Good links for reference if you need it, since I'm not so great when it comes to explaining things:
This thread on the CF boards: http://www.smashboards.com/showthread.php?t=229109
Pictures about Marth's zoning, which I'm too lazy to get for Wolf: http://www.smashboards.com/showthread.php?p=7116014
SO.
Zones. Read the CF link for in depth stuff, but it's basically where you want to keep yourself and your opponent in a match. There are good zones, bad zones, and neutral zones. Good zones are where you want to be, where you can capitalize most on your position and where your opponent can't do too much to stop you. Bad zones are basically the opposite of good zones (duh). Neutral zones are like both characters planking, what each character does in their current zone won't really cause any trouble for the other.
This thread is for discussing Wolf's good, bad, and neutral zones against the rest of the SSBB cast. This post will be updated after each cycle with information about the week's character.
Ummm, I'm really lazy, and since there isn't much to update for G@W, I'll still leave this giant quote up until I have the time and motivation to change it.
WEEK THREE: GAME AND WATCH
I don't have the time for a full write up, but there wasn't much anyways.
Bad: Being below (nobody fully justified this, but whatever), offstage (yeah, duh), in dtilt range (such a gay move)
Good: Outside of turtle range (punishing landing lag), in boost smash range (if he buckets you from here you can punish his ***), blaster range (if bucket is full, to piss them off), within range to punish landing lag overall (like every matchup lol)
Neutral: everything else?
WEEK FOUR: DIDDY KONG
Discuss!
This thread on the CF boards: http://www.smashboards.com/showthread.php?t=229109
Pictures about Marth's zoning, which I'm too lazy to get for Wolf: http://www.smashboards.com/showthread.php?p=7116014
SO.
Zones. Read the CF link for in depth stuff, but it's basically where you want to keep yourself and your opponent in a match. There are good zones, bad zones, and neutral zones. Good zones are where you want to be, where you can capitalize most on your position and where your opponent can't do too much to stop you. Bad zones are basically the opposite of good zones (duh). Neutral zones are like both characters planking, what each character does in their current zone won't really cause any trouble for the other.
This thread is for discussing Wolf's good, bad, and neutral zones against the rest of the SSBB cast. This post will be updated after each cycle with information about the week's character.
Ummm, I'm really lazy, and since there isn't much to update for G@W, I'll still leave this giant quote up until I have the time and motivation to change it.
Here's my two cents. Take it as you will. I might have missed a few neutral zones though and I'm iffy on how I organized it.
Actually, we really ought to decide on a format for discussion purposes. I'm using one I thought up on the fly based on special notes, relative location (Wolf same level, Wolf below, Wolf above), and general stage position. Color coded too for the hell of it.
METAKNIGHT
Combat on the Stage - Wolf is same level:
- Good zone directly next to him when facing him. You can shield grab nearly all of his stuff here and you have a good safe jab. You both have invincibility frames; Shine and Shuttle Loop. Slightly in your favor.
- Bad zone if directly next to him when facing away from him. You can't shield grab, can't Fair OoS, Bair OoS misses the ******, and you need to turnaround to do a jab.
- Bad zone if within his Dtilt/Ftilt/Fair range but not in your grab range. You can't shield grab here and he outprioritizes and outspeeds you.
- Good zone if outside his Dtilt/Ftilt/Fair range but within your Fsmash range. You can bait and punish attacks well here.
- Neutral zone if outside your Fsmash range. Blaster can force an approach, but you're no Falco.
Combat on the Stage - Wolf is below:
- Neutral zone if he's way above you in the air. Can't hurt each other here.
- Neutral zone if he's directly above you. Not sure who would win between his Dair and your Uair/Fair, that might change this zone. Also, perfect shield that glide attack if he's gliding in.
Combat on the Stage - Wolf is above:
- Bad zone directly above MK and within his attack range. Uair and Shuttle loop are evil. It gets worse if you're in this zone without a DJ.
- Neutral zone directly above him if significantly above his Uair and Shuttle Loop range. You can retreat here with better air speed.
- Bad zone slightly away from him but within his Fair/Ftilt range. He outspeeds and outprioritizes. It gets even worse if you're in this zone without a DJ.
- Good zone if just outside his Ftilt/Fair range. You can bait and punish attacks well here.
- Neutral zone otherwise. You can throw out blasters here on occasion, but again you're no Falco.
General Stage Positioning:
- Neutral and Good zones near the middle of the stage. There's a smaller chance of getting gimped.
- Bad zones near the edges of the stage if you are between it and MK. High chance of getting gimped.
- Bad zones off stage period. High chance of getting gimped.
Conclusion:
Control the middle of the stage to avoid gimps. Stay just outside his attack ranges to bait and punish his attacks. You can also shield dash to get directly in at times. So, imagine the Target sign around MK that you want to stay in. Everywhere else is either Neutral (retreat!) or Bad (gimps).
SNAKE
Special Note - Snake CREATES Bad zones on the stage. Any one of your Good zones can suddenly turn Bad.
- Grenades. Where they are (and their explosion radius) is a Bad zone for you, even if Snake is within its range. Snake is heavier, so trading hits is not advised. Of course you still have options where they are around, but it's unfavorable for you.
- C4. Bad zone around it (explosion radius) if Snake can activate it without you interrupting or when it's close to exploding. Range is ridiculous on platforms, so the zone is pretty big.
- Nikita Missile. Bad zone around it and below it. Typically dropped from above you rather than aimed at you.
- Dsmash (proximity mine). This is a Bad zone for both of you directly on top of it (it's small), though Snake is better at pushing you into this Bad zone. Touch it and die.
- Usmash (mortar). This creates a Bad zone all around Snake in a parabola as it covers the air AND you won't know if it lands in front of or behind him. With DACUS it has mobility too.
Combat on the Stage - Wolf is same level:
- Neutral zone within Snake's tilt range. If you can't get a rising Bair off before his tilts, his shield pressure is ridiculous. A broken shield versus Snake is a stock. However, if you have enough frames to get that rising Bair/Fair off, it'll cut through his options.
- Neutral, maybe Good zone right outside of Snake's tilt range but within your Fsmash range. He has DACUS, but you can Blaster it and Fsmash punish other stuff. Closer to Neutral since Snakes don't approach the way MKs do (unless you meet a 2x ftilt spammer).
- Neutral zone outside of your Fsmash range. You have Blaster, he has Grenades.
Combat on the Stage - Wolf is below:
- Good zone below Snake and within a jump -> Uair/Bair/Fair range. Combo him. Now. Bait that airdodge.
- Neutral zone below Snake if he's outside of jump-> Uair range, even if he's directly above (gives him time to pull out C4s and Grenades and the Nikita Missile).
Combat on the Stage - Wolf is above:
- Bad zone directly above him and within his attack ranges. He will hurt you.
- Neutral zone above him if outside his attack ranges; use superior air speed to retreat.
- Good zone above him but just outside of his attack ranges. Bair walls and Fairs work wonders as pressure tools here.
- Neutral zones otherwise. You have Blaster, but you're no Falco.
General Stage Positioning:
- Neutral and Good zones near the middle of the stage. There's a smaller chance of getting contained and pushed into a Bad zone.
- Bad zones near the edges of the stage, including the ledge itself (you can get to the ledge...but how do you get on stage?). High chance of getting contained and pushed into a Bad zone.
- Good zones off stage if you are above Snake.
- Neutral zone off stage if you can recover with side B.
- Bad zone off stage if you're forced to recover with up B.
Conclusion:
The large amount of Neutral zones here is misleading as his Grenades/C4/Nikita/Mines/Mortar will turn them into Bad zones. Avoid them, Blaster to force an approach if you can't find a good place to approach from yourself. Control the middle of the stage to avoid getting contained. Being stuck near the ledge with Bad zones all around you is a bad thing. Approach mainly from the air in your good zone; your damage will come if you can knock him slightly upwards. Off stage is in your favor, though his crazy ledge pressure can even this out quickly.
WEEK THREE: GAME AND WATCH
I don't have the time for a full write up, but there wasn't much anyways.
Bad: Being below (nobody fully justified this, but whatever), offstage (yeah, duh), in dtilt range (such a gay move)
Good: Outside of turtle range (punishing landing lag), in boost smash range (if he buckets you from here you can punish his ***), blaster range (if bucket is full, to piss them off), within range to punish landing lag overall (like every matchup lol)
Neutral: everything else?
WEEK FOUR: DIDDY KONG
Discuss!