VF5 wolf first impressions

Discussion in 'Wolf' started by BK__, Mar 6, 2007.

  1. BK__

    BK__ Well-Known Member

    VF5 Wolf

    in general, i had to use wolf slightly different than before, because
    in 4, i used the game's movement system to create a fuzzy movement
    pattern which made wolf agressive but defensive. in this game, i had
    to find other functions to enforce pressure and agression. i didnt
    get much of a chance to really explore wolf how i wanted to.
    (and most of the matchups were vs pai, so forget it :p)

    just a minor set of moves i will comment on.

    /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif ~

    without a doubt best move i discovered. at any disadvantage it
    crushes low attacks and gives you a free combo, before i used to
    rely apon low P cut for an abare player and U+(K)k for low rising
    oki. but this move seems to crush it all, and even interrupts high
    rising attacks pretty well. i'd consider it an aggressive action for
    wolf which pretty much started to kick off since get got his
    b+k in FT.

    you can use it for when opponents get moves blocked, or for when you
    get a moved blocked. you can use it after knee (NH) or for like when
    you are at low health and the opponent wants a low poke finish. it's
    like they just handed him shun's heel kick. but it's -2~!!

    some good flow charts are:

    /forums/images/%%GRAEMLIN_URL%%/db.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif~ /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif(NH) ~ /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif(NH) ~ /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif (blocked) ~ /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif(-2) ~ /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif(blocked)~ /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif

    or anytime your opp gets a small move blocked~
    OR to crush a low rising attack / to interrupt a high rising attack.


    This move is good for breaking distance games. it is very fast so
    any opponent with some good space infront of you still doesnt have
    much time to read the animation and /or defend by eye~ they need to
    see it comming earlier.

    it is also great for oki. in VF4, bf+p was used for distance on a
    riser, but this had to be executed earlier than the opponent realised.
    In vf5, you can punish a whiff at long range instantly, and also plays
    well against techrolling if you time it right.

    im not sure exactly but i think it has a few frames of ducking highs.


    head crumples on MC, and special high. i didnt try to use it inside
    a game plan just yet, but it seems to look good on paper. mabye it's
    good for spacing, kindda like a shorter version of df+k+g. i dont
    think it will much of a strategic use, but like a bulldog strike from
    time to time. for what it is, i like it. it's like goh's bf+k+g.

    deadly move~

    again, i didnt use this very often, i think it can be pretty easily
    interupted with jab. i think if you have your opponent on a high
    disadvantage like techrolling, you could probably get some good guessing
    games, but it's certainly not a primary game base (or at this point for


    just as i expected, it a great move for trapping evaders and
    ETEGers preferably on TR~.

    OM ~ /forums/images/%%GRAEMLIN_URL%%/p.gif~

    it's like goh's df+p~ which staggers on crouch. i found the best
    situations to use this are for edge of ring pressure and preferably after
    HCB+P+G throw. just another offinsive jab to add to his new collection.
    use uf+p+k on block if you feel the opp will low P
    and use a throw/attack mixup on sucess.

    some old moves~
    /forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif ~

    seems to take the same role in wolf's oki game, but is now
    attack counterable which means wolf needs to go for mixups.

    /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif ~

    i was kindda dissapointed in this as i used it as one of my
    main strikes in VF4. seems now i can still use it for a backdash
    attack or an attack whiff. but using it as reverse nitaku is
    questionable, which doesnt make me quite as happy.

    Giant swing / low throw ~

    i cant comment on the throw system very well in VF5, but it seems
    to promote a more yomi approach rather than the force of nitaku.

    In VF4, i really didnt see GS as a stand-alone lead move
    but in VF5, the throw system wants you think forward
    about throwing yor opponent. it seems to me that nitaku works
    in the sense that if your opponent is at disadvantage, you
    can throw to trap evade but you cant throw to trap duck.
    in which case, low throwing has come into play more like a
    santaku ~ or atleast im still unsure how the throw clash works
    as a stratergy in conjunction to this "invincible"
    disatvantage.~ or in otherwords, i dont know in what situations
    or exact frame windows will the clash will take place which might
    or might not fill the gap of small/medium disadvantage throw

    GS is used because the aim to throw has stretched wider in the
    sense that your forcing your opponent to defend or create an opening
    rather than blocking their frame range to duck or backdash.~ and
    ideally, you want to force a 0 frame throw, or a wide range GS.
    (but ofcourse other throws are almost just as good for dash-ins.)

    having said this, i still believe wolf's attack game has risen higher
    to say that he can promote VF5's system well enough to not rely on
    throws as "wolf's game plan" (which always sounds ridiculous to me imo).

    i'd say overall, some of wolf's new stratergies tower over his old
    ones which made me opt for new game plans. i like it~ but he's still
    same old fun wolf ;P

    THE_WALL Well-Known Member

    BK good information on how to play Wolf. Alot of people know Wolf and how to use his commbos but not alot of people know how to set up for his combos. I liked the flow chart information that you gave for wolf, it gives alot of good advice. My First Impression on Wolf for the + was he is alot more powerfull and has alot of new moves. On the - aspect of things they altered some of his command inputs, took out some of his old throws I think 2 of them, 66 p+g and they toook out the old 41236 p+g & p+g throw. I just wish they would have did a final tuned option, with different versions of wolf move lists.

    THE_WALL Well-Known Member

    Quick correction I meant 63214 p+g p+g. They will never take out Giant Swing. BK in my honest opinion you have the best Wolf outside of the Asian area players. If anyone can prove me wrong show me your Youtube footage.

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