I'M THE BEST THAT'S EVER BEEN -WOLF THREAD-

Wolf players! Lets talk game.This is my first VF game so I'm warming up to the way it operates.
Pokes! Back P and Back K+G,K are your friends! Use the P+G+K wall when you see a long range poke coming or you can interrupt a string the damage is really nice off of the headlock. You can crumple with Foward K on counter hit which leads to his ground throw, the same for D/F K+G. For Juggles Foward P+K and Back Foward P+K are your launchers and the followups are ususally Back K+G,K and HCB P,P. Im curious to see what everyone else is doing with Wolf! Oh and HCF P+G has monsterous range but you have to be sure it will connect cause it HURTS if you miss!
YOU CANT ESCAPE FINAL HYPER SPACE BUSTER BOMB DREI LAAAAAAAAAAZZZEERRRRRRR END!
«1

Comments

  • BacardiBacardi steal this avatar Joined: Posts: 5,391 mod
    Dude seriously restructure this post like something below

    Pokes:

    List Pokes

    Combos:

    List combos
    Twitter: @New_Challengers | Follow for the latest news on CT tournaments and events
    Facebook: http://www.facebook.com/newchallengersct
  • yomipoweryomipower not a legendary game designer Joined: Posts: 1,167
    Throws:
    BURRRRRNING HAMMERRRRRRRR

    Pokes:
    46P

    Beat some dude 3-0 in Ranked. No joke.
    Yomi, which is the Japanese word for the underworld. Also a brand of vitamins for children.
  • BacardiBacardi steal this avatar Joined: Posts: 5,391 mod
    did you just like the tackle as a poke? before the active frame on that is out it will lose to alot of things. Better to use that to punish whiffs
    Twitter: @New_Challengers | Follow for the latest news on CT tournaments and events
    Facebook: http://www.facebook.com/newchallengersct
  • yomipoweryomipower not a legendary game designer Joined: Posts: 1,167
    'twas a joke, son, but it worked against some newbie so it was funny.
    Yomi, which is the Japanese word for the underworld. Also a brand of vitamins for children.
  • Bottom Tier HatmanBottom Tier Hatman Joined: Posts: 204
    C'mon man at this point a lot of players can be beat with just Guard, 2P and KK.

    I need to get on Wolf more. I went on Jeffry to troll a bit and found that I did better with him than with Wolf. I forgot about 4P and more importantly I forgot that in this version, none of his escapable throws will end in 1 or 3 (like the Jackhammer in VF4:EVO).
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    lol one of his wall combos is spamming da knee

    F+K

    Like dead serious, 3 knees keeps opponent in the air, and the fourth hits otg(this one can be techrolled).......

    He does an assload of damage for no good reason...... I think I'll stay in the lab with him.....

    Crouch dashing back and forward before using the da tackle(b,f+p) seems legit.....

    A good go to move for low otg damage is that qcf+p..... for some reason it's -15 on block but semi-hard to punish at times........ I don't get it......

    df+P+K is like -4 on block and hits mid, it's quite the poke.....

    That's all I got so far.....

    EDIT: Damn, I used Street Fighter notation...... ah well, get over it folks....
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    46P+K, P, 1P+K, 63214(HCB)PP -works on all weight classes I think.....

    If you opponent tech rolls, you can go into deadly move into whatever just to keep the pressure on your opponent......

    If your opponent doesn't tech roll, then drop the elbow on his ass while he's on the ground......

    After 4P, just mash the punch button....... his most powerful option after landing that is the PPP combo......

    If you land 9P+K by itself, your only option is 2(hold)36 P, on the heavymiddle and heavy weights, you can add a crouching jab in there before going for the 236P

    His combos are pretty simplistic.....

    3K+G, 9P+K, 63214 PP- Go for a throw if opponent tech rolls or go into deadly move......

    ^ The one on VFDC may do more damage but there are no mixup opportunities because it ends with 4K+G which is -3 on hit which = no movement after combo....

    And this is all I got from the lab today......

    I'd rather keep it simple for wolf until I am super familiar with his moves......
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • chazzy_chefchazzy_chef Joined: Posts: 26
    Man as soon as I take him online I just lose it, and abuse 46P so much. But if people are gonna just throw out moves at range and whiff it will keep working and I won't get called up on it. It does teach em to stand up straight and get thrown like a man though.
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    Counter hit tackle works wonders on folks that like to whiff..... they know not to do it again when their lifebar is missing a third........

    In further news 6K+G evades moves(I think it evades low moves, idk), but it's pretty dope.......

    4K+G, P+G(on hit) is an excellent poke just because the follow up throw does so much damage........ and 4K+G is mad quick...

    Wolf should never try to outstrike an opponent, you'll lose everytime....... defensive sidestep the shit out of people and go for a side throw.....

    Wolf works better in open places and sucks in tight spaces...... in tight spaces, I make sure I try to hit with 4P and follow it up with PPP to get that offensive edge...... he really needs that knockdown on those type of stages......

    3K+G and 9P+K seem to be the moves that I'm landing the most as far as combos go......

    Deadly move P+G, 62K, elbow drop(if opponent doesn't tech roll) is damn sick......

    And that's all I got......
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • chazzy_chefchazzy_chef Joined: Posts: 26
    I noticed in training mode that wall stun off of 4P+K into 43P hit throw easily nets you over 100 damage, but obviously can be shaken and is a high start. Max input gets you over 120, and not many people are good at shaking yet.

    The Zass BnB: 46P+K, P, 9P+K, KK is sweet as a punish, against Taka lose the single P and I think it still works. If you carry them into the wall I think 3P+G is unavoidable, or 2P+G gets you some wall stun for advantage. Been watching Zass (from VFDC) on youtube, really useful stuff. The shoulder launcher seems to work pretty well off of CH 2_3P, though again shaking might get them out.

    Trying to find decent uses for P+K+G catch, my risk/reward isn't that good yet with it yet...

    The other good thing about tackle is how good it wall carries, follow with 9P+K and go crazy if its a big splat. Again, small splat seems to guarantee ground throw according to training mode, not 100% sure can trust that though. I agree about space though, they really can't press buttons if you're at range. 4P has saved my ass too.
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    I noticed in training mode that wall stun off of 4P+K into 43P hit throw easily nets you over 100 damage, but obviously can be shaken and is a high start. Max input gets you over 120, and not many people are good at shaking yet.

    The Zass BnB: 46P+K, P, 9P+K, KK is sweet as a punish, against Taka lose the single P and I think it still works. If you carry them into the wall I think 3P+G is unavoidable, or 2P+G gets you some wall stun for advantage. Been watching Zass (from VFDC) on youtube, really useful stuff. The shoulder launcher seems to work pretty well off of CH 2_3P, though again shaking might get them out.

    Trying to find decent uses for P+K+G catch, my risk/reward isn't that good yet with it yet...

    The other good thing about tackle is how good it wall carries, follow with 9P+K and go crazy if its a big splat. Again, small splat seems to guarantee ground throw according to training mode, not 100% sure can trust that though. I agree about space though, they really can't press buttons if you're at range. 4P has saved my ass too.

    Hmm that combo is definitely more general purpose..... 1P+K is an excellent combo extender against everybody but Taka...

    Counter hit tackle, 46P+K, 46P+K is great against people that don't know how to tech..... after CH tackle, there are no real combos.....

    But that does 91 damage and you can follow it up with an elbow drop or ground throw for like 30 more extra points...... that'll be your go to combo against people that like to hit buttons alot.....

    46P+K is dangerous to just throw out though..... -15 on block=guarantee throw on you.....

    It happened once and it was mad frustrating having to just sit there and eat it....

    P+K+G catch is one of those 'you'll know the opportunity when you see'..... if you're randomly getting mixed up with seemingly no way to get out, it's good to try.... but it's pretty gimmicky imo.....works against predictable opponents too...

    More combos I've been playing with
    CH6K, 4P,46P+K,46P+K
    CH6K+G(shake combo), 9P+K, 1P+K, 63214PP (Not sure if this works on heavy characters, should test, does an assload of damage though)

    Both of these are pretty brutal to be hit with and it's quite easy to get counter hits with these moves.....

    I need to start testing shit on Taka because he is the weirdest character to get any combos on...... whose fucking idea was it to create a super heavy weight class?

    They should've made Taka dan tier just for that lol......
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    I have no idea how to beat El Blaze, Eileen, Vanessa, Lion, or Sarah.....

    Even the scrub ones that mashed buttons......

    It crushed my spirit so bad, I started playing all of my matches halfheartedly...... man other Wolf needs to drop some tips.......

    I was mad pissed:sad:
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • chazzy_chefchazzy_chef Joined: Posts: 26
    I hate fighting Vanessa the most, I don't know why but she messes with my head. I haven't played a ton online yet, I'm trying to finish Dragon's Dogma first but man that game just keeps going... hopefully finish that this weekend and get some more experience.

    Against mashers in VF historically I have always found getting space helps, no matter what character you play. Wolf can then shoulder charge or drop kick at tip range for a knockdown, mashers don't tend to be too good at breakfalling to avoid pounces. It is tough for Wolf against mashers because it renders throws pretty useless - if you can't condition them to defend after your P or 2P, how you gonna get that throw in lol. Maybe 66P+G. Is 466P still unblockable? Still playing like Vanilla... everyone is supposed to have a way of beating low punch spam (i.e. half of Lion's moves), Wolf has the 2P+K counter which isn't ideal. Otherwise 6P is a staple for getting advantage with most characters, might have to guard cancel the followup with Wolf. And high damage moves win clashes.
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    Alright messing with some more moves, here are Wolf's evade stoppers(because admittedly, his moves are easily evaded)....
    Evade Stoppers
    K+G(It's slow, it hits high, but I think it stops all evades. Produces the side turned situation on hit, so you can be more aggressive if it hits)

    63214PP(Hits mid, but only 50/50 shot of hitting with it depending on whether you're in open or close guard and which direction he evades in, don't know of any follow up options, I use this move often, so it stuffing evades is a plus.... Closed Foot Position-Stuffs away evades Open Foot-Stuffs toward evades)

    63214P+K(Hits Ex high, slower than 63214PP, but it's a hit throw, which means follow ups, works the same way as 63214P)

    P+K-can be charged(Another one of those 50/50 type of evade stuffers, only this has little use to me, unless you have time to charge it all the way up)

    KK(the second K always stops an evade if the first one doesn't, so this effectively stuffs all evades, you can follow up with a knee(6K) and elbow drop if they don't tech roll, hits high)

    EDIT:
    Forgot one
    43P(50/50 evade stuffer, works the same as 63214PP, but this one can lead to a 50-60% combo which is 9P+K, P, 1P+K, 63214PP, elbow drop if opponent doesn't tech roll, big punishment, big move)
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • Mr MortMr Mort Giganticus breathalizer Joined: Posts: 293 ✭✭✭✭✭ OG
    I just tried playing about 15 matches or so. Lost every single one. Thew my controller in a fit of rage, it exploded into a million magical pieces of plastic agression.

    I played some El Blaze, Sarah, Goh, and Eileen. Standing there, I can't punch or kick them, their attacks always connect first. I don't get it. They were standing there just spamming punches, and I couldn't get a single hit in most of the time. I tried evading, backdashing, all to no avail. Wolf's punches and kicks are just too slow. I tried throwing after blocking a string of punches/kicks, and I'd usally just get spammed with punches again.

    What the fuck am I missing here, can someone throw me a fucking bone?
    I'm beyond frustrated right now, feel like just giving up. I'm too old for this shit.
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    I just tried playing about 15 matches or so. Lost every single one. Thew my controller in a fit of rage, it exploded into a million magical pieces of plastic agression.

    I played some El Blaze, Sarah, Goh, and Eileen. Standing there, I can't punch or kick them, their attacks always connect first. I don't get it. They were standing there just spamming punches, and I couldn't get a single hit in most of the time. I tried evading, backdashing, all to no avail. Wolf's punches and kicks are just too slow. I tried throwing after blocking a string of punches/kicks, and I'd usally just get spammed with punches again.

    What the fuck am I missing here, can someone throw me a fucking bone?
    I'm beyond frustrated right now, feel like just giving up. I'm too old for this shit.

    Wolf is hard to play, but yes, his moves do come out mad slow......

    His fastest moves are standing and crouching jab.......

    So what do you have to do......

    Mash a little crouching or standing jab(don't feel guilty man, it has to be done sometimes), 4P to PPP combo is good one too...... crouching kick too lol

    Get used to blocking and evading alot, because his moves are generally disadvantage on the block(not unsafe, but disadvantaged)......

    Counter hit tackle(46P, to take care of players that can't techroll, just spam 46PK afterwards) and counter hit knee(6K).....

    4K is a good poke, especially against Pai players(if you run into one), HCB PP hits people that like to evade alot and gets crouchers real good.....

    9P+K punishes a low wake up attack....

    I win more than I lose now, but it took forever....

    I ran into this problem too, I thought I didn't need crouching jab to win because I saw so many crappy players using it.....

    EDIT: Throwing is hard and sometimes futile against fast strikers...... I get my throws off against Goh, Jeffrey, Wolf, Taka, etc.)..... for good players, a nice way to break their guard is that shove move(66 P+K)..... can lead to throw opportunities, but more often than not, I go for a combo.....
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • chazzy_chefchazzy_chef Joined: Posts: 26
    Good idea to have a list of circular attacks, remember throws also track evades and can be your biggest damage against them. Starting to use evades in my game, though usually only in specific situations (eg Jean's attack delay mixups). I find I get most mileage out of 63214PP, the EX High is useful!

    I think everyone struggles against P mashers, it takes a good understanding of the game to move beyond that. Wolf has a terrible low game now, pretty much all he has is 2P or catch throws, which are obviously slow. So I gotta say I agree with above, 2P to get the advantage, then fish for 6K or 4P or 2_3P, all of which can get you a combo on CH. 3P is fast, safe and mid to quiet them down. Or just back off, get some space and throw out a big 46P or 9K, which are totally not safe but should stuff P. Or 6K+G at mid range for a combo. Range is really important here as Wolf is poor up close without advantage.

    Almost forgot: 44P+G can be awesome in these situations as its a catch throw with big range, can be good to start a round sometimes. On advantage, 66P+G or 9P+G are sometimes useful, again as catch throws which can beat attacks.

    I'm doing badly against decent players though, not aware of my bad frames and doing the wrong (lower damage) punishes on reaction. Instead of doing 2147896P+G (or reverse if they can throw break) or 46P+K for combo, keep doing half circle throws or 46P, I knew that would come back to bite me in the ass... leaving ranking mode the fuck alone! At least I'm not trying to counter in the middle of strings any more...
  • yomipoweryomipower not a legendary game designer Joined: Posts: 1,167
    Still beating scrubs online with only tackle and burning hammer. Stay free PSN+ members.
    Yomi, which is the Japanese word for the underworld. Also a brand of vitamins for children.
  • Mr MortMr Mort Giganticus breathalizer Joined: Posts: 293 ✭✭✭✭✭ OG
    I appreciate the tips guys, but let's back up for a second.

    I don't get the numbering for input commands. When you say 46P+K, what does that mean? I get the P+K part, but what commands are 46? Like I said, I'm older, we didn't have this terminology when I was gaming in the 80's and 90's. Sorry for the newbness.

    I'm accustomed to SF terminology moreso than this style.
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    I appreciate the tips guys, but let's back up for a second.

    I don't get the numbering for input commands. When you say 46P+K, what does that mean? I get the P+K part, but what commands are 46? Like I said, I'm older, we didn't have this terminology when I was gaming in the 80's and 90's. Sorry for the newbness.

    I'm accustomed to SF terminology moreso than this style.

    Keypad notation.......

    789
    456
    123

    5 is neutral, the others indicate a direction......

    4= back 6=forward

    If you I wanted to tell you to do a hadouken with keypad notation it would be 236P.......

    Easy enough?
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • Mr MortMr Mort Giganticus breathalizer Joined: Posts: 293 ✭✭✭✭✭ OG

    Easy enough?

    Indeed, thanks for the lesson.

    I'll try some of the above tips out next time I play.
  • MacFisticuffsMacFisticuffs Joined: Posts: 3
    I'm another total scrub when it comes to 3D fighters, but I seem to slowly be getting the hang of Wolf. The hardest part is getting used to not being able to interrupt stuff with throws, you really have to wait your turn and be very deliberate with when you throw, though Wolf's scary mids help with that, good mid pokes and great mid combo starters.

    What do you guys think of Wolf's low punch counter move? It's gimmicky as hell but wow, that damage, and the follow-up input is really lenient. And seems like everyone's spamming 2P nowadays so I've actually landed it a few times.

    How about his command-run? It seems way too slow to be of any use.
  • chazzy_chefchazzy_chef Joined: Posts: 26
    Yeah I remember when I was a kid playing VF2, then as a teen playing VF3 against the computer I could never work out why my throws weren't coming out, embarrassingly didn't work that out til VF5! Also just learned how slow burning hammer is thanks to the help thread, man I need to go look for more info. Wolf has plenty of catch throws though, which in many ways count as low attacks because obviously they have to be ducked, and will beat strikes if the frames are in their favour. Not as much damage as the real thing though.

    I get the impression the low reversal is important, everyone has an attack specifically for low punch stuffing and I guess this is Wolf's. And hell yeah that damage! Which followup do you use most?

    Command run is really tempting cos of the unblockable P, the K which forces crouch (and hence gives a free low throw) and it's own low throw, so it has potential. So, so slow though... I guess if you worry people into freezing it is a mix up, and could be good from range, say against reckless get up kicks. Long range throws do have potential, 44P+G does thanks to the initial backstep into catch throw.

    EDIT: Re-stand is possible after deadly move P+G with 9P+K if you turn around quickly, that is serious damage. I think the movement has potential on wakeup, like BullDancer suggested above..
  • BacardiBacardi steal this avatar Joined: Posts: 5,391 mod
    you can stuff low p spam with 63214+p,p
    Twitter: @New_Challengers | Follow for the latest news on CT tournaments and events
    Facebook: http://www.facebook.com/newchallengersct
  • DullyannaDullyanna mm hmm... nope Joined: Posts: 1,160
    9P+K goes over lows as well.

    Dangerous move K gives you + 19 on hit, which allows for more than just a low throw lol (Like 4K+G P+G for guaranteed damage + free mixup). If they're stuffing you out of that and his other stuff from it then P+K works alright if you time/space it right and is at least still safe on block.
    "Making Yun strong on purpose was naturally a dick move"

    "3S is a hidden gem."

    "SFIV series... kept the matches very technical because there was very few downtimes, even when you are dominated."
  • Mr MortMr Mort Giganticus breathalizer Joined: Posts: 293 ✭✭✭✭✭ OG
    So I bought a new controller, watched a tutorial video, and mentally prepared myself for several ass-whippings.
    I played about 20 matches last night, won 8 or 9 of them, got damn close on a few more. By no means did I play well, but I definitely did better this time. I'll keep working on it, trying to temper my rage while I'm at it.

    Thanks for the pointers guys, they did help, if you have any more, I'm all ears.
  • BrahmaBrahma Get it on Joined: Posts: 519
    One of the most important things in this game I've found to be learning how to use your advantage and disadvantage. When you have advantage it's your chance to press the attack, when you're at disadvantage you guard, basic stuff right? One thing that helped me out a lot was watching my replays with the information display on, so I could find out when I was + and when I was -. Here are some situations that will happen a lot and how to deal with them:

    First, off, one of the best ways to create a favorable advantage is off of a simple jab. On hit a jab is +5, this means if they try to press any buttons, they will get beat out by 4P (comboes, but duckable/steppable, will get beat out by 2P), 6K+G (mid but steppable), or HCB+P(catches step towards Wolf's stomach). If they do anything slower than a jab or 2P, a 6K or 6P+K are both useful. Keep in mind that a few characters like Pai have 10 frame moves, meaning that you're going to have to use a P;2P;3P mixup on them.

    Once they realize that you're beating them out on frames, most people's second reaction is to guard. Once they begin to guard is when you can mix in your lows and throws along with the above. 2K (i16 low, -6 on hit), 62K (low, shakeable stun on hit) and your choice of throws.

    If the opponent is a little bit wiser, they may try to step after eating a jab to avoid some of the above. This is when you start using your tracking and semi-tracking moves. HCB+P, 43P, KK, K+G, P+K. Sometimes they may backdash, and you can use 6K; 46P; 3K to catch them.

    2P on hit and P on block are both minor advantages (+4 and +2 respectively), so you can use 3P or another P_2P as frame traps here and use the same stuff for step and guard.

    Also, note opponents that try to use 2P to break out of anything, even at disadvantage. If they try to 2P after a jab string, 3P will stuff them if they are at -2 or greater. 9P and 9P+K jump over 2P. You can backdash and punish the whiff with a fast move like 46P; 4K+G. You can also backdash~crouch throw them out of a predicted 2P, but you have to be quick and commit to it. Wolf also has 2P+K which is a 2P reversal

    But basically the game is about learning how your opponent reacts to situations, then punishing them. It's very simple stuff, but you have to know what your tools are and what they beat in every situation. You have to play pretty basic at lower level, just because most newer plays just attack a lot, meaning you have to do dumb stuff like jab and 4P over and over and a lot of 46P whiff punishing. On top of some of the more frequest and basic stuff I described here, there's also advanced stuff like 33~G which is a fuzzy guard to duck throws and block mids. This should give you a good start though.
    Ready, steady, deadly...
  • chazzy_chefchazzy_chef Joined: Posts: 26
    Damn straight, though am I right in thinking Wolf has pretty poor lows? 2K with any character is going to give them the momentum, and 62K is risky, maybe better on CH against highs. Once P and 3P on advantage keep them standing, 9P+G or 66P+G are my most effective "lows". Getting this kind of mindset together is much more important than discussing combos, which can really take the back seat until you get the flow down.

    Nostalgia trip: Wolf in Fighters Megamix with his 3P+K from VF3, against any Viper giant swing into wall -> 3P+K = instant loss of leg armour. Miss that low...
  • BrahmaBrahma Get it on Joined: Posts: 519
    2K is still good. It has good range and is a tech crouch low. Even though it doesn't give advantage on block you can still step/BD or I believe RAW.

    62K is nice after a lot of 3P. It's i17 so it's fairly fast for a big low and gives good advantage.
    Ready, steady, deadly...
  • DullyannaDullyanna mm hmm... nope Joined: Posts: 1,160
    I still miss low lariat, wish Taka hadn't stolen it away.
    "Making Yun strong on purpose was naturally a dick move"

    "3S is a hidden gem."

    "SFIV series... kept the matches very technical because there was very few downtimes, even when you are dominated."
  • BacardiBacardi steal this avatar Joined: Posts: 5,391 mod
    The loss of low lariat seriously makes me contemplate maining another character. Especially since frame trapping feels very dominate in FS
    Twitter: @New_Challengers | Follow for the latest news on CT tournaments and events
    Facebook: http://www.facebook.com/newchallengersct
  • DullyannaDullyanna mm hmm... nope Joined: Posts: 1,160
    I dunno, now that Wolf's 3P is 14 frames, jabs are overall 12 or 11 frames and he has 33P I feel that he's a lot more solid in forcing respect.
    "Making Yun strong on purpose was naturally a dick move"

    "3S is a hidden gem."

    "SFIV series... kept the matches very technical because there was very few downtimes, even when you are dominated."
  • BacardiBacardi steal this avatar Joined: Posts: 5,391 mod
    also because im mostly forced to play online to :(
    Twitter: @New_Challengers | Follow for the latest news on CT tournaments and events
    Facebook: http://www.facebook.com/newchallengersct
  • BrahmaBrahma Get it on Joined: Posts: 519
    Also, his range. Jesus. I played against a Wolf yesterday that I got hit with 46P every time I tried to move in.

    IMO you have to play him real basic, then when they start respecting you, you can throw, 466P, [P+K] etc.
    Ready, steady, deadly...
  • BullDancerBullDancer Mentos, The Freshmaker Joined: Posts: 9,413
    Also, his range. Jesus. I played against a Wolf yesterday that I got hit with 46P every time I tried to move in.

    IMO you have to play him real basic, then when they start respecting you, you can throw, 466P, [P+K] etc.

    lol that move is like minus a whole bunch a frames when blocked......

    Just throw if you block it mang.......

    I always stay baiting whiffs with crouch dashes and shit of that sort......
    "Rock abandoned Neesa there like you were gonna abandon your son and wife and live alone with your TV"~Akuma-HAX
  • BrahmaBrahma Get it on Joined: Posts: 519
    Yeah, that doesn't work so well when it hits you.

    Also, it's -15, so most people get more free damage than going for a throw attempt.
    Ready, steady, deadly...
  • SF PunkerSF Punker All he wanted was a Pepsi... Joined: Posts: 351
    Got another Wolf player here; I used to play back in VF4:Evo and getting back into it now. Crazy to see that stuff still works and what moves are missing. Really linking 3P to throw, and of course 63214P, even if it is gimmicky.
    "You can't ever find a place that's nice and peaceful, because there isn't any. You may think there is, but once you get there...somebody'll sneak up and write 'Fuck you' right under your nose."
  • robert.mackenn05robert.mackenn05 Joined: Posts: 11
    3k+g, 9p+k, 63214pp works well for me on taka players when theyre trying to outpoke me... hope that helps anyone
  • robert.mackenn05robert.mackenn05 Joined: Posts: 11
    46p+k, p, 9p+k, 63214pp is a nice little combo if you can hit the launcher and it works on everyone except taka. if they dont tech fast and you can hit the follow up ground throw, its a 100 damage combo thats not wall dependant
  • EmXEmX Joined: Posts: 845
    Unicorn over at VFDC has gotten a combo list for Wolf started: https://docs.google.com/spreadsheet/ccc?key=0Auv6P6EHA8DadHhLUlFla1cyVktrRS13NVVuUkt6ekE#gid=0

    This isn't exhaustive by any means, but it's definitely a great way to get started.

    The thing to keep in mind with Wolf is that his moves aren't super-safe and he has few strings to cover moves that are minus on block. If you look at something like PP6P, even the last P followup in that string is -13, meaning it's punishable with most character's PK strings. So it's useful, but nowhere near as user-friendly as some character's.

    I don't think his moves are slower than other characters now that he has 3P, but there are notable limitations to some of his tools. 4K is his 16f side-kick class move, for example, but it has shorter range than most. Conversely, something like screw hook (hcb+P) has great range and 14f startup, but leave you at -8, and 3P, which is also 14f, safe, and has great reach as well, but has no followups whatsoever. This means your defensive reads have to be very solid.

    What counterbalances this is that most moves Wolf has lead to some ridiculous damage, a knockdown and/or have above average range. This tends to make the opponent freeze and open them up for the throw game. People who know what's up are going to buffer in 6P+G, but in some cases this is not ideal for them as GS now only does 70dmg on fastest input, while F5 does 75. Burning hammer is a special case, because it executes 6(!) frames slower than other throws, while regular 6P+G executes in 9 frames, 1 frame faster than a regular throw. 9P+G and 66P+G are inescapable catch throws and can eat moves that execute after them (they execute in 20).

    Anyway, those are some random thoughts I had while reading the thread. VFDC is a better place to go for info, but I can answer questions here as well.
«1
Sign In or Register to comment.