Wolf Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Wolf Guide

This is a guide to using Wolf in Super Smash Bros. Ultimate. Wolf's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Wolf' matchups, counters, and tier list placement can all be found here.

Wolf Tier and Overview

Stats and General Info

Wolf
Wolf Image
Game Series Star Fox
Smash Bros. Debut Super Smash Bros. Brawl
Fighter Number 44
Unlock Order 51
Number of Jumps 2
Weight 92 Units (52/87)
Dash Speed 1.54 (68/87)
Air Speed 1.281 (6/87)
Fast Fall Speed 2.88 (13/87)
Special Attributes Wall Jump

Tier List Placement

SSBU Wolf Icon A+ Tier Tier

A character with a powerful projectile and quick aerials

Smash Ultimate Wolf really excels in close range combat. His tilts and aerials are all mostly quick, with forward tilt and down tilt serving as poking tools, and forward aerials for comboing opponents in disadvantage. Since Wolf has rather low mobility, he can use Blaster (neutral B) in order to control neutral, then use one of his aerials or a grab to respond to how the opponent reacts. Along with his reflector, Wolf's kit allows him to play a versatile game, with several options for dealing with his opponents.

Wolf's biggest weakness is in his recovery. Both Up Special and Side Special can be used to recover, although they only carry Wolf a short distance. He is rather prone to getting edgeguard, and his body size and air mobility make him easy to combo as well. While Wolf has plenty of options for KO'ing opponents, many of them are punishable, so he can also struggle to KO a bit. However, if you can manage to work around Wolf's poor recovery, Wolf is a very powerful character who is a great counter for many characters in the game.

See Our Tier List Here!

Wolf's Strengths and Weaknesses

Strengths ・All moves are very good
・Easily outputs damage
・Has several options to KO
・Blaster is extremely good for controlling neutral and fighting from a distance
・Smash attacks are all very good
Weaknesses ・Poor recovery (Up Special / Side Special)
・Sometimes struggles to KO

Wolf Matchup Chart

Matchup Chart

Wolf Image
-2
-1
ChromJokerKenPikachuRoy
0
BowserCaptain FalconFalcoFoxGreninjaIce ClimbersIkeInklingLucinaMarioMarthMin MinMr. Game & WatchNessPalutenaPeach/DaisyPichuPit/Dark PitPokemon TrainerR.O.B.RidleyRyuSephirothShulkSnakeTerryWario
+1
Banjo & KazooieBayonettaBowser Jr.BylethCloudCorrinDiddy KongDonkey KongDr. MarioDuck HuntGanondorfHeroIncineroarIsabelleJigglypuffKing DededeKing K. RoolLinkLittle MacLucarioLucasLuigiMega ManMewtwoMii BrawlerMii SwordfighterOlimarPac-ManRidleyRobinRosalina & LumaSheikSimon/RichterSonicSteveToon LinkWii Fit TrainerYoshiYoung LinkZero Suit Samus
+2
LucarioMii GunnerMii SwordfighterSamus/Dark SamusZelda

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Wolf.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Wolf Combos

Bread and Butter Combos
Nair (While falling)→Forward Tilt
(40% and 80%)
Nair (While falling)→Up Tilt→Fair
(30% to 40% only)
Dair→Fair
(70% to 110% only)
Fair→Fair
(0% to 80% only)
Fair→Side Special
(30% to 100% only)
Up Throw→Up Air
(0% to 70% only)

Bread and Butter Combos Explanation

Nair (While falling)→Forward Tilt

A combo that begins with neutral air.

Nair (While falling)→Up Tilt→Fair

This combo can only be connected between limited percents (30% to 40%), but this is Wolf's strongest combo.

Dair→Fair

This is a combo that lands when down air lands on a grounded opponent. If you can land the down air, look to finish your opponent with this combo.

Fair→Fair

This combo lands easier at higher percents.

Fair→Side Special

A killing fair combo. A powerful combo, but be aware of your positioning after using side special. Be careful not to fall off the stage.

Up Throw→Up Air

At low percents, forward air and neutral air will also connect with this combo.

Wolf Frame Data and Moveset

Best Out of Shield Options

Move Frames
Jump > Down B 9 Frames
Neutral Air 10 Frames
Shield Grab 10 Frames
Up Air 10 Frames
Foward Air 10 Frames
Up Smash 13 Frames

Wolf has pretty decent out of shield options, with several moves that can be utilized in 10 frames or less. His quickest option is a jump followed by down B, although it is a somewhat niche option. In most cases, Wolf will want to go for either a neutral air or grab out of shield, though beware that he will not be able to punish safely spaced moves for the most part. Neutral air has a strong and lingering hitbox, making it good for beating out an opponent's follow up move, while a grab can lead into several combos. Up smash is a slower option, though it has great range, and can hit opponents above or to the side of Wolf to punish laggier moves.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 4
Jab 2 2.4 4
Jab 3 4.8 4

Jab

Wolf's jab is a three-hit combo that has decent range, so its mostly used as a quick get-off-me tool or landing option.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
13.2 11
Dash Attack - Lingering 9.6 15
Forward Tilt Hit 1
(← or → + A)
6.0 8
Forward Tilt Hit 2 7.2 9
Up Tilt
(↑ + A)
12.0/9.6/10.8 7
Down Tilt
(↓ + A)
7.2 5

Dash Attack

Though it has a long startup, Wolf's dash attack has good knockback. It has two different launch angles: hitting the early hitbox will launch them upward, whereas the late hitbox will launch them forward. Down throw into dash attack is one of Wolf's bread and butter combos on grabbed opponents at lower percents.

Forward Tilt

Wolf's forward tilt has great knockback, start up, range and damage. Because of its low lag it can be spaced on an opponent to apply shield pressure, and it can also be tilted up or down to try and snuff out an aerial approach or hit an opponent hanging on the ledge. If timed properly, it can even be angled downward to 2-frame an opponent's recovery.

Up Tilt

Wolf's up tilt may have a short startup, but since its hitbox is narrow and short, and it doesn't allow for any combos. However, it is powerful enough to KO opponents at higher precents, and can be used to pressure opponents standing on platforms.

Down Tilt

Wolf's down tilt has great range, and quick startup, making it one of his main poking tools to use in neutral.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
18.0 20
Up Smash Hit 1
(Smash ↑ + A)
7.2 13
Up Smash Hit 2 14.4 20
Down Smash Hit 1
(Smash ↓ + A)
16.8/19.2 14
Down Smash Hit 2 14.4/16.8 21

Forward Smash

Wolf's Forward Smash is one of Wolf's most reliable KO moves. It has extremely low endlag (only 18 frames), and is -10 on shield, making it a very difficult move to punish, especially if followed with a spotdodge or other defensive option.

Up Smash

Wolf's up smash has great range and knockback, and it has the shortest startup of all of Wolf's smashes. Because its first few frames attack on the left and right sides of Wolf, it can be used as an out of shield option.

Down Smash

Wolf's down smash is also a great move for KOing, and because it also hits on both sides of Wold, it can used to easily hit an opponent when they try to cross up your shield with a roll, etc.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
14.4 7
Neutral Air - Lingering 9.6 10
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
10.8 7
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
13.2/15.6/18.0 13
Up Air
(↑ + A While Airborne)
14.4 7
Down Air
(↓ + A While Airborne)
15.6/18.0 16

Neutral Air

Wolf's neutral air has great range and quick startup, making it one of his most important neutral tools. Its long lasting hitbox, along with the fact that it is -4/-5 on shield make it great for pressuring an opponent, and it can be used as a get off me tool. Due to its short knockback, especially on the late hit, it can be used as a combo starter. It is also one of Wolf's many tools for ledgetrapping.

Forward Air

Wolf's forward air has good range and startup, and depending on the character you're against, you can string this move together multiple times to rack up damage. Like neutral air, it can be used as a poking tool and combo starter, and at low percents, can lead into a grab or tilt.

Back Air

Among all of Wolf's aerials, Wolf's back air has the most knockback, making it the best KO move. It has decently quick startup for a KO option, and it can be used to pressure a shielded opponent. At high percents, this is a go-to move for clearing a stock.

Up Air

Wolf's Up Air is excellent for juggling opponents in the air, and can also be used as a combo finisher. At higher percents, it is capable of KOing.

Down Air

This move has a meteor hitbox that allows you to spike opponents at the cost of having a high start up and long end lag. Since Wolf's recovery is quite poor, using it offstage is a very risky option, although landing it can be very rewarding.

Specials

1v1 Damage (%) Startup Frames
Neutral Special - Melee
(B)
8.4 15
Neutral Special - Shot 7.2/8.4/9.6 16
Side Special Hit 1
(← or → + B)
3.6 19
Side Special Hit 2 24.0/18.0 20
Up Special Hit 1
(↑ + B)
4.8 18
Up Special Hit 2-4 3.0 27/30?/33?
Up Special Hit 5 3.6 37
Down Special
(↓ + B)
4.8 6

Neutral Special (Blaster)

Wolf's Blaster fires a large wave of energy in front of Wolf, dealing great damage at a decent range and speed. It is transcendent, meaning that it will pass through other projectiles. When used at close range, the blaster itself can damage an opponent too.

Use it to control neutral and force opponents to take evasive actions. Smart usage of this will dictate the pace of the game, and getting a read on your opponent's movement will allow you to punish them for picking a certain option.

Side Special (Wolf Flash)

Wolf's Wolf Flash is used for recovery or to KO. The tip of the hitbox is intangible and deals high damage and massive knockback. Even at higher percents, it can be comboed into from a forward air. The sweetspot is hard to hit outside of using a combo, so it's primarily used as a recovery tool outside of this. It can sometimes allow for a reverse edgeguard if you hit a careless opponent standing too close to the ledge.

Up Special (Fire Wolf)

Fire Wolf is Wolf's 8 direction recovery that can go any of the cardinal or diagonal directions. Be aware that its start up is long, and it offers poor vertical distance, so you will need to mix up your recovery by sometimes using up special, and sometimes using side special. It is a pretty damaging move if landed on an opponent too, and can be used as an occasional mixup for a KO at high percents.

Down Special (Reflector)

Wolf's Down Special is a Reflector, which reflects projectiles back at the user at a higher speed, which makes them cause higher damage. It comes out very quick, and can be used in combos as well.

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 6
Dash Grab - 8
Pivot Grab - 9
Forward Throw (Hitbox)
(← or → While Grabbing)
6.0 10
Forward Throw (Throw) 4.8 11
Back Throw (Hitbox)
(← or → While Grabbing)
7.2 23
Back Throw (Throw) 6.0 24
Up Throw (Hitbox)
(↑ While Grabbing)
6.0 26
Up Throw (Throw) 2.4 27
Down Throw (Throw)
(↓ While Grabbing)
10.2 26

Forward Throw

Forward Throw launches Wolf's opponent, albeit a short distance. At high percentages, it can put an opponent into tumble and allow for a jab lock or tech chase.

Back Throw

Wolf's Back Throw has strong knockback and can be used to kill from the ledge at higher percentages.

Up Throw

Wolf's up throw tosses opponents upwards, opening them up for aerial followups such as up air.

Down Throw

Wolf's Down Throw knocks his opponents slightly forward. The opponent isn't sent as far as they would be in a forward throw, and it has less endlag, allowing for a follow up with dash attack, etc.

Final Smash

Attack How to Use Effect
Team Star Wolf Press B after obtaining the Smash Ball Allows you to target an opponent, and if successfully hit, they will fired upon by Wolfen, ending with massive knockback

Wolf Balance Changes

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Version 3.1.0 Balance Patch

Change
Neutral Attack 1 Made it easier to hit multiple times when continuing with Neutral Attack 2.
Neutral Attack 2 Increased attack range and made it easier to hit multiple times when continuing with Neutral Attack 3.
Neutral Attack 3 Moved the attack range forward and made it easier to hit multiple times when continuing from Neutral Attack 2.
Down Smash Attack Shortened the launch distance of the front attack.
Neutral Special Increased vulnerability.
Up Special Reduced the range of the last attack.
Adjusted launch angle and made it easier to hit multiple times.
Down Special Wolf becomes invincible sooner.
Increased attack speed.
Increased detection speed to reflect projectiles.

Version 3.0.0 Balance Patch

Change
Neutral Special Reduced the power against shields.
Down Smash Attack Shortened the launch distance of the forward attack.

Major Changes From Brawl

Change
Up Special
(↑ + B)
Distance was decreased. Decreased recovery = Nerf.

How to Unlock Wolf

Unlocking Via Smash Mode
51st Fighter Unlocked
After unlocking Dark Samus, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 7 times using Fox.
Unlocking via World of Light
Mysterious Dimension

There are three ways to unlock Wolf. Completing any of these, then defeating Wolf when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Wolf Alt Costumes and Skins

Wolf Alternate Costumes

Wolf Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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    New Comment

    • >>[6]
      Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.

    • >>[4]
      Hi! We actually have a section on Marth's matchups here:
      https://game8.co/games/SSBU/archives/281194#hl_2
      As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
      Thank you for using our guides!

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