 85 | 65 | N/A | 84 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 14.0/16.021/24 charged | 14~15 | - | 35/30 | -19/-18-15/-14 charged | N/A |
Second Hit | 12.0/14.018/21 charged | 21~22 | 43 | 35/30 | -14/-12-10/-8 charged | N/A |
- Hits very low with a huge disjointed hitbox, making it a terrifying 2-framing option.
- Lethal killpower, killing at ledge in the low 70% range, or even earlier if charged.
- Does not have that much endlag for a move of it's power or range, making it less punishable on shield than one would expect at first glance.
Wolf's Down Smash is one of the best down smashes in the entire game. Its raw kill power is deadly when the sweetspot connects, and its range makes it particularly difficult to punish if spaced. For this, it is also one of the best down smashes in the game at 2 framing recoveries, which when combined with its strong power, forces opponents to mix up their recovery timings very carefully, or else they may lose a stock at ludicrously early percents. Down Smash also serves as a good move for punishing rolls and tech chases, or just covering both sides of Wolf.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 50/37 | 80/93 | N/A | 10/115/5 charged | |||||||||
Second Hit | 50 | 80/90 | N/A | 8/104/5 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hit | 12.0 | 7~9 | 43 | 361 | -4 | N/A |
Late Hit | 8.0 | 10-26 | 43 | 361 | -5 | N/A |
- Tied for Wolf's fastest aerial with F-Air and U-Air
- Lingers for a really long time, allowing it to beat out many moves or defensive options and cover a lot of space
- Strong Neutral Air will combo into a grab, F-Tilt, or Dtilt at low percents. At higher percents, it will combo into a Dash Attack or lead into a tech chase, and it can even confirm into a Wolf Flash.
- Weak N-Air will combo into many grounded moves or grabs when landing at mid percents. It can confirm into Dash Attack at high percents or combo into a F-Air, but will be unsafe on hit at low percentages until around 40%.
- A bit slow for a sex-kick, but relatively strong, killing at around 145% near the ledge.
While slow for a neutral air, Wolf's N-Air is a fantastic move for a variety of different situations. It is safe when landed low on shield with the sweetspot, crossed up, or spaced, and sets up into many of Wolf's more potent combos, especially when comboing into grab. It also punishes jumps OOS when used to approach due to it's long lasting hitbox. There are very few situations where N-Air isn't a great option, and is one of Wolf's premiere moves in his kit.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 30 | 75 | 9 | ? | 5 | ||||||||
Late Hit | 0 | 100 | 9 | ? | 4 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 7~9 | 41 | 60 | -6 | N/A |
- Long disjointed range, allowing it to be a good move for outspacing the opponent's options, especially when combined with Wolf's fantastic air mobility.
- Very quick (being tied for Wolf's fastest aerial at frame 7) and autocancels on short hop with low landing lag, making it very safe when done landing or on whiff.
- Combos into almost any aerial, most notably itself or Up Air for extended combos, and it itself confirms into B-Air or Wolf Smash.
Wolf's F-Air is a war-course of an aerial. It combos into anything and sets the opponent up on a tee for Wolf to overwhelm with his damage output, and it's one of his best moves in neutral due to it's low all around lag and very good range. It may not be safe rising, but is one of the key contributors to Wolf's oppressive neutral game and all of his most damaging combos.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
45 | 85 | 10 | ? | 4 |
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0/13.0/15.0Close/Mid/Far | 13~15 | 45 | 361 | -11/-10 | N/A |
- Ludicrously strong for it's safety, killing opponents below 70% if sweetspotted by ledge.
- Can be confirmed into with a landing F-Air
- Decent at calling out jumps due to it's low risk if whiffed and insane reward if it does land.
- Sweetspot can combo into grounded moves or Wolf Flash at the right percentages, but not as consistent for combos as Wolf's other aerials.
Back Air is an insane kill option that kills opponents at unbelievably low percents for its low endlag and early autocancel window. It's one of Wolf's premiere kill options and one of the most stress inducing moves to play against in his entire kit, though it lacks the sheer versatility that F-Air and N-Air possess. It is still one of the most threatening and dangerous Back Airs in the game, and careful usage of it can help alleviate a lot of Wolf's struggles killing if mastered.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
37 | 96 | 15 | 1-7, 19+ | 4/5 |
- Hitbox priority is from weakest damage to strongest damage\
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 7~9 | 39 | 80 | -5 | N/A |
- Very disjointed due to the claws, making it a decent juggling tool.
- Tied with Forward Air and Neutral Air for Wolf's fastest aerial (frame 7) though it has the least forgiving hitbox for landing on shields of it's fast competition.
- Very low endlag and landing lag and favorable knockback, allowing it to be a very potent combo tool, comboing into itself for extended juggles for a very long time.
- The low landing lag and endlag make it safe on shield if landed and spaced, or not very punishable on whiff.
- Can kill at higher percents especially if closer to the top blast zone.
- Combos very well from F-Air and Uthrow.
Up Air is a common staple of Wolf's combo game along with F-Air. Wolf is very good at juggling opponents, and Up Air is a big contributor to that, but it's potent combo potential make it a catalyst for Wolf's most oppressive combos, and it can even kill in a pinch when things get desperate.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 85 | 10 | 1-3,31+ | 5 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
13.0/15.0Close/Far | 16~17 | 54 | 270 | -14 | N/A |
- Wolf's slowest aerial in terms of startup and landing lag.
- Both the sourspot and sweetspot spike throughout the entirety of the move, making it very forgiving to land. The sourspot spike is just weaker.
- Combos into Up Tilt or an aerial, and can be combo'd into from F-Air
- Can situationally be safe if spaced on a crossup against opponents with slow OoS options, but this is niche.
In Wolf's oppressive aerial kit, Down Air sticks out as the least versatile or potent of his aerial options, but it is not a bad move. It is niche but has its uses, though using it for a 2 frame is not as good due to Wolf's better 2 frame options (Down Smash or F-Tiltl. If the Wolf player does want to style for the stream however, it is not the worst option ever, even if replaceable by many moves in his kit.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 90 | 19 | ? | 5 |
- Sourspot takes priority over sweetspot\
Special Moves
Blaster
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Gun Hitbox | 7.0 | 15-19 | 53 | 60 | -30 to -26 | N/A |
Close | 6.0 | 16-21 | 53 | 40 | -32 to -27 | N/A |
Mid | 8.0 | 22-35 | 53 | 40 | -26 to -13 | N/A |
Far | 7.0 | 36-50 | 53 | 40 | -12 to 2 | N/A |
- Has transcendent priority, meaning it won't clank or be beaten out by other moves.
- Has a close range bayonet hitbox that can be safe if spaced and functions as a serviceable anti-air
- Can be low profilelow profile
A move/state that can dodge moves that hit the middle of the body.'d by moves with low hitbox shifting or characters with short crouches, like Kirby.
A very simple move, but a very important one. Wolf's Blaster is a large part of his neutral game and contributes a large part of why he is so effective at forcing approaches. It is relatively safe and deals good damage and has good range. Blaster makes approaching from the ground difficult. Blaster dictates the pace of the game, and the opponent's response and respect for it in turn is able to be adapted to and punished, such as anti-airing jump ins or continuing pressure from a distance if they shield. One of Wolf's best moves, even if it is surprisingly linear for a special move.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun Hitbox | 80 | 37 | N/A | N/A | 7 | ||||||||
Close | 35 FKB | 120 | N/A | N/A | 3 | ||||||||
Mid | 40 FKB | 120 | N/A | N/A | 3 | ||||||||
Far | 30 FKB | 120 | N/A | N/A | 3 |
Wolf Flash
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Trail | 3.0 | 19-20 | 64 | 80 | -40 to -39 | N/A |
Clean Hit | 20.0/15.0Sweetspot/Sourspot | 22-23 | 64 | 270/28 | -23 to -22/-27 to -26Sweetspot/Sourspot | N/A |
- Can be slightly angled upwards or downwards to offer a bit of mixups for recovery and maximizing possible distance.
- Sweetspot is a viscous spike that kills very early, but even the sourspot at the end of the move has respectable kill power.
- Can be confirmed into from F-Air, strong or weak N-Air, B-Air, or Reflector at various percents, but is also a rewarding but risky jump call out if done raw in neutral.
- Loses to lingering hitboxes, making it vulnerable to being edgeguarded, and induces helplessness, but does travel decent distance horizontally.
Wolf Flash is a very flashy move that makes Wolf very scary to edgeguard and is a wildcard in his combo game if the Wolf player is brave enough to combo into it. It takes a lot of set-up to land and is very risky to go for, but is very rewarding if comboed into. It is a serviceable recovery tool due to it's fear factor and decent mixup potential, but not being thoughtful with Wolf Flash can lead to the Wolf player getting countered, stuffed out, or 2 framed, so it requires patience and careful decision making to master.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Trail | 68 | 40 | N/A | N/A | 4 | ||||||||
Clean Hit | 20/30 | 100/85 | 29 | N/A | 18/14 |
Clean Hit:
- Sweetspot is on frame 20, can be angled up/down
Fire Wolf
+ (Angleable)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 4.0 | 18-21 | 72 | 93 | -48 to -45 | N/A |
Hit 2 | 2.5 | 27-31 | 72 | 40/367 | -40 to -36 | N/A |
Hit 3 | 2.5 | 32 | 72 | 40/367 | -35 | N/A |
Hit 4 | 6.0 | 37-38 | 72 | 361 | -28 to -27 | N/A |
- Very high kill power offstage, making it scary to intercept and making opponents pay the price for hasty and premature edgeguards.
- Slow startup and middling distance, but does offer many angles, giving it a degree of versatility over more linear up specials.
Wolf's Fire Wolf is a lukewarm recovery move that serves it's job and doesn't offer much outside of recovery. Its long duration and strong power make it worth looking into as a potential desperate mixup in neutral, though its safety on shield makes it generally not worth going for. It is also possible to edgeguard with this move, but it is also very risky to the less than ideal distance it covers.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 50 | 10 | N/A | N/A | 5 | ||||||||
Hit 2 | 60/35/40 | 20 | N/A | N/A | 4 | ||||||||
Hit 3 | 70/35/40 | 20 | N/A | N/A | 4 | ||||||||
Hit 4 | 60 | 136 | N/A | N/A | 6 |
Reflector
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Start | 4.0 | 6-8 | 9 | 65 | -19 | full invuln 5-8 |
Hit | 5.0 | 2-3 | 53 | 50 | -44 to -43 | N/A |
- Technically Wolf's fastest out of shield option at frame 9.
- Grants brief intangibility at frames 5-8, but also gives reflected projectiles a 1.5x damage bonus and doubles their speed.
- Can be used to combo into Wolf Flash, B-Air, and F-Air, and can be comboed into from F-Air, making it a decent combo extender.
While it's main job is to reflect projectiles, Reflector has much more to it than what meets the eye. It can be a passable combo extender at mid percents due to the angle it sends at and can be used in creative strings to show-off and style on opponents, something many other reflectors cannot claim to do.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Start | 60 | 85 | N/A | N/A | 5 | ||||||||
Hit | 60 | 60 | N/A | N/A | 6 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 37 | N/A | N/A | N/A |
Dash | N/A | 8-9 | 45 | N/A | N/A | N/A |
Pivot | N/A | 9-10 | 40 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing, / > )
- Dash Grab (While Dashing, )
- Pummel (After grabbing, )
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 10 | 33 | 55 | -16 | all invincible 1-11 |
4.0 | 11 | 33 | 37 | N/A | all invincible 1-11 |
- Can set up into tech chases after 60%, which is usually preferable if Uthrow combos aren't working anymore.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
140 FKB | 100 | N/A | N/A | 6 | ||||||||
55 | 57 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.0 | 23 | 48 | 120 | -18 | all invincible 1-24 |
5.0 | 24 | 48 | 50 | N/A | all invincible 1-24 |
- Relatively decent kill throw, killing at around 130% near the ledge, but is also susceptible to DIDI
Influence on launch speed and location. - Wolf's most damaging throw in terms of base damage.
Wolf's kill throw, it is serviceable as a kill throw but isn't anywhere near as deadly as Ness's, Incineroar's, or Isabelle's back throws due to it's vulnerability to Directional Influence. Still worth going for when his other throws will not net any reward at high damage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 100 | N/A | N/A | 6 | ||||||||
40 | 150 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 26 | 46 | 55 | -13 | all invincible 1-27 |
2.0 | 27 | 46 | 80 | N/A | all invincible 1-27 |
- Combos into F-Air or U-Air very well, which leads to additional strings especially with platforms.
- These can lead to F-Air strings or U-Air juggles.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 100 | N/A | N/A | 6 | ||||||||
75 | 110 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.5 | 27 | 41 | 44 | N/A | all invincible 1-27 |
- Combos into Dash Attack at around 5% to 30%, making it a decent combo option if your opponents are tricky to combo with Uthrow
- Can string into a Wolf Flash at mid percents if Wolf's opponent doesn't DI away or down. Can also string into Blaster.
- Can be used on platforms to combo into a dash-off-platform F-Air.
- Useful when Uthrow won't combo due to rage.
A serviceable low percent combo throw, with less overall reward than Uthrow, but easier followups.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 65 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 24-26 | 56 | 45 | -22 to -20 | all intangible 1-26 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 16-22 | 46 | 48 | -22 to -16 | all intangible 1-22 |
Down | 7.0 | 16-22 | 46 | 48 | -22 to -16 | all intangible 1-22 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-26 | 50 | 361 | -24 to -17 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Wolf/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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