VF4 / Wolf [ print friendly ] [ command view ] Master Guide - Wolf Hawkfield
Overview
In Final Tuned, Wolf is improved to live up to the title of the
best throw character in the game. Not only did he gain new high
damaging throws, but the animations of his throws have been
improved to make it more eye catching. There are small changes to
his game which needs to be noted, but one of the most important new
moves is his new , which gives Wolf a good move to use on
backdashing. This move will be further analyzed later. It seems
like Wolf has been improved in both his throwing and striking game,
and there doesn.t seem to be anything being weakened, so it.s
exciting to see how Wolf will play now in Final Tuned.
Change Moves
A1 Knee Lift
This is the same as Evo knee, lower risk and lower reward than the
Knee Blast. Personally, I prefer this move over the Knee Blast.
A2 Knee Blast
This is the old ver C knee. It will float on any hit, it floats a
bit lower than the Short Shoulder. You should be more careful using
this move since it is -14 on guard, furthermore, even though the
motion looks like a jumping attack, it will not beat low attacks in
most cases.
B1 Push Up
+
This is mostly the same move from Evo except that now when you
guard break with this move, is harder for the struggler to
guard. This makes it useful in situations where the opponent is
likely to guard such as wall situation.
B2 Tomahawk Flash
+
A special high attack that execute in 15 frames. On hit you have a
nitaku situation between HCB or throw, and on Large Counter you
have a guaranteed low throw. If you can hit an opponent in the air
you will get a down. This move is only -1 on guard, which makes it
a very useful move.
New Moves and Key Changes
. This is a series of three high elbows, which
should be used as a counter tool for -14 moves. It not only will
get you 46 pts of damage, but also give you a down.
. The animation has been changed a bit for this move, but
besides that, it remains the same as before.
->+ . The animation has been changed so Wolf and
the opponent stays standing after the hit throw. This puts Wolf at
+6 after the hit, which will give Wolf more chances to get more
damage.
. The execution for this move is very slow, but it is
half circular, mid, and only -1 on guard. On any hit it will give a
head collapse, which Wolf can follow with his new HCF+
throw. (Same command as GS but different throw if you hit it on a
head collapse. 45 damage or 55 damage if you do the fast version.)
. A middle kick with rather long reach which will stagger a
crouching opponent. Uncounterable on guard and -1 on normal hit,
but +8 on any counter.
HCB+-> (on hit) + . A half circular special
high that will put you behind the opponent for a back throw.
+-> (on hit) + . Same as before except now Wolf
remains standing after the hit throw, furthermore, you can now hit
this move behind the opponent.
(While Running) ++ . Same as before except the
animation is now a bit slower.
+-> . Not only is the motion for the throw
changed, you can now do follow up damage to the throw; also,
because the throw will move the opponent behind you, this is now a
good move for ring outs.
+ . You can no longer input + for the
variation, and the motion has been lengthened, the damage remains
the same.
270+ . A new high damage throw with a long throw
reach distance that ends in the direction. The negative point
is that if escaped, Wolf is at -8.
(During Change) + . Motion changed.
Side throws (Also the or versions) . Motion
changed.
(Opponent Crouching) ++ . A high damage low throw,
-6 if escaped.
Side notes: The catch option after RAW is now easier to hit
compared to before. You can now catch throw an opponent.s back. His
sidestep attack (throw) is now harder to escape, and the escape
motion has been changed.
Execution Frames for Key Moves
13
HCB 14
qcf 14
15
15
16
16
or 16
16
(A1) 17
(A2) 17
+ 17
19
+ 20
+ 20
Source: Virtua Fighter 4 Final Tuned Master Guide
Posted by
Srider
on 07/09/2004
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Edited by
Myke
on 03/04/2005
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