ArcPoint
Smash Lord
Wolfy Wolf's Spike. The down air spike.
This move is kind of a high risk high reward thing. If you hit them, you get more hitstun on the opponent than all of Wolf's moves, you can set them up for a tech chase or put them up in the air with extra hitstun (Combos maybe?) The risk obviously is that it has a lot of lag. HOWEVER, this can be...lessened. If you are in say a full hop, and start the Dair so that the hitbox comes out and hits the top of the opponent's shield, you can usually make use of Wolf's aerial mobility so that you're a fair distance away from the opponent. Not unpunishable distance, but enough so that you limit their punishing options.
Anyway, discuss away!
(Sorry about my...hiatus, it was nice not seeing you scrubs for a few weeks ^_^)
This move is kind of a high risk high reward thing. If you hit them, you get more hitstun on the opponent than all of Wolf's moves, you can set them up for a tech chase or put them up in the air with extra hitstun (Combos maybe?) The risk obviously is that it has a lot of lag. HOWEVER, this can be...lessened. If you are in say a full hop, and start the Dair so that the hitbox comes out and hits the top of the opponent's shield, you can usually make use of Wolf's aerial mobility so that you're a fair distance away from the opponent. Not unpunishable distance, but enough so that you limit their punishing options.
Anyway, discuss away!
(Sorry about my...hiatus, it was nice not seeing you scrubs for a few weeks ^_^)