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 bK, 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

fK
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

fK
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

fP+K
This is mostly the same move from Evo except that now when you guard break with this move, bP 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

fP+K
A special high attack that execute in 15 frames. On hit you have a nitaku situation between HCBP 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

dbfPPP . 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.

ffP . The animation has been changed a bit for this move, but besides that, it remains the same as before.

ufP->P+G . 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.

bdfP . 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 HCFP+G 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.)

bK . 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.

HCBP+K-> (on hit) P+G . A half circular special high that will put you behind the opponent for a back throw.

bK+G-> (on hit) P+G . Same as before except now Wolf remains standing after the hit throw, furthermore, you can now hit this move behind the opponent.

(While Running) FP+K+G . Same as before except the animation is now a bit slower.

dfP+G->bfK . 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.

dfdfP+G . You can no longer input P+G for the variation, and the motion has been lengthened, the damage remains the same.

270bP+G . A new high damage throw with a long throw reach distance that ends in the b direction. The negative point is that if escaped, Wolf is at -8.

(During Change) bP+G . Motion changed.
Side throws (Also the bf or fb versions) . Motion changed.

(Opponent Crouching) dbdbP+K+G . 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

P 13
HCB P 14
D qcf P 14
bP 15
dfP 15
fP 16
DdfP 16
D or dbK 16
bK 16
fK (A1) 17
fK (A2) 17
bK+G 17
dfK 19
bfP+K 20
dfP+K 20

Source: Virtua Fighter 4 Final Tuned Master Guide


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