SSBU/Wolf

From Dragdown
(Redirected from Wolf)


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Overview

Wolf
Weight:92 [Middleweight]
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.2~26F intangible (Neutral)
2~20F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Wolf Flash
Fastest OOS:Air Reflector (9F)
Overview
Wolf is a strong fundamentals and neutral focused character with strong combos and anti-zoning tools. Wolf is very capable at choosing which range and which pace he plays the game at, with his long range Blaster being a solid zoning tool and grounded approach stopped. His normals, while slow, tend to be very rewarding if landed. His Forward Air and Up Air grant long combos on hit, with Forward Air being safe on shield if done landing and spaced or crossed up. Neutral Air is also fantastic due to it's activity and general versatility. Wolf also has no shortage of kill moves, with Up Air, Neutral Air, Back Air, Forward Tilt, Dash Attack, Up Tilt, and smash attacks all being potent stock closers that he can land reliably. Wolf is also very freeflow and has a versatile neutral, making him great for a wide variety of matchups this makes him not limited to one playstyle.

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!

Summary
Wolf is a strong neutral character who is dangerous at all ranges and mainly relies on fundies
Pros Cons
  • Fantastic Aerial Mobility: Wolf possesses the 6th fastest airspeed in the game, a quick fast fall (the 11th fastest in the game), above average air acceleration, and decent jumps. This gives him access to many aerial mixups and allows him to surprise opponents with his aerial burst range or surprisingly quick distance coverage.
  • Impressive Disjointed Range: Wolf's Forward Tilt, Down Smash, Forward Air, and Up Air all have great disjointed range, making them good at outranging opponents. His Dash Attack and other aerials also offer good range when spaced even if not disjointed.
  • Very Damaging Juggling: Wolf's Up Air is a fantastic juggling tool that combos into itself for a very long time. His fast initial dash and long ranged Dash Attack and F-Tilt are great at catching landings, and Wolf has a great grab game to punish shields on landing.
  • Potent Neutral Game: Due to his Blaster, Wolf is very good at controlling the pace of the game. His good aerial mobility and safe Forward Air and Neutral Air offer good pressure and spacing, and he is adept at getting tomahawks due to his great fallspeed. His fast Dash Attack and big F-Tilt also offer him great options at intercepting approaches. Reflector helps Wolf force zoners such as Pac-Man or Hero to play his game, and Wolf has a lot of mixups when his main neutral options aren't working.
  • Versatility: Wolf is a very free flow character who can both play the long zoning game with Blaster, but he can also space opponents out with his disjoints or rush down with his powerful Neutral Air and other great normals.
  • Strong Combo Game: Wolf's combos with Up Air and Forward Air are very long lasting and very damaging. Wolf's mobility also makes him great at punishing airdodges or escape options, and then sending them back up into a bad position where he can continue pressure.
  • Ease of Use: Simplicity is a huge reason to pick up Wolf. His combo game isn't too nuanced and doesn't require much time to learn, and he has an easy neutral game you can learn relatively quickly.
  • Vulnerable to Combos: Wolf's high fallspeed, gravity, and lack of quick combo breaking options make him susceptible to being combos
  • Exploitable Recovery: While Wolf's Fire Wolf and Wolf Flash are risky and scary to challenge due to their high kill power, they do not possess great distance and are each exploitable in their own right, especially Wolf Flash, which loses to lingering hitboxes.
  • Mediocre Startup: A lot of Wolf's best moves require a bit of setup due to their mediocre startup. Wolf's fastest aerials are frame 7 when not factoring in jumpsquat, and his fastest grounded options are no faster than frame 4, making him a bit vulnerable to being rushed down if an opponent gets in his face.
  • Mediocre Out of Shield Game: Wolf's fastest aerials out of shield are Neutral Air, Forward Air, and Up Air at frame 10 OOS, and all of these moves are vulnerable to being pancakes or outspaced. His Usmash low profiles and is relatively quick and strong for a Wolf OoS move, but is only frame 13 and won't punish many spaced moves.
  • Requires Reads to Kill: Aside from Forward Air to Back Air and weak Neutral Air to Dash Attack Wolf doesn't have as many kill confirms. He has many strong moves, but many of them have mediocre startup, meaning Wolf has to make a read to get a kill.




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 profileA 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 DIInfluence 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


Navigation

To edit frame data, edit values in SSBU/Wolf/Data.
Wolf


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