So all over the place - ESPECIALLY from Wofl players - I keep hearing about Wofl's KO issues. This has been bothering me for a while because it's simply not true. Just look at his better KO moves:
Dsmash: Hits harder than MK dsmash and hits only one frame later...it has good range and over-average KO power. It's range and little start-up lag make it very easy to hit with.
Fair: At midair it punishes airdodges and is very good OoS. It comes out fast and can be AC'd. Similar properties as dsmash actually but it's mainly used in the air
Utilt: OK, this one is arguable because it's super-situational but at least it has a quite long lasting hitbox to **** airdodges...nothing special but a decent filler KO move.
Usmash: Not often used as a KO move but at high % it's not bad. The second hit makes it a bit hard to DI and with DACUS and as an OoS options it's not overly hard to hit with. It's also relatively safe on shield.
Fsmash: Mostly seen as a punisher but like usmash the second hit sometimes screws up opponent's DI. If it's not completely stale it can still hit hard.
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That's 5 KO moves, 2 of them particularily outstanding: Fair and dsmash. All of those except utilt are easy to use in a regular battle and commonly used among Wolf players. All of these moves are VERY easy to set-up as well: Dsmash, Fsmash and Fair are excellent OoS options and Fair, Utilt and Usmash **** airdodges. All of these moves can be comboes into from FF Nair although utilt probably lacks range.
Wolf might seem to have KO issues because he can't kill his opponent before 130% but that's not actually bad if you compare it to many other characters: Only Snake, Wario, DK, MK, Charizard, Ness, Luigi and ICs are flat out better and even some of those are debatable (DK, MK, Luigi and Ness). Most other characters have bigger issues or are IMO tied (Fox).
Few characters have such a selection of good KO moves. 4 KO moves and all of them have multiple ways to be "comboed" into? And most of them KO at decent % (130 - 140% is NOT bad in Brawl!). These moves come out fast and can thus be used to punish. They also have relatively good range. They can be charged to beat spotdodges/airdodges. And most of them can be used directly after nair.
Wolf's KO power is fine. If you want to know what KO issues are you can probably play many other characters but Wolf doesn't have any.
Discuss
Dsmash: Hits harder than MK dsmash and hits only one frame later...it has good range and over-average KO power. It's range and little start-up lag make it very easy to hit with.
Fair: At midair it punishes airdodges and is very good OoS. It comes out fast and can be AC'd. Similar properties as dsmash actually but it's mainly used in the air
Utilt: OK, this one is arguable because it's super-situational but at least it has a quite long lasting hitbox to **** airdodges...nothing special but a decent filler KO move.
Usmash: Not often used as a KO move but at high % it's not bad. The second hit makes it a bit hard to DI and with DACUS and as an OoS options it's not overly hard to hit with. It's also relatively safe on shield.
Fsmash: Mostly seen as a punisher but like usmash the second hit sometimes screws up opponent's DI. If it's not completely stale it can still hit hard.
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That's 5 KO moves, 2 of them particularily outstanding: Fair and dsmash. All of those except utilt are easy to use in a regular battle and commonly used among Wolf players. All of these moves are VERY easy to set-up as well: Dsmash, Fsmash and Fair are excellent OoS options and Fair, Utilt and Usmash **** airdodges. All of these moves can be comboes into from FF Nair although utilt probably lacks range.
Wolf might seem to have KO issues because he can't kill his opponent before 130% but that's not actually bad if you compare it to many other characters: Only Snake, Wario, DK, MK, Charizard, Ness, Luigi and ICs are flat out better and even some of those are debatable (DK, MK, Luigi and Ness). Most other characters have bigger issues or are IMO tied (Fox).
Few characters have such a selection of good KO moves. 4 KO moves and all of them have multiple ways to be "comboed" into? And most of them KO at decent % (130 - 140% is NOT bad in Brawl!). These moves come out fast and can thus be used to punish. They also have relatively good range. They can be charged to beat spotdodges/airdodges. And most of them can be used directly after nair.
Wolf's KO power is fine. If you want to know what KO issues are you can probably play many other characters but Wolf doesn't have any.
Discuss