ArcPoint
Smash Lord
Title says it all, I think it's time we had a moveset discussion on Wolf. I suppose I'll just move on to each one... once a week? Or later if the discussion doesn't finish. But yeah, I'm AIMING for one a week. After we're done discussing I'll post a summary on the move and then see if you guys agree/disagree with it.
Now that we have that done and over with, the first move I'd like to start with: Jab.
Discussion starter: Jab is an amazing move in my opinion, if you hit with all three of them, then it counts as 3 separate hits, if you hit it I believe it is inescapable. However, the true depth in the jab is the mixup possibilities, you have jab to grab, jab to Dsmash, jab to Fair. All sorts of things, but problem is, if people have a move that's relatively fast (Another jab for example) they can merely jab right through any attempt to Dsmash/grab/whatever. This is where the prediction part in Brawl comes in. Also, in training mode, once people get to higher percents, and you space the jab far enough, all 3 hits connect, but the combo thingy says that only the first two actually combo. Could someone do some testing to see the details of this?
Summary for Jab: It's pretty good. Really it's all about prediction and reading skills, if you think they're gonna try to shield grab after you wait after the first second hits, then follow up with the third or spotdodge. If you think they're going to keep shielding, grab. If you think they're gonna roll away from you, boost smash, if you think they're going to roll behind you, turn around grab (or punish however), same with spotdodge, just that you have to wait before punishing. It's basically a big mindgame, but be sure to cover all the options that will get YOU hurt. Oh, this is assuming that you're hitting a shield, if you actually hit them, I personally would recommend just finishing the combo. However if you don't, be ready to get jabbed yourself in the face =)
NEXT MOVE! =D
Discussion Starter Ftilt: This move in my opinion is Wolf's worst move. But that's just my opinion, discuss away ^_^
Summary for Ftilt: It can be good if you don't have anything else to punish something with. But generally the best way to go is to space it at the edge so you don't get that massive/punishable lag in between hits. I don't like it lol.
Next discussion: Nair.
Discussion Starter
This seems like a really controversial move. Though, one thing every Wolf should know: THis move is not to be used as an approach, and it does NOT combo.
Summary: Eh...I've found some uses for it, really close OoS punishes for example, because it starts really fast. Omniswell and Ninjalink have said that it actually does combo the smaller characters, but for the bigger (By big/small I'm referring to weight) characters it doesn't. It has these interruption frames...anyway, Nair's a weird move. I think that some testing should be done on it.
Next move: Shine
Discussion Starter
Great alternative to an airdodge, 6 frames of invincibility, w00t.
Summary: It's definitely an alternative airdodge, if they're charging a smash or something shine is a really good thing to use (Shine -> Jab is an actual combo, or at least falling [in the air] shine to jab is a combo) Uhm...JJ has found some good uses with it through the jump shine, which basically makes you invincible upon jumping and crap. However you still have that time where you're setting up for a jump (I got 6 frames of that animation...but I could be wrong) So you still have a 6 frame opportunity from dropping your shield to being invincible. So if you're playing in-person and you can time it right, woo hoo! ^_^ This can be really good defensively, for escaping pressure and crap. Apparently JJ says there's this new motion shine...but I dunno, he'll have to explain that one to me.
Next move: Blaster. Discuss here: http://www.smashboards.com/showthread.php?t=234179
GO! =D
Aight. Blaster has been discussed. See discussion here: http://www.smashboards.com/showthread.php?t=234179
Summary: Wolf blaster has a lot of uses, and it can do a lot. One thing particular about the blaster is that it has a ton of priority, big, and it really can stop the opponent's general flow of things, force him to have to deal with one more thing. The only downside to the blaster is that it is very laggy. Kinda leaves you open. Oh and the bayonet on it is a hitbox, so if you want, you can bayonet people like they did in the Civil War. Just some example uses would to be to camp, and when people are zoning you, throw in a blaster or two here to force them to approach. You could also use it to take away their double jump, and force them in a bad position off stage (Not applicable to Metaknight)
Next move...Dair! Discuss here: http://www.smashboards.com/showthread.php?t=236651
Dair Summary: It has some combos (Dair -> Usmash at lower percents) it has extra hitstun (a lot of spikes do for some reason) and it's a sexy spike, what's not to like? Though it has a touch of starting lag, and a punishable amount of landing lag >_> Crap summary, BUT, it'll get fixed later.
New thread: http://www.smashboards.com/showthread.php?t=239722 Fair discussion (double meaning lol) Have fun.
Now that we have that done and over with, the first move I'd like to start with: Jab.
Discussion starter: Jab is an amazing move in my opinion, if you hit with all three of them, then it counts as 3 separate hits, if you hit it I believe it is inescapable. However, the true depth in the jab is the mixup possibilities, you have jab to grab, jab to Dsmash, jab to Fair. All sorts of things, but problem is, if people have a move that's relatively fast (Another jab for example) they can merely jab right through any attempt to Dsmash/grab/whatever. This is where the prediction part in Brawl comes in. Also, in training mode, once people get to higher percents, and you space the jab far enough, all 3 hits connect, but the combo thingy says that only the first two actually combo. Could someone do some testing to see the details of this?
Summary for Jab: It's pretty good. Really it's all about prediction and reading skills, if you think they're gonna try to shield grab after you wait after the first second hits, then follow up with the third or spotdodge. If you think they're going to keep shielding, grab. If you think they're gonna roll away from you, boost smash, if you think they're going to roll behind you, turn around grab (or punish however), same with spotdodge, just that you have to wait before punishing. It's basically a big mindgame, but be sure to cover all the options that will get YOU hurt. Oh, this is assuming that you're hitting a shield, if you actually hit them, I personally would recommend just finishing the combo. However if you don't, be ready to get jabbed yourself in the face =)
NEXT MOVE! =D
Discussion Starter Ftilt: This move in my opinion is Wolf's worst move. But that's just my opinion, discuss away ^_^
Summary for Ftilt: It can be good if you don't have anything else to punish something with. But generally the best way to go is to space it at the edge so you don't get that massive/punishable lag in between hits. I don't like it lol.
Next discussion: Nair.
Discussion Starter
This seems like a really controversial move. Though, one thing every Wolf should know: THis move is not to be used as an approach, and it does NOT combo.
Summary: Eh...I've found some uses for it, really close OoS punishes for example, because it starts really fast. Omniswell and Ninjalink have said that it actually does combo the smaller characters, but for the bigger (By big/small I'm referring to weight) characters it doesn't. It has these interruption frames...anyway, Nair's a weird move. I think that some testing should be done on it.
Next move: Shine
Discussion Starter
Great alternative to an airdodge, 6 frames of invincibility, w00t.
Summary: It's definitely an alternative airdodge, if they're charging a smash or something shine is a really good thing to use (Shine -> Jab is an actual combo, or at least falling [in the air] shine to jab is a combo) Uhm...JJ has found some good uses with it through the jump shine, which basically makes you invincible upon jumping and crap. However you still have that time where you're setting up for a jump (I got 6 frames of that animation...but I could be wrong) So you still have a 6 frame opportunity from dropping your shield to being invincible. So if you're playing in-person and you can time it right, woo hoo! ^_^ This can be really good defensively, for escaping pressure and crap. Apparently JJ says there's this new motion shine...but I dunno, he'll have to explain that one to me.
Next move: Blaster. Discuss here: http://www.smashboards.com/showthread.php?t=234179
GO! =D
Aight. Blaster has been discussed. See discussion here: http://www.smashboards.com/showthread.php?t=234179
Summary: Wolf blaster has a lot of uses, and it can do a lot. One thing particular about the blaster is that it has a ton of priority, big, and it really can stop the opponent's general flow of things, force him to have to deal with one more thing. The only downside to the blaster is that it is very laggy. Kinda leaves you open. Oh and the bayonet on it is a hitbox, so if you want, you can bayonet people like they did in the Civil War. Just some example uses would to be to camp, and when people are zoning you, throw in a blaster or two here to force them to approach. You could also use it to take away their double jump, and force them in a bad position off stage (Not applicable to Metaknight)
Next move...Dair! Discuss here: http://www.smashboards.com/showthread.php?t=236651
Dair Summary: It has some combos (Dair -> Usmash at lower percents) it has extra hitstun (a lot of spikes do for some reason) and it's a sexy spike, what's not to like? Though it has a touch of starting lag, and a punishable amount of landing lag >_> Crap summary, BUT, it'll get fixed later.
New thread: http://www.smashboards.com/showthread.php?t=239722 Fair discussion (double meaning lol) Have fun.