Arcadia Issue 52 - Wolf Hawkfield

Text - Astro

Attacking pressure is life

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.

To utilise the powerful throws to the maximum ...

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 (fdfddbbP). 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 dP irrespective of foot stance now.

Next, the new move Sobatt (bK) 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 (fdfddbbP+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.

Captions

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.

About the change moves

The A2 knee blast will on normal hit lead into dP - DdffP combo, which is tempting. However, if guarded it allows for a elbow class punisher, so the risk is also large.

The B2 tommahawk slash (fP+K) is unexpectedly quick at 15 frames. It's only -1 on guard, so you can use it freely.

Footnotes

The A1 knee lift (fK) 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 (fP+K) in this game will fairly much allow a bP guaranteed after breaking the opponents guard.

Source: Arcadia Issue 52
Translated by: noodalls


Virtua Fighter and all related material © SEGA
VFDC © 1997-2006