Arrows
Smash Journeyman
I guess the purpose of this thread is so
1. Newer players can see beyond the obvious moves
2. That more experienced players can have insight into things that they might not have seen before.
You can post anything you want; be it combos, attacks, mindgames etc.
I'll start!
Give reasoning too!
1. Retreating fair out of shield
It has a huge disjointed hitbox and it lets you obviously retreat.
In my opinion it's good for shield pressure and random poking without much of a risk for yourself.
2. Pivot downsmash (out of shield or not, still good)
Good punishing tool, it hits people that would otherwise be behind you. I dunno, I think it's helpful sometimes.
1. Newer players can see beyond the obvious moves
2. That more experienced players can have insight into things that they might not have seen before.
You can post anything you want; be it combos, attacks, mindgames etc.
I'll start!
Give reasoning too!
1. Retreating fair out of shield
It has a huge disjointed hitbox and it lets you obviously retreat.
In my opinion it's good for shield pressure and random poking without much of a risk for yourself.
2. Pivot downsmash (out of shield or not, still good)
Good punishing tool, it hits people that would otherwise be behind you. I dunno, I think it's helpful sometimes.
They need to space better.
I think they should go to tourneys...
Mixups. Space. Jumpshine. Improve predictions. Play safe. Improve technical skill/speed. Know WHEN to use one move and not another.
Oh study more into your punishment options or just Wolf's options in general so you can know what you can do in each situation instead going blank in area where you think you are in a "dead zone".
Walk instead of Dash unless the opponent is in a disadvantaged position or you read a dodge.
I just want to make it clear that I was 100% serious btw. SideB is a pretty solid recovery move with a fair amount of mixups for something that travels in a straight line lol, I hope people don't learn how to gimp it but if Falco's fine then we should be too Flash cancelling is excellent for running away, and if your opponent messes up (or you just read them that hard) sideB will kill at quite a tasty % or set up for a nice edgeguard or whatever. With mastery of flash cancelling and overall more intelligent use of sideB, we'll be running away more efficiently, swiping a few early kills, and recovering safer. That and the glitch on PS lol, completely useless but it just goes to show how awesome sideB is
Also, shine. Shine is awesome, jumpshine is awesome, shine gimping is awesome, just... so many awesome things about that move. JJ is great at using it for gimping and whatnot, Seagull uses it very well in the air to go through edgeguard attempts, I just shine after accidentally jabbing the wrong way lol, idk you get the idea. Such a good move that has more mileage if you're a solid player and can make good reads / avoid getting read pretty well.
People are bad with performing quick FH uairs OoS. Wolves should use it more, but so should other characters... there's no reason for someone to be FHing over you when you have an uair as awesome as ours, basically. That and jumpshine, like, FHing over people only works because of poor reaction times, idk.
Run off bair > jumpshine I believe. I'll get back to you on that Can't do any uploading-type stuff until the last weekend of January at best though :< Still need that cable ksjnvjsdfvser
Lightstep helps a ton in Wolf's edge guarding. It also throws people for a loop who just expect you to grab the ledge, then suddenly get a forward air to the face.
Lightstepping is NOT useless. JCav makes pretty good use of it.
1. Wolves need to cancel their illusions. Yeah, its hard, but once you get it down, it increases your recovery game IMMENSELY off the stage. You can travel so much farther because of them.
2. Dtilt more. It's a good poke, has range, and low cooldown. I sometimes get people with it after 1 jab.