Every tread has a 10 moves so why not have a tread about that for our favorite grappler? I'll star with my top 10 moves and if you don't agree let's just discuss it. In no particular order: 1) Screw Hook : The reason is easy. 14f frame special mid. It's not a natural combo but it's half circular covering wolf's back. Perfect punish for low opponent (and in this scenario it's a natural combo) and, not hard to hit check like it used to be in Vanilla. 2) Bounding Elbow : This move is slow but avoids low hits and gives us an hard knock down. From here you can do the heaviest Wolf's ground attack or a ground throw. Also used in combo. 3) Heavy Middle Kick : Combo starter, half circular covering the front, 8 - on block. It's not fast (24f) but it's really usefull especially for the range the move has. 4) Quick Shoulder : Fastest long range attack for Wolf (16f). It's really unsafe (-15 on block) but it's fast and has also great ring out potential. Great punish for whiffed rising attacks. 5) Rolling Savate : I love this kick because avoids high when you are in disadvantage and lows when you are in advantage. Gives struggle on hit and it's half circular covering your front. It's slow and gives you just a mixup after the struggle but it's good to steal the initiative from your opponent. 6) R.A.W. Avenger: Another move that can steal the opponent initiative. Gives you Armord to take one hit with one arm or one leg that doesn't knock you down. Also the hit shouldn't have a quick follow up otherwise the RAW animation will be interrupted. To use it wisely but if performed a the right time you can deal a good damage. Also the neck hold variant can be performed from ~. 7) Savate : Fast mid kick to punish back dashers and to get a side crumple in CH. 8) Push : Great to shake your opponent defence when he's turtling. It will give you +9 giving you a strong nintaku. There's nothing garanteed tought and if you choose the wrong option could be dangerous for your healt. 9) Death Scythe : Slow full circulat that is ZERO on block. altought it's high and easy to duck. however from this kick blocked you can keep your offensive. Also from the distance you will be + on guard. 10) Low Drop Kick : Avoids high and gives hard knock down on CH or RCH. Stagger on normal hit. It's basically a move to use if you predict highs or to punish when you are +17. From there an heavy ground attack or ground throw will connect easy. I didn't include throws because i wanted to discuss hits. I was trying to put there also Wolf's catches but Personally i find this moves more important. Hope you find some usefull information in this list and if it gets promoted by the majority of the wolf player here I'll put this list as top 10 moves in the wiki.