Wolf's attributes and moveset give him a versatile gameplan, somewhere in the middle ground between Fox's focus on pressure and Falco's focus on punishes. This is reflected in his attributes, which include a slow dashing speed (though his initial dash is quite fast), an above average walking speed, the 11th fastest falling speed, above average air acceleration, and high gravity, most of which are not uncharacteristic of the Star Fox characters. Unlike the other space animals, however, Wolf has the 6th fastest air speed in the game. This grants him mobility that is fairly average overall, but relatively balanced compared to the other spacies. Additionally, Wolf is also significantly heavier than them, as he is a light-middleweight (tied with the Ice Climbers, Lucario, Villager, Mythra, and Steve). Though his special moveset and vertical mobility are derived from his brethren, the similarities end there, with Wolf's being the most unique of the trio.
Wolf's Blaster is the centerpiece of his neutral game. With the lasers causing higher knockback (and therefore hitstun) than the average projectile, and having a long duration with transcendent priority, they grant him the ability to disrupt opponents' approaches, even when their grounded mobility is superior to his own, and its unique close-range hitbox on the bayonet give it some utility in close combat, dealing substantial damage if it connects. Lasers can often force opponents to jump over them, leaving them vulnerable to Wolf's fast aerial attacks; these are comprised of a fast neutral aerial that has a lingering hitbox with a powerful clean hit, a disjointed forward aerial that can combo into itself and his other aerials, a back aerial with moderate startup offset by its high power, an up aerial with fast startup and a wide arc well-suited to juggling, and a down aerial that consistently meteor smashes opponents. Wolf also possesses large hitboxes on several of his attacks with many of them being disjointed, greatly aiding his devastating punish game as he can easily combo and deal massive damage from very few openings. While he can apply pressure from a distance, Wolf's close range options are not lacking either. Forward tilt and down tilt are decent poking tools, the latter which can trip at low percents. Forward smash has slow startup, but is very powerful and has deceptively low ending lag, while up smash deals high damage, covers a wide area around him, and has decent knockback. His neutral and forward aerials are quite fast and difficult to punish even if shielded, while his standing grab is tied for the fastest in the game. Further augmenting his strong neutral game are his dash attack and Reflector, the former which is useful for punishing aerial approaches and KOing at very high percents, and the latter which allows him to deal with opposing camping while also having a close range hit that can be followed up with aerials.
Once Wolf has won the neutral exchange, he has several options to rack up damage. Forward aerial can combo into itself and other aerials, and into a grab at very low percents, from which up throw can lead into another forward or up aerial until mid-high percents, and down throw can lead into a dash attack at low percents. Should an opponent air dodge in an attempt to escape pressure, Wolf's aerial mobility allows him to chase them down and punish them, usually with an up tilt or up aerial to continue juggling them, or with a back aerial to send them offstage. Once the opponent has sustained a lot of damage, Wolf possesses several KO options. The most reliable one is his back aerial, as its quick autocancel and decent range allow it to be spaced safely, and it can KO relatively early if sweetspotted (at around 110% from center stage), while still possessing respectable power with its sourspots. His side special, Wolf Flash, can either meteor smash or semi-spike opponents at the end of the dash depending on which hitbox connects, both of which are noticeably powerful, while his up special, Fire Wolf, deals deceptively high knockback with its last hit as well. Other notable finishers are his forward smash and down smash, the former due to its low ending lag making it safe on shield and potentially even on whiff, and the latter due to its powerful sweetspot, which can KO at percents as low as 50% at the edge and is an effective 2 frame punish. At higher percents, several of his other moves become threatening, with his forward tilt, up tilt, dash attack, and neutral aerial or back throw near the edge all gaining KO potential.
However, Wolf does possess noticeable weaknesses. Though he is not short of finishers, he frequently has difficulty landing his most powerful ones due to their slow startup (with back aerial and all his smash attacks having more than 12 frames of startup) and his below-average run speed, in addition to lacking guaranteed methods to set up into them. In the case of Wolf Flash, although he possesses true setups into the move, such as from his forward aerial or down throw at medium percents, they are very risky to pull off, as he can either end up offstage after its use and self-destruct (since it causes helplessness), or miss the sweetspots and end up vulnerable due to its high landing lag. Like his Star Fox counterparts but to a greater extent, Wolf is highly susceptible to combos, due to his tall frame, high falling speed, and compared to them, his higher weight and lack of quick enough options to escape pressure, with his fastest aerial attacks coming out on frame 7. Most critically, however, his recovery is extremely exploitable. Wolf Flash and Fire Wolf are both linear and offer below-average distance compared to other recoveries, and unlike Fox and Falco, both of them cause helplessness, restricting him to one option offstage and leaving him with a much shorter recovery distance overall. This leaves Wolf highly vulnerable to gimps and edgeguarding, with meteor smashes in particular being deadly against him even at low percents, to the point exploiting his recovery offsets the increased horizontal endurance his higher weight would otherwise provide.
Overall, Wolf is a non-traditional glass cannon. He sacrifices the power of other glass cannons like Mewtwo and Mr. Game & Watch for sheer versatility, due to his combination of an effective projectile for disrupting and forcing approaches, fast approach options of his own, and abundance of combo and KO moves, which allow him to keep up the pressure on his opponent even after winning the neutral game. As such, he is able to adapt to nearly any playstyle. However, due to his vulnerability to combos, poor recovery and trouble securing KOs, Wolf must also be well aware of his opponents, as a single mistake can cause him to sustain heavy damage from combos and end up in a position where he can easily be KO'd.
Final Smash: Team Star Wolf
Wolf yells "Wolf Pack!" (いくぜ!, Let's go!) and summons his Wolfen, which flies from behind the screen and sweeps through the area directly ahead of Wolf. If it contacts any opponents, a cinematic begins where the Star Wolf crew fires laser blasts at the trapped opponents, launching them with an explosion at the end of the move. As the cinematic begins, Wolf shouts "Grahaha! The hunt is on, boys!" (野郎ども!獲物を逃すなよ!!, You mateys! Don't let the prey get away!!) If any of the Wolfens hit Fox or Falco, Wolf shouts "I've got you now, Star Fox!" (図に乗るなよ、スターフォックス!!, Don't get carried away, Star Fox!!) instead.
Team Star Wolf is similar in function to Fox's version of Team Star Fox, but it deals noticeably more damage and knockback, KOing Mario from the center of Final Destination at roughly 26% as opposed to 40% like Fox's Final Smash does. Unlike Team Star Fox, the explosion from Team Star Wolf does not deal damage, but the Wolfen's gunfire does so instead.
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