VF4 / Wolf [ print friendly ] [ normal view ] Arcadia Issue 52 - Wolf Hawkfield
Text - Astro
[h2]Attacking pressure is life[/h2]
There are no huge changes to his attacking style, but there have
been additions of showy throws to add pressure. You should also pay
attention to the attacks that make the opponent fear the throws.
[h2]To utilise the powerful throws to the maximum ...[/h2]
The one thing that Wolf can claim as his special ability is his
plentiful throws. But, to use throws you have to also use attacks
effectively. So, we also have to first check the fine changes to
Wolf's attacks.
The first thing that you should take notice of is his main source
of damage screw hook ([6][3][2][1][4][P]). Its attack class is
as has been the case up until now special mid, and it possesses
elbow class speed. You can expect good damage after hitting it on
counter, so the chances to use it are many.
Whereas in the last game it was strong when used at +2, when in
open foot stance the opponent could stuff it. However, the
attacking qualities have been muchly improved, so it will
definitely beat out a [2][P] irrespective of foot stance now.
Next, the new move Sobatt ([4][K]) should be noticed. The reach is
long, the execution is middle kick class, so it's a fairly good
move. Because of this move, when separated from the opponent, and
also when directly pressuring nitaku, the number of moves that you
can confuse your opponents with has increased.
Other than that, the thing that you want to use when attacking the
opponents ukemi is the hit throws from the new move Ogre Slash
([6][3][2][1][4][P][+][K]). The direction to dodge the ogre slash
is towards Wolf's stomach, which is the same as the screw hook, but
on normal hit you can expect some good guaranteed damage.
[h2]Captions[/h2]
The B2 tomahawk flash is a powerful move. Even on guard, the gap
is small. On large counter, a low throw is guaranteed. If you
manage to connect this each time, you'll get big damage!
The Ogre slash, which gives good damage on normal hits, and is
useful in okizemi.
[h2]About the change moves[/h2]
The A2 knee blast will on normal hit lead into [2][P] -
[2_][3][6][P] combo, which is tempting. However, if guarded it
allows for a elbow class punisher, so the risk is also large.
The B2 tommahawk slash ([6][P][+][K]) is unexpectedly quick at 15
frames. It's only -1 on guard, so you can use it freely.
[h2]Footnotes[/h2]
The A1 knee lift ([6][K]) is throw counterable on guard, a smaller
gap than the A2 knee blast. After counterhit, there are simple
combos on all characters which are appealing.
Also, the B1 push upper ([6][P][+][K]) in this game will fairly much
allow a [4][P] guaranteed after breaking the opponents guard.
Source: Arcadia Issue 52
Translated by: noodalls
Posted by
noodalls
on 29/08/2004
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Edited by
Myke
on 03/04/2005
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