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Lord O' Donnell (SWS Clan Wolf Guide) *still in progress*

Ghost07

Smash Journeyman
Joined
Nov 6, 2007
Messages
348
Location
Columbus, GA
(Before you say anything, we already know Drack has a wolf guide out...)

(We are still working on organizing it, we know it looks bad... lol)

SWS PRESENTS


Lord O' Donnell


Intoduction
Wolf O’ Donnell is the rival of Fox McCloud and the leader Star Wolf. In Star Fox 64 Star Wolf was hired by Emperor Andross to destroy Star Fox, but they fail due to Star Fox’s amazing piloting skills. Wolf now seeks revenge for his own reasons and he going to duke it out in Brawl.

First off Wolf is a great character and easy to pick up (most characters in Brawl are). At first he will feel like a God when you own you're friends but when they start to understand his weakness wolf becomes very hard too play and you might start losing (a lot.) If you’re blaster or f smash spammer we urge you to stop or you’ll never get better. The truth be told Wolf is a character that only some can play but everybody wants too because he's cool. We don’t want to discourage anybody from playing with him though…

Attention! We are not telling you how to play Wolf. Take this as a guide full of tips.

=====================================================
Pros:
Strong, fast attacks
Spammable projectile, shine
Fast faller
Scarring (side b trick)

Cons:
Recovery is not as good as other characters and he fall faster than most characters
The lag on most of his attacks is very troublesome
Shine to “ “ is not a true combo (can be interrupted or shielded)
Easily shield grabbed
=====================================================
Costumes

=====================================================
Moveset


Jabs: Wolf does two quick slashes followed by a bite
-Good speed and good for interrupting attacks.
Neutral A:
(Hits: 3%)
{Diagonal knockback (At high percentages)}
{Horizontal knockback (At low percentages)}


AA Combo:
(Hits: 5%)
(Second hit: 2%)
{Diagonal knockback}
{Second Hit has Horizontal knockback}


AAA Combo:
(Hits: 9%)
(Third hit: 4%)
(First & Third hit: 12%)
(Second & Third hit: 6%)
{Diagonal knockback}


Forward tilt: Wolf takes his claws and runs them through his opponent
- A good sized hitbox on this move. If your opponent is close it does two hits otherwise it tips. This move is great for shield poking and also good for follow ups.
Forward Tilt:
(Hits: 11%)
(First hit [Grounded Opponent]: 5%)
(Second hit [Grounded Opponent]: 6%) = 11%
{Second hit provides more knockback}
{Diagonal knockback (At high percentages)}
{Horizontal knockback (At low percentages)}
(First hit [Aerial Opponent]: 6%)
(Second hit [Aerial Opponent]: 5%) = 11%
{Second hit provides more knockback}
{Diagonal knockback}


Down tilt: Wolf bends down and kicks across the ground
-This move is average a best. Average damage and knockback but, not really useful though.
Down tilt:
(Hits: 6%)
[Trips Up close]
{Horizontal knockback (At low percentages)}
{Diagonal knockback (At high percentages)}


Up tilt: Wolf does a sluggish kick over his head with a little jump
-The range on this attack is low but it’s good for juggling. This move can also kill at high percents and go through ledges. There is a little lag on the attack so using it twice is not the best thing to do.
Up tilt:
(Hits [Grounded Opponent]: 10%)
(Hits [Aerial Opponent]: 9%)
{Pushes opponent away from Wolf}
{Vertical knockback}


Dash attack: Wolf does a back flip kick similar to fox’s up smash
-This move is not that good. If you miss it is easily punishable because of the ending lag. I prefer not using this attack.
Dash attack:
(Hits: 9%)
{Vertical Knockback (At high percentages}
{Horizontal knockback (At low percentages)}

Smashes


Forward smash: Wolf dashes with a fast palm strike (Similar to sheik’s dash attack)
-Everyone who plays wolf simply love this attack. This smash is great but don’t spam it or your opponent will shield grab you every time. Try to keep your f smashes to a minimum to keep your opponent guessing. Hyphen smashing his fmash give you more range which makes this smash even better.(press forward on the control stick then fsmash with the c stick)
Forward Smash:
(Hits [Far Away]: 10% [Trips when used extremely far away])
{Horizontal knockback}
(Hits [Close Up]: 5% [Trips when used while walking towards opponent])
{Horizontal knockback}
(Regular Hit: 15% (First hit: 10%) (Second Hit: 5%))
{Diagonal knockback (At high percentages)}
{Horizontal knockback {At low percentages)}


Up smash: Wolf does a break dance style move on the ground, kicking his legs up and spinning around.
-This move is a good alternative for the up tilt and a good killing move. It has two hit boxes, the first hit brings your opponent in and the second hit sends them into the air. This move can also go through stages.
Up Smash:
(First hit [Grounded Opponent] 6%)
(Second hit [Grounded Opponent] 12%) = 18% Combined
{Drags Opponent Towards Wolf}
{Second hit provides more knockback}
{Vertical knockback}
(First hit [Aerial Opponent] 12%)
{Vertical knockback}
(Second hit [Aerial Opponent] 6%) = 18% Combined
{Second hit provides more knockback}
{Vertical knockback}


Down smash: Wolf bends down a does a fast claw swipe on both sides of him
-Wolf best kill move by far. This attack is extremely fast and should be you number one killing move besides his bair. There is very little lag on this attack and it kills fast.
Down Smash:
(Hits [Forward]: 14%)
{Extremely far distance provides more knockback}
{Diagonal knockback (At high percentages)}
{Horizontal knockback {At low percentages)}
(Hits [Backward]: 13%)
{Extremely far distance provides more knockback}
{Diagonal knockback (At high percentages)}
{Horizontal knockback {At low percentages)}
(Hit [Aerial, Forward]: 12%)
{Extremely far distance provides more knockback}
{Diagonal knockback (At high percentages)}
{Horizontal knockback {At low percentages)}

Aerials


Nair: Wolf jumps up and does a spinning attack
-Can be followed up with other attacks but easily shield grabbed. His nair can also go through opponents protecting you from shield grabs.
Nair:
(First hit [Grounded Opponent] 1%)
(Second hit [Grounded Opponent] 3%) = 4% Combined
{Number of hits may vary depending on size of the opponent}
{All hits after are 1%}
{Horizontal knockback}
(First hit [Grounded Opponent, Short Hop, Extremely Close to the Opponent]: 8%)
{Only one hit can be applied}
{Horizontal knockback (At low percentages)
{Diagonal knockback (At high percentages)
(First hit [Grounded Opponent, Short Hop, Very Close to the Opponent] 1%)

(Second hit [Grounded Opponent, Short Hop, Very Close to the Opponent] 1%) = 2%
{All hits after are 1%}
{Horizontal knockback}
(First hit [Grounded Opponent, Short Hop, Extremely Close to the Opponent, Backwards]: 5%)
{Brings Opponent to Wolf, or Brings Opponent to the other side of Wolf}
{Horizontal knockback}
(First hit [Grounded Opponent, Short Hop, Very Close to the Opponent, Backwards]: 3%)
{Brings Opponent to Wolf}
{Horizontal knockback}
(First hit [Grounded Opponent, Short Hop, Moving Towards the Opponent]: 1%)
(Second hit: 2%)

(Third hit: 2%) = 5% Combined)
{All hits after are 1%}
{Horizontal knockback}
(First hit [Grounded Opponent, Short Hop, Very Close to the Opponent] 1%)
(Second hit [Grounded Opponent, Short Hop, Very Close to the Opponent] 1%) = 2%

{All hits after are 1%}
{Horizontal knockback}
(First hit [Aerial Opponent, Extremely Close to the Opponent]: 8%)
{Only one hit can be applied}
{This Move has a lot of knockback}
{Diagonal knockback}
(First hit [Aerial Opponent, Extremely Close to the Opponent]: 8%)
{Only one hit can be applied}
{This Move has a lot of knockback}
{Diagonal knockback}
(First hit [Aerial Opponent, Very Close to the Opponent]: 1%)
{All hits after are 1%}
{Diagonal knockback}
(First hit [Aerial Opponent, Very Close to the Opponent, Backwards]: 2%)
{All hits after are 1%}
{Diagonal knockback}


Fair: Wolf reaches out and hits the opponent with his arms, giving great damage, and amazing knockback at high percentages.
-Another one of wolfs top moves. It can serve as a combo or killing move, its your decision. His fair has good combo potential but has to be lag canceled to be worth using.(Slide your fingers from X to A while holding forward.)
Fair:
(Hits: 11%)
{This move has a lot of knockback}
{Diagonal knockback}


Bair: Wolf kicks backwards with his leg, giving great damage and amazing knockback
-Wolf second best kill move. His bair is truly amazing and will scare the sh** out of your opponent when they’re recovering.
Bair:
(Hits [Close to Opponent]: 10%)
{This move has a lot of knockback}
{Horizontal knockback}
(Hits [Far from Opponent]: 13%)
{This move has a lot of knockback}
{Horizontal knockback}


Dair: Wolf reaches down and hits the opponent, giving great damage and good knockback
-This move is decent at best. A lot of people think it amazing but its not. This move is very slow and hard to pull off on experienced players. His dair is good for pressuring but not that good for spiking, just use his bair unless you feel really cocky.
Dair:
(Hits: 15%)
{This move has a lot of knockback}
{Vertical knockback}
{When hit with Opponent Grounded, the opponent bounces off the stage, upwards.)


Up Air: Wolf reaches up and slashes the air, giving good damage, and some knockback
-decent combo/ juggling move but nothing else.
Up air:
(Hits: 12%)
{Vertical knockback}

Throws

Neutral Grab: Wolf grabs the opponent and knees them, giving barely any damage but very fast.
(Hits: 1%)
Up Throw: Wolf claws his opponent upward
(Hits: 7%)
{This move has lot of knockback}
{Vertical knockback}

Down Throw: Wolf throws the opponent down and hits them with an arm
-Wolf only throw worth doing. Opponents can tech this move but if they don’t follow up with another attack.
Down Throw:
(Hits: 12%)
{Horizontal knockback}

Side Throw: does a sluggish uppercut
(Hits: 7%)
{Horizontal knockback (At low percentages}
{Diagonal knockback (At high percentages}

Back Throw: Wolf flips over his opponent and kicks them
(Hits: 7%)
{Diagonal knockback (At low percentages)}
{Vertical knockback (At high percentages)}

Specials


Blaster: Wolf pulls out his blaster and fires
-Wolf’s blaster is amazing! The blaster is a big part of wolf’s game and is great for mindgames and controlling the stage. The knife on the end is also a melee attack so its great for getting opponents off of you
Blaster
(laser)
(Hits: 6%)
{(little stun)}
(knife)
(Hits: 3%)
{Diagonal knockback (At low and high percentages)}


Side Special: Wolf flies sideways at a 45 degree angle, giving ok damage, and depending on where it hit, good knockback.
-This move can be cancelled three different ways.(press b as soon as wolf flies off) If your opponent is hit at the end of the attack damage and knockback are greatly increased.(spikes if wolf hits them with his lower body.)
Side Special:
(Hits: 3%)
{Vertical knockback (At low percentages)}
{Diagonal knockback (At high percentages)}
{Cancelable}

(Hits [Extremely far]: 10%)
{Stuns the opponent for 2 seconds}
{Diagonal knockback (At high percentages)}
{Horizontal knockback (At low percentages)
{spikes(if hit below wolf’s waist)}


Up Special: Wolf boost in any direction and gives a kick at the end, giving ok damage, and depending on where it landed, good knockback
-Wolf’s version of the fire fox. Only use this for your recovery if you are below the stage. At the end of the attack there is a kick that does good knockback, but overall as a melee attack it’s not that good.
Up Special:
(First Series of Hits: 6% [1% each hit])
{Vertical knockback}

(Second hit: 7%)
{Ends with a kick, with extreme knockback}
{Diagonal knockback}


Down Special: Wolf uses his reflector, giving not much damage, and ok knockback
-Wolf shine is probably his best b move. This move gives you invincibility fames at the beginning and has priority like crazy. If you learn how to interpret your opponents attacks you can stop 50%+ of their attacks or they will miss because of your invincibility frames. Sure it doesn't does 3% damage and little knockback, but it puts you at a huge frame advantage on hit. If you don't want to follow up with a smash just use the blaster, its safer.

Animation where wolf recieves invincibility fames


Down Special:
(Hits: 3%)
{Reflects items at 2x the speed at which they came}
{Invincibility frames}
{All types of knockback}
=====================================================
Approaching

Wolf’s attacks are very predictable and approaching can sometimes be difficult. Because Wolf’s attacks are very predictable you have to play unpredictable to punish your opponents.

Air game

SH Fair
SH Bair
SH Nair
SH blaster
Wolf Walling

Make sure you space your attacks to reduce punishment.

Ground game

Dashing shield grab
Hyphen fsmash
Spot dodge to dsmash
Shine to ftilt/blaster

These are not all of Wolf's approach moves, be creative and make your own.

==========================================================
Combos

They don’t exist….lol(a little sarcasm). Because of Brawl’s little hit stun and dodging mechanics combos are almost inexistence. Good players won’t allow you to pull off 2-3 bairs/fairs consecutively. When trying to combo just play smart and space yourself…you know your limits.

==========================================================
Character Matchups Tips

Lucas=========================================

Play smart Lucas is much stronger than wolf.

Don’t blaster spam!
Lucas's pk fire will own you and if that wont make you stop surely his absorb will. Lucas gets back about 10-15% energy from each shot!

A Lucas player can dair/nair on Wolf and follow up with an attack__over 20/30%! and priority is crazy__ Not many options for wolf if this happens but you can stop him before he dairs you with a sh laser.

You have too play tricky when fighting lucas. Approach him like your a mad man to get him too clam up. I recommend jumping over him and using bairs or fake him out and grab him. If your not good at bairs use fairs.

Lucas's priority is a beast so be careful when you try to combo.

If lucas knocks you off of the stage getting back on can be a gamble. His d smash and f smash can edgeguard you like crazy. Sometimes lucas players will send out a pk thunder to piss you off, don't be stupid shine it! His pk thunder is not like ness, it will combo you to death. Using side b tricks like scarring will help you out alot if you need to get back on the stage, but this techinque doesn't work on alot of stages.

Watch out for lucas up smash(21%)! Don't get cocky thinking you wont get hit because the range on this move is crazy. If you see him charging up and you're close to him shine, grab, shoot, jab, or get out of the way. Shield only if you're out of time. This move kills wolf around 80% so be careful.

Zelda=========================================

First off this is not melee Zelda. She will kick your a** if you fight her the same way you use too.

Don't blaster camp too much!
Zelda's Din fire is amazing this time around. Faster, has invisible range, and very powerful. Also Zelda can return your shots so space yourself.

Watch out for her improved up smash( kills wolf around 120%)! The priority on this move is unreal. Unlike in melee this attack pulls you end so you can't escape it(same for her f smash).

This is a tricky fight because Zelda is alot stronger than Wolf. Blaster her after your combos or use grabs too rack up damage. Use your blaster andkeep moving and tagging her with you're combos and shines.

Wolf is faster than Zelda so use that to your avantage.

Fox:==========================================

Even though Fox isn't the same in Melee, he can still kick a**.

Fox is much quicker than Wolf, and many of his attacks counter Wolfs attacks, so make sure your moves are going to hit before you use them...

Beware of Fox's Tornado kick, that thing gives damage so fast, that you can have 50% in 5 seconds... it gives 25%+ on one series of kicks... Its insane.

Dont use aerials, even though its one of Wolf's main style of play, Fox's tornado kick reaches to the side of him, and it will cancel any of Wolf's aerial moves...

Beware of Fox's combos... Fox's combos rack up damage extremely quickly, and they are extremely hard to get out of, don't try to get close to Fox... Its safer to attack at a distance, rather than up close. (F-Smash)

And dont let Fox get above you, higher ground/air is literally heaven for Fox mainers

Wolf:==================================

Wolf can be really easy to fight, if you know how to play as Wolf...

Playing another Wolf is just like playing yourself, you know his moves, his range, and his speed, so if you can control your Wolf, you can control the other Wolf and the match... So just play smart.

=====================================================

Made by: Relhots and Ghost07

If you want to join the SWS Clan go here!

=====================================================

(yeah, its still in progress, but we would like some critizism... thanks!)
 

Red Alert

Smash Apprentice
Joined
Jun 15, 2005
Messages
95
wolf's shine is far from his best B attack. It's good against projectiles, and that's pretty much it. The pitiful knockback and hitstun it has makes it impossible to follow up with anything, leaving your opponent with a whopping 3%.

Just use a jab.
 

Ghost07

Smash Journeyman
Joined
Nov 6, 2007
Messages
348
Location
Columbus, GA
wolf's shine is far from his best B attack. It's good against projectiles, and that's pretty much it. The pitiful knockback and hitstun it has makes it impossible to follow up with anything, leaving your opponent with a whopping 3%.

Just use a jab.
Wrong. If you learn how to interpret your opponents attacks you can stop most of their attacks or they will miss because of your invincibility frames. If you want to follow up just use a blaster, its safe. Plus your opponent is human, they mess up sometimes.

And kash don't come in here with that bull.
 

Fat Otaku

Smash Apprentice
Joined
Mar 14, 2008
Messages
96
Location
Oregon (West Coast)
Wolf's shine is a big anti-aerial game. I really need to learn to use it effectively. Most of the high-end Wolf game is played using this all the time. Of course it does get overused when a fair or dair could have connected to the opponent.
 

Red Alert

Smash Apprentice
Joined
Jun 15, 2005
Messages
95
Wrong. If you learn how to interpret your opponents attacks you can stop most of their attacks or they will miss because of your invincibility frames. If you want to follow up just use a blaster, its safe. Plus your opponent is human, they mess up sometimes.

And kash don't come in here with that bull.
you know what else makes you invincible? The shield. The only difference is that if you shield something you can actually follow up with an attack.
 

Ghost07

Smash Journeyman
Joined
Nov 6, 2007
Messages
348
Location
Columbus, GA
you know what else makes you invincible? The shield. The only difference is that if you shield something you can actually follow up with an attack.
Actually the shield doesn't make you invincible....you can still get grabbed and some attacks go through shields. But I agree, you can attack faster out of a shield.
 

Kashakunaki

Smash Master
Joined
May 22, 2006
Messages
3,014
Location
Albuquerque, New Mexico
While I may have been rather rude in what I was saying, it isn't bull, Ghost.

First I'd like to thank Relhots for the question and thank Relhots again as well as Ghost (guide creators, if I'm not mistaken) for giving credit to the Wolf Wall.

Next I'd like to thorw my two cents in about the guide.

First, I'd like to comment about your combos section. I agree with it to some extent. Combos exsist, but are hard to pull off. More than anything consecutive hits are the new "combos" in Brawl, and I would've lost my cool and slaughtered you if you had put an actual combos section in. So just more power to ya.

Next, and this is my biggest beef, is the match-up section. I believe it is too early in the games lifespan to tell someone how to play Wolf or how to fight against another character. In Melee there was a defined way to play a certain character, and then that style would alter slightly depending on the persons tastes and personality. However, in Brawl, there is no defined way to play a character. We don't know all the tricks, all the stats, whats best, or whats what against who.

Not only that, but everyone else is going to use a certain character differently. You can't say that, "a good metaknight player will do this, so do this in response." You don't know that. Think of it as a planet in its gaseous and rock stage. You have all the pieces floating around, but the whole picture hasn't been made yet. You may know this move is good over that move, but not necessarily where to put it.

I'm just kind of spilling my mind onto the keyboard right now, so I'm sure this is all coming across as either confusing or jumbled up. However, my point is I think it is absurd to make a character match-up section. On top of that, I don't think you should tell the public HOW to play Wolf, but the things you CAN DO with him or how he COULD BE played.

And the last thing is I think the guide is very nice to look at. Nice color choices and pictures and it is informative. However, I think you should organize your data (specifically on the moves) more thoroughly as it is rather ugly to look at. I recommend you look at other guides made for Melee for an idea of what a cleanier guide would look like.

And lastly, I would recommend you put explanation of the techniques mentioned (such as under your approaches area) or add a section in the beginning (as most Melee guides had) of the techniques you'll need to understand throughout the guide such as RAR and DI.
 

Ghost07

Smash Journeyman
Joined
Nov 6, 2007
Messages
348
Location
Columbus, GA
Next, and this is my biggest beef, is the match-up section. I believe it is too early in the games lifespan to tell someone how to play Wolf or how to fight against another character. In Melee there was a defined way to play a certain character, and then that style would alter slightly depending on the persons tastes and personality. However, in Brawl, there is no defined way to play a character. We don't know all the tricks, all the stats, whats best, or whats what against who.

Not only that, but everyone else is going to use a certain character differently. You can't say that, "a good metaknight player will do this, so do this in response." You don't know that. Think of it as a planet in its gaseous and rock stage. You have all the pieces floating around, but the whole picture hasn't been made yet. You may know this move is good over that move, but not necessarily where to put it.

I'm just kind of spilling my mind onto the keyboard right now, so I'm sure this is all coming across as either confusing or jumbled up. However, my point is I think it is absurd to make a character match-up section. On top of that, I don't think you should tell the public HOW to play Wolf, but the things you CAN DO with him or how he COULD BE played.
The character match-up section is more of a tip section. Everybody plays different, that common sense( but apparently that doesn't stop people from creating threads on how to beat a certain character.). I agree what with you said, so I'll change the name to character match-up tips. We're not actually telling them how to play wolf just trying to give them tips. It just easier to say how to play wolf than this how we play wolf and you will learn alot from us...etc. Anyways Thanks for the feedback.
 

Red Alert

Smash Apprentice
Joined
Jun 15, 2005
Messages
95
Actually the shield doesn't make you invincible....you can still get grabbed and some attacks go through shields. But I agree, you can attack faster out of a shield.
for all intents and purposes, it does make you invulnerable to attacks. It does not protect you from grabs, but that's what spotdodge is for.

honestly, all wolf's shine does is add 3% to your opponent. It's riskier than using the shield, and even if you make contact, you do absolutely nothing except start again where you left off. I've seen videos (germ's wolf comes to mind) where shine is used two or three times in the match, and every single time there is zero follow up. The shine is impractical - this is not melee.

I will say, however, than an aerial shine could be useful to stop being juggled. Although now that we can airdodge as much as we want, and that the shine doesn't stop wolf's momentum, the airdodge is more useful in almost every situation.
 

Ghost07

Smash Journeyman
Joined
Nov 6, 2007
Messages
348
Location
Columbus, GA
for all intents and purposes, it does make you invulnerable to attacks. It does not protect you from grabs, but that's what spotdodge is for.

honestly, all wolf's shine does is add 3% to your opponent. It's riskier than using the shield, and even if you make contact, you do absolutely nothing except start again where you left off. I've seen videos (germ's wolf comes to mind) where shine is used two or three times in the match, and every single time there is zero follow up. The shine is impractical - this is not melee.

I will say, however, than an aerial shine could be useful to stop being juggled. Although now that we can airdodge as much as we want, and that the shine doesn't stop wolf's momentum, the airdodge is more useful in almost every situation.
If you learn how to shine defensivly you will "stop your opponents attack." Thats the whole point, you don't have to follow up. They're only a few characters that are fast enough to punish wolf after a succesful shine with their aaa combo. The shine is a defensive tool and is amazing once you understand how to use it properly.

I'm sorry I can't upload any vids at the time to show but I will try to get some up soon. At any rate thanks alot for the feedback.
 

Kashakunaki

Smash Master
Joined
May 22, 2006
Messages
3,014
Location
Albuquerque, New Mexico
Follow ups, as you put it, are less of a necessity in Brawl. For a Melee comparison, Doc vs. Samus. I played Dr. Mario in Melee and let me tell you what, it is nigh impossible to combo Samus or follow up with ANYTHING.

It is about racking up damage. Who cares if you get one hit and have to run away. You want to rack up the damage. I believe it is similar in Brawl. You can follow up and string attacks together, that much is true, and if you can, that's great, but that isn't necessarily what you should focus on.
 

Red Alert

Smash Apprentice
Joined
Jun 15, 2005
Messages
95
in a game without shieldstun, follow ups are very important (many character's metagames in melee were based around exploiting this shieldstun).

also, using the shine does not "rack up damage". The damage it deals is so minuscule that it is essentially negligible in the long run.

If you learn how to shine defensivly you will "stop your opponents attack." Thats the whole point, you don't have to follow up. They're only a few characters that are fast enough to punish wolf after a succesful shine with their aaa combo. The shine is a defensive tool and is amazing once you understand how to use it properly.

I'm sorry I can't upload any vids at the time to show but I will try to get some up soon. At any rate thanks alot for the feedback.
Yes, when you land a shine, neither you nor your opponent can do any real follow up. The problem is that when you shield, you CAN follow up. Wolf's dsmash and sh bair is are fast enough that you can punish practically everything, and the insane speed and reach of his fsmash punishes those powerful attacks that push wolf back.

But if you really insist on using the shine to neutralize a situation, then by all means do so. I'm just saying there are better options.
 
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