I'm the best that's ever been -wolf thread-


#1

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!


VF5:FS Game Play Discussion Thread | Character Directory
#2

Dude seriously restructure this post like something below

Pokes:

List Pokes

Combos:

List combos


#3

Throws:
BURRRRRNING HAMMERRRRRRRR

Pokes:
46P

Beat some dude 3-0 in Ranked. No joke.


#4

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


#5

'twas a joke, son, but it worked against some newbie so it was funny.


#6

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).


#7

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…


#8

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…


#9

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.


#10

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…


#11

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.


#12

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…


#13

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:


#14

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.


#15

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)


#16

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.


#17

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…


#18

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…


#19

Still beating scrubs online with only tackle and burning hammer. Stay free PSN+ members.


#20

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.