*****************************************************************************
*******    VF3 Wolf FAQ v.882c-eng 2nd pre-alpha test 5th revision    *******
*******    by Jan Andrew Bloxham <jab@pobox.org.sg> - November '97    *******
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+++++++++++++++++
+ 0 + CONTENTS: +
+++++++++++++++++

0     Contents
1     Forword
2     Open letter
3     Comprehensive Movelist *
3.1     Body Attacks
3.2     Running Attacks
3.3     Throws
3.4     Reversals
3.5     Ground Attacks
3.6     Turn Towards Attacks
4     Strategy Section
5     Floats
6     Short Movelist
7     Jargon
8     Obituary
9     A Scary Goodnight Story
10    Mantra
11    Acknowledgements
12    Legal and Other Crap
13    Afterword


* OK, so this part is a bit superfluous.



+++++++++++++++
+ 1 + FORWORD +
+++++++++++++++

Eat knees and die, Taka players.



+++++++++++++++++++
+ 2 + OPEN LETTER +
+++++++++++++++++++

Two target audiences for this section:

1) Experienced VF players out there whining about the lack of good FAQ's:

   Well, do something about it then.

2) People with any say in SEGA-Japan or any other body of influence:

   Please consider the fact that there are a substantial number
   of VF-players in the West for whom many things could be done:

   A) Japanese controls are sorely needed on North American machines.
      As one says: "Fourth time's the charm!". Who knows, perhaps VF4
      could become a hit there.
   B) There might actually be a couple players who would dare to contest
      the supremacy of the Tetsujins. T'would be nice if some of them
      visited for one of the tourny's that are held in the West, either
      the privately arranged or one of the more official ones.
   C) If any of the above two items are ever dealt with, you can call
      me Wolfie.



++++++++++++++++++++++++++++++
+ 3 + COMPREHENSIVE MOVELIST +
++++++++++++++++++++++++++++++

Key:

MOVE NAME                               MOVE MOTION             LEVEL
DAMAGE *                                FRAMES **
    General simple description.
    Positive aspects of the move.
    Negative aspects of the move.
    Conclusion, odd details, special comments etc.

*       Wolf's Twirl & Hurl (HCF+P+G) is the universal standard for damage-
        measurement, being 100 points.
**      Initializing execution/hit-detection/recovery, in number of frames
        (there are 60 frames to a second). NB: when a natural canned combo
        is discussed, the frame-stats describe the last move in the combo.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


3.1  BODY ATTACKS * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Low punch (from standing)               d+P                     L
11                                      16-1-14
     Wolf crouches and throws a quick jab.
     Just like in VF2, this move is still a way to avoid being thrown or
       deal with dangerous but slowish attacks launched from point blank
       range.
     Rather inefficient in it's offensive capabilities since it's very
       difficult to follow up with any even remotely guaranteed attack -
       though considerably easier if the lowpunch MC's.
     AM2 sure tampered with the priority of the low punch from how over-
       whelmingly important is was in VF2 to the muchly toned-down role
       it plays in VF3. The reach is much shorter and the move has much
       less priority than it did in VF2; in general it is much less
       useful for stopping attacks than it was in VF2. For Wolf, the
       lowpunch serves mostly to stop quick rushes when you don't want
       to risk a lowkick. On a MC Wolf isn't that far from having a
       guaranteed highthrow; sometimes it's worth a shot.

Low punch (from crouching)              D+P                     L
9                                       10-1-14
     Wolf jabs while crouching.
     Quick and non-committing, Wolf's low punch is a fast low-risk attack
       useful when you feel unsecure about what to do while you're coming
       out of recovering from a move in a crouching position. An
       excellent and classic move to use repeatedly in the situation
       where you find yourself in extreme close quarters with your victim
       and need to do a few points of damage more to get a K.O., though
       less brilliant against a character that can reverse low-punches.
     The short reach of Wolf's low punch renders the move useless except
       at close range. No likely followup.
     The difference between this low punch and the abovementioned one
       speak for themselves: number of frames and amount of damage are
       the only differences; the two low-punches are otherwise identical.
       Since this is a low punch done while crouching, it can be used to
       avoid or rather interrupt low-throw attempts. However, Wolf has
       another option that is often more interesting...

Low kick                                d+K                     L
17                                      16-1-28
     Wolf kicks along the ground in a sliding motion.
     Dodges practically everything, which means that it's almost
       impossible to interrupt, which in turn means that the move in
       effect has extremely good priority. High-throw guaranteed on MC's
       - and that is not a bad thing for someone as adept at throwing as
       Wolf :-). I've found that the period of time that the victim is
       stunned in place after being lowkick-MC'ed is long enough for you
       to actually wait a few frames before you decide on what throw to
       go for. If the victim enters the throw-escape commands for the T&H
       instantly, f.ex., you can just let him do that, and then T&H him
       anyway. You might even gloat a bit, or at least just snicker, when
       he whines that he entered the correct throw-escape for the T&H and
       ahould have gotten out of it.
     Wolf can be low-thrown when the move doesn't connect, and sometimes
       even when it does (but doesn't MC) - quick attacks such as elbows
       have a good chance of connecting as well. I have twice seen Wolf
       get low-thrown immediately after his lowkick MC'ed his oppenent; I
       stillhaven't been able to figure out how this could happen.
     Being a quick low attack that is practically impossible to react to
       or interrupt, and that guarantees a high-throw when it MC's, Wolf's
       low-kick deserves and plays a major role in any respectable Wolf
       player's arsenal of favourite attacks. However, anybody who embarks
       on the journey towards reigning supreme with Wolf must do some
       serious soul-searching in order to find a balance between the use of
       low-kicks and other attacks that he can live with, 'cause it can
       often be very tempting to completely overuse this rather disputably
       honourable attack.

High punch                             P                        H
14                                     12-2-13
     Standard high punch. A whole FAQ could be written about the high
       punch alone (any volunteers? :-)
     Just like all the other characters', Wolf's high punch is one of the
       most basic moves in his arsenal. The high punch has a two main
       purposes: to act as a defensive move (since it fast enough to
       interrupt many other, and more powerful, moves), and for setting
       up another attack or throw.
     Slower than most other characters' high punches (but slightly more
       damaging). In itself, it is less useful for rushing than for most
       other characters (f.ex. Jacky), since the possible built-in
       followups aren't as deadly. But used wisely, and with a good dose
       of conditioning, it can be just as effective.
     In Wolf's case the main followups to his high punch is a buffered-in
       throw, or fast large attack (f.ex. a short shoulder). These two are
       especially strong choices, since the throw works against a standing
       defender, and the shoulder will interrupt anything else (except
       possibly dodges). If Wolf has a good timing advantage (which a high
       punch that connects gives you, esp. if it MC's), it's exceedingly
       difficult for the victim to react to one of the two, and must
       therefore try to predict Wolf. Theoretically, this fact alone
       gives Wolf a good chance of connecting with whatever attack he
       should choose. At slightly beyond throwing distance, combinations
       like High punch - Screw Lariat and High punch - Frankensteiner
       work well against many people, esp. if Wolf's high punch interrupts
       an attack and therefore catches the victim off-balance (mentally
       if not virtual-physically). In short, one can go random on one's
       oppoenent's ass, ensuring that one can win at least occasoinally,
       no matter who one is facing. This is a nice tactic to be able to
       fall back on, when it seems that one's opponent is totally killing
       you. Those who do this a lot seem to prefer calling it by the more
       politically correct term "guessing games".

Dodging high punch                     P+E                      H
14                                     12-2-13
     Wolf dodges and immediately throws a high punch. Faster than
       manually dodging and then punching.
     The dodge ducks under high attacks, but not for long.
     An unfavorable commitment: after a well-timed dodge it's easy to
       throw somebody who's barely whiffed an attack - in which case the
       opportunity is spoiled if one merely minor counter high punches
       them.
     Sure it works occasionally, but a dodge followed by a throw or short
       shoulder [float] and followup is usually to be preferred. But if
       you reckon that a dodge followed by a high punch is the best
       option you have in a given situation, well, then that's what this
       one is for. All in all it's a pretty advanced move that's very
       difficult to use optimally (that's an understatement).

High punch, Kick                       P, K                     HH
14 + 20 = 34                           12-2-25
     A high punch followed by a high kick. Doesn't knock down like it did
       in VF2.0.
     Usually a guaranteed combo.
     No direct followup possible. Leaves Wolf uncomfortably open to a
       counter when it whiffs.
     An innocent fast attack, and usually not Wolf's best option. It
       mostly serves to camouflage your main attack-patterns. Also, when
       your hands are shaking too much to perform complex maneuvers
       because of the sheer excitement of the match, it does comes in
       handy :-). Try using it twice in a row, and see how long it takes
       your opponent to catch on. Then punish him accordingly (hmm, I
       guess that advice can apply to all the moves...). One certain
       style of playing - that doesn't explicitly apply to Wolf - is an
       extensive use of PKG, or a High punch followed by a kick that is
       retracted immediately after it starts. PKG has several purposes:
       it serves to confuse the victim so that he waits a split second
       to see what the PKG'er is doing, and it lets Wolf take a small
       step forward, hopefully putting him, or rather, the victim, within
       throwing range. A throw can be buffered into the recovery of the
       move and will hopefully catch the victim off-guard while he is
       recovering from being hit by the punch or in blockstun (PKG into
       Twirl & Hurl is a classic; Wolf's reach is quite impressive if the
       motion for the T&H is buffered/entered correctly). This is an
       especially strong tactic against somebody who's never encountered
       the technique before, but may make the match a bit more hyper if
       used constantly. Personally, I'm sure it holds a place in the very
       highest levels of play, but it isn't exactly a dominating factor.
       Of course, it also largely depends on the style and proficiency of
       the other player.

High punch (double)                    P, P                     HH
14 + 14 = 28                           9-1-19
     Two standard high punches, one with each arm. Microscopically
       delayable.
     What makes this combo useful is solely the threat of the possible
       following uppercut or elbow. In most cases, if the first punch
       connects, the second one will also.
     The second punch has a surprisingly pathetic reach, which makes the
       combo in itself useless in most situations, incl. floats.
     It's all a question about conditioning. If you condition your victim
       to expect you to continue this canned combo with his two elbows
       (see below), you might be able to do a PP into throw every once in a
       while. At least you will probably retain the initiative because your
       opponent will be expecting the elbow(s). It all depends on your
       skill at predicting and out-guessing your opponent, improvising and
       being innovative - which is what VF3 is all about! In general, I
       don't personally feel that I'm strong enough to use PP as an
       effective attack - the 19 frames of recovery is simply too long.
       I'd prefer using something else that I'm much more comfortable
       with, like f.ex. two single punches in a row. It's still worth
       using now and then though, even if you're not counting on it as a
       actual useful attack - if for nothing else just to vary things a
       bit. That's a general rule that applies to many moves, in fact. It
       takes plenty of practice and experimenting to get used to using a
       move or combination of moves. Eventually one will use it without
       conscious thought: it will become a part of your natural
       flow-chart. Less common moves like Wolf's f, f+K+G fall under this
       category too: it's not a very good move, but having the option of
       using it can't do any harm - on the contrary: it's a welcome
       option in certain situations.

1, 2, Upper                            P, P, P                  HHM
14 + 14 + 24 = 52                      18-2-29
     Two standard high punches, one with each arm, followed by an uppercut.
     The uppercut hits middle, floats on MC's, and has relatively good
       reach. The first punch and the uppercut will connect onto many
       floats (esp. the ones where the victim is out of range for anything
       else having a chance of connecting), pushing the victim quite a bit.
     Slow, has low priority; does too little damage to be worth using very
       often outside of floats. Throw-counterable.
     Personally, I'm not much of an uppercutting fellow. But then, I know
       a Jeffry player or two that make good use of them, so if they can,
       why shouldn't Wolf be able to? Well, there are two reasons:
       A) Jeffry's uppercuts are way better than Wolf's, partly because
          Jeffry's don't telegraph as obviously as Wolf's do, and, as
          opposed to Wolf's, have built-in dodges in the initialisation
          period, and
       B) Wolf might have better options to chose from...

1, 2, Elbow Smash                      P, P, f+P                HHH
14 + 14 + 16 = 44                      12-2-25
     Two standard high punches, one with each arm, followed by a high
       elbow.
     Very fast combo - all but guaranteed if first punch connects.
     The elbow has a very short reach. Whole combo is prone to MC'ing low
       attacks.
     Less of a gamble than 1, 2, Upper, since the optional additional
       elbow (b+P, see below) in effect makes the attack practically
       impossible to counter with a throw. Very hard for the victim to
       interrupt if he has already blocked the first punch.

Combo Elbow Swat                       P, P, f+P, b+P           HHHH
14 + 14 + 16 + 20 = 64                 13-3-31
     Two standard high punches, one with each arm, followed by a high
       elbow, followed by Wolf's Elbow Drop (b+P).
     Very fast combo, yet also comfortably delayable; esp. the last elbow
       (which has great reach) catches many people attempting to counter-
       attack after the first elbow misses.
     The main problem with this series of punches/attacks is that they're
       all high attacks, with the obvious drawbacks that follow
       (reversable, prone to low attacks that are likely to MC).
     The combo is fast enough that it's very difficult to break/interrupt
       with anything but a low attack as long as the victim is forced to
       block the first punch. Use it more against people who like to rush
       with middle and high attacks than against players that are very
       adept at low kick MC - throwing. However, with careful use and
       some skillful varying of the timing of the combo (as well as
       number of punches/elbows), Wolf can sometimes goad his victim into
       low-kicking too early in the mistaken anticipation of Wolf doing
       the full combo, allowing for a low-throw when the attack misses.
       An extra plus is that the last elbow attack is not only delayable,
       but infinitely so.

Combo Elbow, Low Throw                 P, P, f+P, db+P+K+G      HHHLowthrow
14 + 14 + 16 + 70                      20-163-1
     Two standard high punches, one with each arm, followed by a high
       elbow, immediately followed by Wolf's Tiger Drop low throw
       (usually df+P+K+G).
     The low throw comes out very fast, and will catch anybody crouching
       stationary and passive under the elbow. Obviously, it is delayable,
       in a sense (when Wolf recovers fully from the high elbow, the throw
       becomes his normal bd+P+K+G low throw).
     Unfortunately, no VF player with any respect for himself will crouch
       under the high elbow and stay there, since he'd be aware of the
       possibility of the low throw. But if the victim lowpunches a little
       too early, you're nicely positioned for a lightning fast low-throw.
     This possible lowthrow after the elbow usually entices the crouching
       victim to make a decision before the last attack, and in effect
       adds to the likelyhood of the Combo Elbow Swat connecting. If the
       victim gets hit a few times by that he might start getting
       defensive and just blocking high, in which case you can try to
       buffer a throw into the recovery of the first elbow. When that
       doesn't work anymore, start doing Short Shoulders instead. All in
       all Wolf has enough options after PP that it's not a completely
       uninteresting situation, even though it can get kinda tough when
       facing strong players playing quick characters. Btw, I've yet to
       see somebody get hit by the first three, be allowed to crouch, and
       then be low thrown (ie the full "combo" isn't a normal combo -
       hence the missing total in the damage assessment). I don't know if
       the low-throw is escapable and if so, how. Prolly is.

High Kick                              K                        H
30                                     16-2-23
     Standard high kick, just like in the good old VF1 days.
     In itself not a great move, but the possibility of a second high
       kick (see below) practically doubles the usefulness of this rather
       plain attack. Always knocks down, 'cept 'gainst Taka.
     The move is simply bad, at least for a high attack that does so
       relatively little damage. If used for minor countering it's a waste
       - it's only 1 frame faster than the short shoulder, and not much of
       a floating move.
     In VF1 and VF2 Wolf's High Kick was still a just a move that only
       came out when you didn't perform the move you intended correctly.
       In VF3 many characters have had their High Kicks improved, at least
       enough that on can actually use them, albeit some more than others.
       Wolf is among the lucky ones - read on below.

Double High Kick                       K, K                     HH
30 + 20 = 50                           21-2-34
     Two standard high kicks in immediate succession, one with each leg.
     Having the possibility of a second high kick is a great advantage for
       Wolf, sort of like Jacky's optional delayable heelkick after his
       elbow or bitchslap. Throwing Wolf right after his missed first high
       kick becomes extremely difficult due to this fact, since all the
       Wolf player has to do is tap K if he thinks his opponent is going
       for the throw (f.ex. when your opponent successfully evades the
       first kick and thinks he has a free throw). The second built-in
       high kick is likely to connect if the first kick floats.
     Although the second part of this combo has the same sort of effect
       (though not as good) as Jacky's heelkick, the combo in itself is
       no way near as good as Jacky's, mostly due to the first part being
       slowish and hitting high and not a fast middle attack. Wolf can be
       thrown after the second kick is blocked.
     One of those new moves that catches people who have played VF2 for a
       long time but are still unused to VF3 (like Jeffry's triple
       uppercut and double starfleet maneuver). An OK defensive move is
       you're sure your opponent is going to try to throw you, but it's
       not quite good enough to be a combo one should use all too often.
       A strong opponent will be able to punish you quite regularly after
       either the first or second high kick misses. So if you're facing
       such an adversary the short shoulder is usually to be preferred,
       since it's a much stronger move and hits mid-level too. If you are
       sure the first high kick will either connect or be blocked, it is
       in effect a safe attack - providing you feel proficient enough to
       profit on the ensuning guessing games.

Dodging kick                           K+E                      H
30                                     16-2-23
     Wolf dodges and immediately High Kicks. Faster than manually dodging
       and then High Kicking.
     The dodge ducks under high attacks, but not for long.
     An unfavorable commitment: after a well-timed dodge it's easy to
       throw somebody who's barely whiffed an attack - in which case the
       opportunity is spoiled if one merely minor counter High Kicks them.
     Sure it works occasionally, but a dodge followed by a throw or short
       shoulder [float] and followup is usually to be preferred. But if
       you reckon that a dodge followed by a High Kick is the best option
       you have in a given situation, well, then that's what this move is
       for. All in all it's a pretty advanced move that's very difficult
       to use optimally (that's an understatement). The best use of this
       move is probably that the Kick can be cancelled (K+E, G), in effect
       making Wolf dodge as usual with the side bonus of it being
       impossible to throw Wolf in the middle of the dodge. An especially
       curious use of this move is when you find yourself with your back
       turned - G-cancelling the K+E will make Wolf crouch-dodge without
       turning around. Major style points available here, if you can find
       a use for it (if you feel like practicing, pick Lau - he has a TA
       attack and performs the move in the same way).

Sidekick                               d/f+K                    M
28                                     16-2-37
     More of a circular motion now, with the result that the victim is
       kicked slightly off-axis. Confuses the hell out of victims new to
       VF3 'cause it looks more like the VF2 version of his low kick than
       a sidekick.
     Fast (enough); great reach. Knocks down; Wolf can often pick up the
       victim afterwards, but it takes some experience. Tracks somewhat.
       Surprisingly difficult to dodge, and only possible at all if done
       in the right direction.
     Absurdly long recovery time.
     Along with the Grizzly Lariatt, Wolf's sidekick is one of his main
       distance attacks. Depending on who you're facing, you can at times
       get moderately far with just these two moves. Good offensive
       oki-zeme attack, ie performed so that it connects just as the
       victim is getting up from his roll. Served in small doses, Wolf's
       sidekick is a very effective way of keeping your potential victim
       standing and ready to be thrown. They did a good job of giving
       each character a unique sidekick in VF3, and Wolf's is no
       exception. Enjoy.

Dodging sidekick                        d/f+K+E                 M
33                                      16-2-37
     Wolf uses his front leg to kick slightly off-axis (with the animation
       of Wolf's old VF2 sidekick).
     The best thing I can think of about this move is that it avoids
       throw-attempts - which isn't a bad thing at all, except for the
       fact that all other things do too. Will connect against a victim
       standing directly opposite, and very close to, Wolf (ie. not
       dodging).
     An extremely difficult move to use optimally. If you predict that
       your victim will dodge, there's usually a better option than this
       move.
     If you know exactly when your opponent will dodge in a certain
       direction, this is an insanely stylish move to connect with at
       precisely the right distance and time. Even Dural would envy your
       timing.

Drop Kick                              u/f+K                    M
40                                     23-5-29 (76 if it misses)
     After this move, Wolf is down on the ground. Looks very wrestler-
       like, esp. when it connects.
     MUCH better than in VF2, where it was pathetic. Now fast enough to
       use as a minor counter move, though easiest against whiffed
       attacks. Incredible reach.
     Aoi can easily ground throw Wolf when the move whiffs or is blocked
       (so can Wolf & Jeffry in certain situations); small pounce
       possible. It's possible to interrupt the move for a float, but
       hardly on pure reflexes. A little too slow to use against someone
       crouching stationary before you.
     Not a bad option when you're looking for a farreaching midlevel
       attack that doesn't leave Wolf quite vulnerable as when his
       sidekick misses. Wastes a few seconds when it misses - which can be
       both good or bad, depending on the situation. Lucky and/or hardcore
       VF'ers will connect an attack *immediately after* Wolf misses and
       is apparently lying on the ground (it evidently takes a few frames
       for Wolf to settle completely on the ground). Can be utilized as a
       low-risk oki-zeme tactic against low rising attacks - since it
       jumps over them, and a high rising attack will simply knock Wolf
       out of the air, usually not allowing for more than a small pounce,
       if that.

Low Drop                               f, d+K                   L
20                                     16-1-49
     Slightly easier to perform than in VF2, since the computer is more
       forgiving about the timing of the move.
     Better than in VF2, mostly because of the abovementioned fact. Works
       well buffered into the recovery of a more normal high- or midlevel
       attack.
     Does relatively little damage. Terrible recovery time, allowing for
       a throw or big attack when it misses. All in all the reward/risk
       ratio is not too enticing for Wolf.
     One of those moves that oddly enough works against practically
       anybody, just because it's uncommon enough that one doesn't
       recognize it fast enough to react to it. However, my advise is
       that it's better to underuse than overuse this move.

Knee                                   f+K                      M
30                                     15-2-30
     Wolf jumps forward with a knee first. Air combo if it connects.
     Quick to execute, Wwolf's Knee fills an important niche in his
       impressive array of attacks. Only a small float is necessary for
       Wolf to be able to follow up with a shoulder plus pounce.
       Depending on the float, you might even be able to do more. Will
       hit victims getting up from the ground by rolling forward.
     It's short reach forces you to attempt it inside punching range,
       which means there's a good chance of being interrupted if you
       don't try it when you have a timing advantage (ie after blocking
       f.ex.an elbow). IMO, it is throw counterable when blocked, by a
       small but quite noticable margin. I haven't been able to work it
       out; maybe it depends on how far into the motion it is blocked. Go
       for a throw anyway - there's nothing more beautiful than doing a
       knee, having it blocked, then landing and immediately beginning to
       Twirl & Hurl or Arm Grip the hapless victim.
     A good variation of Hoppy-zeme: used just as your victim does a low
       rising attack, Wolf jumps over it and lands in time for an easy
       low-throw. If your supposed victim does a high attack, no throw is
       possible since Wolf is knocked down (as opposed to when Wolf gets
       hit because he's crouching, staggering him and giving the opponent
       a good possibility for a nasty followup). If you vary your timing
       a little, you might connect with the knee right after your victim
       gets up and crouches or attempts some other folly action. Oh, and
       this move alone makes Wolf clearly the favourite when facing Taka:
       a high throw is guaranteed after his Knee connects, in all
       circumstances.

Flying Knee Kick                       f, f+K+G                 M
30                                     23-6-48
     Sort of like an airborne Front Roll Kick; Wolf gets up afterwards.
     Good reach. Might hit somebody attempting to dodge in the wrong
       direction.
     Slow to execute, poor damage for such a risky attack; easily
       interrupted. Throw counterable, although it takes some experience
       to know exactly when to try to throw Wolf. In any case, one can
       just do a big damaging attack instead. Reversable, even.
     I suppose it still has it's very occasional uses, like when your
       opponent has his back turned at quite a distance away (so that he
       has difficulty punishing with a throw), and when there's less than
       a second left and the opponent is too far away for anything else
       having a chance of connecting.

Ballet Kick                            f+K+G                    M
30                                     21-2-37
     Changed a lot from the VF2 version; enough to deserve a name change
       anyway, IMO, although I still refer to it with it's old name, for
       nostalgic reasons. Wolf does a rather long hop forwards while
       executing this move.
     Doesn't dodge anywhere near as many attacks [as in VF2], but it hops
       over some low attacks. Good priority if it's allowed to come out.
     Telegraphs big time; very easy to interrupt if initiated close to
       the victim. Throw-counterable.
     All in all a relatively difficult move to connect with, which also
       makes it stylish when one does. The victim bounces on the ground,
       making it possible for Wolf to follow up with a strained Lowkick
       plus Front Roll Kick (entire combo: f+K+G, d+K, b, f+K+G) 81% of
       he time.

Neck Cut Kick                          K+G                      H
36                                     20-4-37
     Wolf jumps up and scissor-kicks the victim's neck.
     At the right range it's actually a pretty good attack. With proper
       timing and distance it has the ability to interrupt many punch-
       rushes.
     It's not exactly a quick way to do serious damage. Miss, and you
       will be ground-attacked.
     It dodges many attacks, but try to make sure that you will either
       hit with the move or be too early - initiated too late and you'll
       find yourself being float-combo'ed upon. Still excellent for
       wasting 4 seconds or so, which is a great option to have if you
       find yourself having a huge lead in health and can only imagine
       losing by RO or by more damaging attacks than ground attacks. Some
       people don't exactly admire this way of winning, mind you. But
       then, it's nothing compared to some of the techniques I've seen
       employed by Bastard Kage players.

Front Roll Kick (FRK)                  b, f+K+G                 M
30                                     34-3-28
     Wolf rolls over forwards, using his falling legs to attack the
       opponent.
     Quite unique move, this. Can be used as a ground attack; even tracks
       a little if the victim tries to get up.
     Very slow to execute, making it difficult to use as anything but a
       ground attack. Far from impossible though: good possibilities
       include as an attack to punish a whiffed rising attack (easiest if
       it's a low one) and when your opponent is approaching from quite a
       distance. Punishment possible when it misses and opponent is
       standing barely out of range: Aoi has an easy time ground throwing
       Wolf. Wolf and Jeffry can too, although it's slightly harder, esp.
       when it's blocked - all characters can do a small pounce, at least.
       Except, perhaps, Taka.
     Because of the moves' ability to hit victims while they're on the
       ground, this has now become a very common move for Wolf to use,
       often replacing the small pounce, since the damage  is the same
       and the reach is longer.

Level Back Chop                        P+K                      H
24                                     21-2-26
     Shifting a little towards the opponent's back, Wolf sends a big
       horizontal one-handed chop.
     Can connect when the opponent dodges. The attack is too slow for
       Wolf to be able to use for with that intention in mind, though,
       unless he possesses exceptional mind-persuasion skills.
     Slow. Wolf is very vulnerable both before and after the attack.
     Still sucks big time, just like it did in VF2 (b+P in that version).
       Could somebody please tell me why this move is there, when it
       still sucks so much? My theory is that it acts as a punishment for
       when you mess up the short shoulder commands. I've found two
       hardcore uses fore this move: it'll catch a victim that dodges
       *after* you press P+K, and it can work as a minor counter to whiffed
       rising sweeps (even though it hits high).

Grizzly Lariat                         d/f+P+K                  L
20                                     18-4-33
     Getting down on one knee, Wolf lariats the opponent's ankles.
     Very fast, and with very long range. Since it's a circular motion,
       it's virtually impossible to dodge (this makes it a good attack
       against somebody standing with their back turned as well). One of
       the moves that can knock down a victim as he/she rolls towards you
       while getting up.
     Lowthrow-counterable.
     One of Wolf's best new additions to VF3. Effective as oki-zeme
       against somebody rolling to the side just as or after they finish
       rolling. Difficult for the victim to react to in time, but far
       from impossible. Usually more effective when used as part of a
       combo-string instead of a stand-alone attack, f.ex. in the middle
       of some quick high attacks. If Wolf could do this move from
       crouching, he'd be much stronger.

Tomahawk Flash                         f+P+K                    H
20                                     15-3-23
     A one armed chop attack. Will occasionally force the opponent into
       crouching position when it connects.
     Fast, for it's good reach. -1 Drinking Point against Shun.
     Reversable, inashiable. Absolutely no direct followup possible -
       a lowthrow is an option, but would prolly require some heavy
       conditioning with shoulders first. But hey, anything's possible.
     I'd advise against using this odd attack, except for show. The only
       time I ever use it is when I'm facing a (drunk) Shun player and
       the round is already decided by one of us having too large a lead
       in health for anything to change the outcome. Like Wolf's P+K, my
       theory is that it acts mainly as a punishment for when you mess up
       the short shoulder commands.

Arrow Knuckle                          d+P+K                    M
20                                     13-2-30
     Wolf does a hook in a downwards-travelling direction. Will
       occasionally force the opponent into crouching position when it
       connects.
     Very fast, surprisingly good reach.
     No guaranteed followup possible. Poor damage. Bad priority. Throw
       counterable.
     Acts well for harassing your opponent; also provides a small timing
       advantage when it connects, almost forcing your victim to guess
       whether you are going to do a Short Shoulder or throw. Can be used
       to set up some moderately interesting mindgames, but the move
       itself is not good enough for it to be worth going for this all
       too often.

Short Range Shoulder                   b, f+P+K                 M
30                                     17-4-30
     From a low posture, Wolf releases a short range shoulder ram.
     A serious candidate for the "Attack with the Best Priority in VF3"
       prize. Will interrupt everything except in freak occurrences.
       Floats when it connects; size of float varies. Good floats
       possible; easy to do close to 100 points of damage (incl. pounce),
       but practically impossible to do more. If you're going for pure
       distance, PPP is a safe and good option - the first punch and
       uppercut will connect, pushing the victim a good distance and
       giving Wolf ample time to position himself however he wishes
       compared to his downed opponent, distance-wise.
     Throw counterable. Interestingly enough, this move is difficult to
       counter with a striking attack.
     Without a doubt Wolf's most important addition since VF2. Largely
       useful in a lot of situations. A nice move to fall back on when
       you feel pressed, since no rush in the world can completely
       nullify it. Together with the standard lowkick- and PKG-throw
       "combo" you should capable of stopping any character from rushing
       you very far.

Attack Lariat                          f+P+E                    H
40                                     24-16-31
     Wolf's VF2  f, f+P attack.  Will knock down a standing defender.
     Has good reach and very large hit-detection period. Even more of a
       striking attack (as opposed to a throw) now than in VF2, in the same
       style as Kage's catapult kick.
     Telegraphs big time.
     Anybody with any experience in playing Wolf will immediately
       recognize this attack and punish you after ducking it. So, in
       order to get it to work you need to condition your victim into
       standing and holding guard. Against strong players this is a very
       difficult thing to do for this move, since it has a very long
       initiation period (too long in my experience). Still, you can use
       it when you have an easy guaranteed throw and you know that the
       last thing your victim will do is crouch. All in all a rather
       uncommon move to see in high-level play, along the same line as
       Wolf's f, f+K+G. (although I guess it's all a matter of style).

Tomahawk Chop                          u/f+P                    H
15                                     18-2-17
     Wolf does a small jump into the air, raises both hands, and attacks
       with pathetic force.
     -1 Drinking Point on Shun. Avoids some low attacks, but won't, apart
       from a few exceptions, hit the opponent when he does the low
       attack, so what's the point?
     Absurdly small damage for such a crazy attack. Wolf is airborne
       during the attack, so even a punch that interrupts Wolf will allow
       for a float, and stronger attacks will result in a large float.
     Wolf's only hit 'n throw move - after it connects, you might go for
       f+P+G. The timing's difficult, though, and the throw is in no
       situations guaranteed. Hardly worth the risk in any situation.
       Very stylish against things like Akira's lowkick, tho' - esp. if
       you get the followup throw out as well.

Tomahawk Chop-Throw                    u/f+P, f+P+G             High-Frontal-Ca
tch
15 + 60 = 75                           1-0-86
     After the Tomahawk Chop connects, Wolf takes a quick step forward,
       locks his hands around the victim's neck, turns around, and flips
       them over his shoulder.
     Pretty fast throw, but no ground attack guaranteed afterwards.
     As mentioned above, the Chop is kinda risky.
     Exceedingly difficult to get the throw in. Some say it requires an
       MC to work, some say it's guaranteed when the Tomahawk Chop minor
       counters, and some say the opponent must freeze and not do a thing
       while you enter the commands. I say I'll look into it for an
       eventual update for this FAQ.

Shoulder Ram                           b, f+P                   N/A
20~70                                  19-5-35
     Hits non-defending victims.
     Wolf topples over on the other side when victim crouches while
       holding G, but contrary to in VF2, Wolf does not get up and is
       thereby saved any severe punishment. Pick-up all but guaranteed
       when this moves knocks down a victim facing Wolf. Can do severe
       damage, esp. if it interrupts a big move for a MC bonus. One of
       those moves in life where deep and hard is the best way, no matter
       what they say.
     Throw-counterable or worse when it doesn't knock down. Doesn't track
       opponent.
     This move deserves to be recognized as one of Wolf's ways of doing
       serious damage. A good use for it is when you have a guaranteed
       throw, and your opponent is likely to attempt some sort
       throw-escape. It's a high damage move and conditioner in one.
       Be careful against Taka, though; he is even harder to knock down,
       with the result that Taka ends up being the one with the guaranteed
       throw. Fair enough, but there's no reason to play fair, is there
       (after all, Wolf is one of "The Knights Who Say 'Knee' ").

Reverse Sledgehammer                   D, d/f, f+P              M
30                                     14-3-39
     Wolf swings his arms upwards from a crouching position, sorta like a
       when hitting a volleyball at midsection height (ok, so perhaps
       he's overdoing it a little).
     Very fast. Good priority. OK reach.
     Throw-counterable. Must be done from crouching.
     Beats many aggressive actions; esp. at the beginning of a round and
       similar situations. Produces uncommon animation of victim falling
       backwards when it connects, but apart from that there's no bonus
       to connecting with this move. Makes for very little reason to use
       it, since the short shoulder's payoff upon connection is much
       greater, doesn't have to be executed from crouching and the risk
       (being throw-countered) is the same. Three frames' worth of
       reason, to be exact.

Comet Hook                             d/b+P                    M
19                                     12-1-27
     The closest Wolf will ever get to having an elbow
       (an elbow attack... duh).
     Fast. Staggers crouchers. Not throw-counterable!!
     Poor damage, no guaranteed followup in any situation what so ever,
       though it comes close [to having a guaranteed followup] if the
       victim is staggering up against a wall.
     Does "Odd Damage" (19 points - how do they come up with this, one
       wonders?). Against less experienced players it's not that difficult
       to get a T&H after the stagger, but against hardcore opponents some
       serious conditioning is usually required. However, I've been
       enjoying considerable success with a plain Body Slam throw as a
       followup after the move staggering the victim. Being one of the
       extremely few moves Wolf has that isn't throw-counterable, this
       comes very much in handy when your opponent is trying to catch up
       on a large lead in energy by throwing you (either straightforwardly
       or as a counter to one of Wolf's many throw-counterable moves). A
       good round-ender when the victim has little energy left, even when
       used repetitively. Try not to whiff it, though. It has good
       harassment value, and works well when mixed up with the more
       efficient other very fast attacks like the infamous PKG-throw and
       likewise lowkick-MC-throw. If your victim consequently starts
       being cautious and passive after blocking the Comet Hook you can
       start catching them things like the Frankensteiner (u/f+P+G) or
       Grizzly Lariatt (d/f+P+K) - both work well even if they are wimpish
       enough to try to back away.

Elbow Drop                             b+P                      H
20                                     13-3-31
     Wolf leans forward while changing stance and attacks with an elbow
       towards the victim's face.
     Very fast, very good reach.
     Throw-counterable (*sigh*). Poor damage.
     A good move to have as a natural part of your attacks, ie only if
       you don't have to use it with very much conscious thought. It's
       two pluses make it the only move that'll connect when your
       opponent is open at a small distance away, f.ex. when Kage whiffs
       a heelkick not too far from you. Unfortunately, the poor damage
       this attacks does provides plenty of reason to underuse this move,
       since it's often more rewarding to concentrate on getting high
       damaging attacks like a shoulder or throw. Still, don't forget
       that the more you vary your attacks, the harder it is for your
       opponent to pinpoint exactly what is killing him.

Sonic Upper                           d/f+P                     M
24                                    14[18]-2-25[29]
     Must be done from standing. What's with that name, anyway?
     Floats on MC's, with a shoulder and pounce/FRK practically guaranteed.
     Throw-counterable. Bad priority.
     Some Wolf players have developed a style where the uppercut plays a
       significant role in their arsenal of harassment moves. For me, it
       is simple not good enough a move to use very often. It is slightly
       too slow, has too short reach, does too little damage, and due to
       the long recovery of the move it leaves Wolf too open for
       retaliation when it doesn't hit and gives Wolf less of a timing
       advantage than his high punch would when it does. The positive
       aspect of the move (floats on MC's) is unfortunately nullified by
       the negative aspect (bad priority) - it's pretty hard to MC anyone
       with it.

Vertical Upper                         D/F+P                    M
22                                     14-2-23
     Much like Wolf's Sonic Upper, but starts off from crouching.
     Floats on MC's, with a shoulder and pounce practically guaranteed.
     Throw-counterable. Bad priority.
       Slightly more useful than the other uppercut, since it has a
       surprisingly long range for a move that's done from crouching;
       't'might hit victims not expecting anything much except perhaps a
       lowkick or shoulder. However, in order for them to have the chance
       to think this, you might have to sit and crouch a bit, preferrably
       rather passively. All in all another of Wolf's rather bad moves.

Screw Lariat (single)                  f, d/f, d, d/b, b+P      M
20                                     12-2-31
     Wolf punches while he spins around 360 degrees, building up momentum
       for his optional second canned-combo punch (Wolf seems to believe
       he's still in the wrestling ring, where such silly stunts belong).
     Staggers crouchers, even faster than a punch, although since it
       takes longer to perform the motions for this move than most
       others, buffering the motions into the recovery of another move in
       order to take advantage of this isn't a bad idea.
     Long recovery, throw-counterable. However...
     The optional second P that foils many attempts at counterattacking
       Wolf makes it possible to occasionally do just one Screw Lariat
       and get away with it, plus even occasionally freezes the opponent
       for a split second allowing for a comfortably buffered favourite
       throw of choice.

Screw Lariat (double)                  f, d/f, d, d/b, b+P, P   MH
20 + 20 = 40                           23-2-25
     Wolf punches while he spins around 360, adding momentum for another
       hook punch, this time hitting at high level.
     Second punch guaranteed if the first hits the victim (usually on
       MC's and when he's caught crouching).
     After missing this attack Wolf can only hope to not be punished. Hard.
     Plenty of conditioning possibilities here: if your opponent tends to
       attack after the first hit, a second P might catch him, if he waits
       just long enough to see you won't add the second punch, any quick
       attack like f.ex. a knee works wonders, and as mentioned above a
       throw will nail anybody too scared to do anything after blocking
       the first punch. Against hardcore opponents it can be difficult to
       get positive results using the Screw Lariat, but occasionally you
       do get to do things like (single) Screw Lariat [blocked], Twirl &
       Hurl, rejoice (f, d/f, d, d/b, b+P - b, d/b, d, d/f, f+P+G -
       u+both_arms).

Body Blow                              f+P                      M
14                                     15-2-24
     Wolf thows an underhand punch to the body.
     Good reach, relatively fast. Optional second built-in Blow possible.
     Bad priority, throw counterable. No likely followup upon normal hit.
     The throw-counterable part is almost dismissable, since one can just
       press P for the Dragonfish Blow and hit the throw-attempting
       opponent. This makes the move worth adding to one's list of
       harassment moves, along with the Comet Hook and ofcourse High
       Punch. The attack's good reach makes it most useful at medium to
       long-range distances, as well as in floats.

Body Blow, Dragonfish Blow             f+P, P                   MM
14 + 20 = 34                           18-2-37
     After the body blow, Wolf does a high hook in a downwards travelling
       direction.
     Guaranteed if the Body Blow MC's. Delayable. Not too good priority,
       but Wolf does dodge slightly in the initialisation phase, which
       helps a little.
     Easily throw-counterable. Due to the fact that the victim usually
       bounces along the ground when the move connects and that Wolf's
       recovery is so long, it's virtually impossible to followup with
       any ground attack.
     It can be bad for one's health to get too passive when standing
       within Wolf's throwing distance; unfortunately most people
       recognize this fact, but at least this makes the Dragonfish Blow
       actually connect quite often after the Body Blow is blocked.



3.2  RUNNING ATTACKS  * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Running Shoulder Ram                   running+P+K              M
20~35                                  20-3-29
     Wolf bends over while running and rams his opponent with his head &
       shoulders..
     Usually knocks down, good priority. Prolly the best running attack
       in the game, along with Kage's slide and Taka's ram . Wolf topples
       over on the other side when victim crouches while holding G, but
       fortunately Wolf does not get up immediately on the other side and
       is thereby saved any severe punishment. Can do good damage, esp.
       if it interrupts a big move for a MC bonus. Another one of those
       moves in life where deep and hard is the best way, no matter what
       they say. A pickup after connection is all but guaranteed (as long
       as the victim is lying face up, feet towards).
     Not good for Wolf when dodged or blocked.
     The attack is in effect nicely delayable; when Wolf comes running in,
       an early ram will catch the victim if he tries to interrupt Wolf,
       and a later one will catch the victim deeply when he throws an
       attack out of fear of being thrown. Which is naturally also a good
       option, but then many things are in this situation. Makes for some
       interesting guessing games, with plenty of conditioning available.



3.3  THROWS * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

German Supplex                         P+G                      H
60                                     20-120-1
     Wolf lifts his victim up over his head in a head-down vertical
       position and falls down backwards with him. Standard P+G throw.
     Decent damage for a P+G throw.
     Opponent has a guaranteed backthrow when he escapes this one.
     It's usally not too good an idea to use this throw a lot on purpose,
       if you can avoid it. However, if your opponent knows this, perhaps
       he won't enter the escape commands for it too often.

Body Slam                              d/f+P+G                  H
50                                     20-159-1
     Wolf slams his victim into the ground, back first. Rather
       pro-wrestler like.
     Wolf's safest throw that's quick to input the commnds for. Drop Elbow
       ground attack guaranteed, pick-up or pounce possible if the victim
       is too dismayed to struggle much.
     Wolf finds himself on the ground after the victim escapes, with the
       victim having the guaranteed ground attack (not pounce).
     The throw's command-direction (down-forward) is unfortunately shared
       by another one of Wolf's throws, giving the victim even more
       incentive to try to escape the throw.

Body Slam Wall Throw                   d/f+P+G                  H
50 + 30 = 80                           103-97-1
     Wolf slams the victim's back against the wall, then into the ground.
       Victim's back must be against the wall.
     Good damage. Since it's a wall-throw it cannot be escaped.
     Not too often one gets to do a wall-throw, but it happens (by far
       the most common way is after the victim is Twirl & Hurled into the
       wall and ground thrown (picked up)).
     Rather nice throw, on the whole. The victim's don't think so, though,
       I've noticed... strange.

Steiner Screwdriver                    d/f, d/f+P+G             H
80                                     20-194-1
     Wolf lifts his victim up like in his usual P+G throw, but then lets
       him drop head first into the ground right in front of him instead.
       Ouch.
     Good damage, guaranteed pickup or ground attack (not pounce).
     Opponent has a guaranteed backthrow when he escapes this one.
     One of Wolf's best throws, and therefore one that that the victims
       often try to escape from. That Wolf's Body Slam throw also is
       escaped by entering df+P+G makes it even more likely for them to
       go for it. Still, the damage and guaranteed pickup makes this one
       of Wolf's main throws of choice.

Twirl & Hurl                           b, d/b, d, d/f, f+P+G    H
100                                    20-220{235}-1
     The classic T&H, just like the goode ol' VF1 days. Wolf's swings his
       victim about by his legs for 2 turns and tosses them quite far
       behind him.
     Great damage, great R.O. potential, guaranteed pickup or ground
       attack. Takes a while for newbies to catch on and start entering
       the correct throw-escape commands in time.
     The only bad thing about this throw is that it is so good; victims
       will often try to escape it out of fear of being R.O.'ed or K.O'ed.
     Depending on the compition you're facing, and their choice of
       throw-escapes (or lack thereof), you might be able to get away
       with T&H'ing your victim every chance you get a throw, or you
       might practically never be allowed to. However, if your victim
       insists on always going for the T&H escape, it means your other
       throws are guaranteed to be carried through, so don't fret too
       much about it. Neutral position when escaped.

Arm Grip (or "Wrist Lock Claw")        f, d/f, d, d/b, b+P+G    H
80                                     145-60-1
     Wolf grabs the victim's wrist; then he hurls him to the opposite
       side. Similar to the move in professional wrestling where the
       wrestler throws his adversary to the ropes. Victim lands in a
       face-down feet-towards position.
     Good damage. Decent distance - and the victim is tossed in almost
       the opposite direction of the T&H too, giving Wolf even more R.O.
       potential. Although most semi-decent VF3 players have the T&H
       throw-escape down pat, very few have gotten used to entering the
       throw-escape commands for this one (although it does obviously
       take some skillful predicting on the opponents' side, since the
       T&H and Ghostbuster are both arguably better throws).
     No ground attack possible.
     Another of Wolf's best throws. Try running towards the the victim
       after the throw - if the victim rolls towards you, a running
       shoulder ram will connect nicely. Just be sure to not do the
       attack unless he does roll towards you, and to be prepared for any
       rising attack. I have been able to hit a victim rolling away from
       me after the throw, but it's a one-in-a-million shot, and not
       worth the risk. Neutral position when escaped.

Frankensteiner                         u/f+P+G                  H
60                                     1-98-1(73)
     Catch Throw. This catch throw will be successful if during any part
       of the throws' execution time, Wolf makes contact with the standing
       opponent. Thus if Wolf is behind the opponent, he can still attempt
       the Frankensteiner; he will be successful if he contacts the back
       of the opponent's head.
     Fast throw, good reach, not escapable, reverses players' position,
       allowing for some sudden R.O.'s.
     Can be interrupted by any attack that connects on Wolf's body. Unlike
       normal throws it has a considerable initialisation phase.
     This move usually works against single punches. If you play a Wolf
       that's very mobile, you should be succesful relatively often with
       this throw. Obviously it depends muchly on the style, skill and
       reflexes of the other player, how often you attempt the throw, and
       the amount of [mental] energy you spend conditioning him into the
       state of passive submission this catch throw is so well designed
       for dealing with. The fact that this catch throw works form behind
       the opponent as well is very cute, but hardly useful.

Arm Whip                               f, f+P+G                 H
60                                     1-111-1(63)
     Catch Throw. Wolf dashes toward the opponent, grabs his arm, and
       tosses him down.
     Good reach, useful for R.O.'ing the passive victim. Not escapable
       (if you have a guaranteed Arm Whip-minor counter, f.ex. after Jerky
       whiffs his kickflip, and you start the throw in time).
     Very slow, interuptable by anything, incl. high throws.
     This throw is so slow and interuptable that it it's extremely
       difficult to catch the victim with it, even for minor countering.

Catch                                  f+P+G                    H
0                                      1-0-55
     The start of something good. After the catch, immediately input the
       command for the next part of the multi-throw.
     If you manage to get a hold of the victim, odds are you're gonna do
       some damage.
     The catch is slow and interuptable by anything, incl. high throws.
     If the victim guesses correctly about what next motion you go for,
       he will knock Wolf's arms off him or kick his leg, or both, in
       order to get free. He will [get free], but fortunately enough Wolf
       has a guaranteed high throw in this situation. Not for many frames,
       though, mind you, but enough for a seasoned Wolf player to choose
       and use whatever high throw he desires. Hardcore players know this,
       and go for an escape, so against such you have to other stylish
       options: G-cancelling a high kick while the victim's high throw
       escape attempt whiffs and then throwing him, or just shoulder
       ramming him. Ofcourse, hardcore players are aware of this too,
       and since lesser skilled opponents are per definition random in
       their spasmic playing, it all comes down to a guessing game. But
       it does feel nice when the victim knocks you out of a catch, only
       to find himself being R.O.'ed by an Arm Grip throw. Whether you
       use catch throws in your game is up to you, but IMO it is just
       slightly too bad to be worth using very often at all. But 'tis
       good for style.

Push                                   d/f+P+G   (Combos after the Catch)
0                                      10-72-1
     Wolf pushes the opponent so that his front faces Wolf. Continue as
       you please.
     Sets the victim up for Nasty Guessing Game (tm).
     Doesn't guarantee any damage.
     Your best options after this push include a Shoulder Ram that'll hit
       unless the victim really knows how to struggle, a dash in and
       throw that'll work unless the victim immediately attacks (there
       is no time for him to react to what you're doing, if you buffer
       the motions well enough) and ofcourse Fransteiner, Grizzly
       Lariatt, lowkick (in hope of MC'ing).

Thunderfire Powerbomb                  P+G       (Combos after the Catch)
20 + 40 = 60                           20-220-1
     Holding the opponent's hips, Wolf drops his neck down to meet his
       knee.
     Easy to enter commands for.
     Does little damage.
     The more options you have of doing damage after the catch, the better.

Quick Supplex                          d/b+P+G   (Combos after the Catch)
60                                     10-1-113
     Wolf tosses the victim over his shoulder.
     One of the fastest way of doing damage after the catch. Victim ends
       up lying behind Wolf.
     Does little damage. Little oki-zeme possible after this throw.
     The more options you have of doing damage after the catch, the better.

Front Supplex                          b+P+G     (Combos after the Catch)
60                                     20-91-1
     Wolf tosses the victim backwards over his head.
     One of the fastest way of doing damage after the catch. Victim ends
       up lying behind Wolf.
     Does little damage. Little oki-zeme possible after this throw.
     The more options you have of doing damage after the catch, the better.

Change                                 f+P+G     (Combos after the Catch)
0                                      1-49-1
     The start of something better. Wolf turns the opponent around on the
       back.
     Sets up possibilities of doing more damage with the following throw.
     Don't forget that Wolf has a guaranteed throw if his victim guesses
       correctly what followup Wolf does after the catch. However, after
       the Change, Wolf has no way of being sure of doing damage, since a
       succesful escape on the victim's part won't result in a free-throw
       situation for Wolf.
     It's a question of how much you want to gamble.

German Supplex                         P+G       (Combos after the Change)
70                                     1-142-1
     Wolf tosses his victim backwards over his head.
     Better damage.
     Escapable.
     The more options you have of doing damage after the catch, the better.
       And this is not the worst.

Push                                   f+P+G     (Combos after the Change)
0                                      40-1-100
     Wolf pushes the opponent so that his back faces Wolf. Continue as
       you please.
     Shoulder Ram guaranteed after the Push.
     Escapable.
     If you feel like it, you can try to run up and throw the victim.

Tiger Supplex                          b+P+G     (Combos after the Change)
70                                     1-160-1
     Wolf does a Tiger Supplex. Aren't you glad I'm here to clarify
       things for you?
     Pickup guaranteed.
     Escapable.
     Another one rides the bus.

Calf Grinding                          d/f+P+G   (Combos after the Change)
70                                     1-117-1
     Wolf launches over his victim, toppling him or her and grinding his
       or her face into the ground.
     Looks painful.
     Escapable. Wolf ends up on the other side of the victim, so odds are
       he'll be the one closest to the edge.
     One can R.O. the victim with this if one is very close to the edge
       when one starts the throw. Kinda risky.

Double Arm Supplex                     d/b+P+K+G                L
70                                     20-163-1
     Wolf lifts the crouching opponent up by his arms and swings him over
       to land behind Wolf.
     Good damage. Pickup or Elbow Drop guaranteed.
     Like the T&H, the only bad aspect about this lowthrow is that it's
       the best [lowthrow], with the result that sane players will often
       attempt to escape it.
     It feels as if one needs to be a smidgen closer in order to use this
       throw than the Tiger Drop, but I'm pretty sure it's not true. The
       explanation is probably that one can hold the df direction for a
       couple frames before pressing the buttons, thereby inching slightly
       closer to the victim (and when one does the bd lowthrow, one inches
       away). One cute thing worth remembering is that the victim ends up
       behind Wolf whether he escapes the throw or not. Can be useful when
       Wolf's back is towards the edge and you're looking for an easy R.O.

Tiger Drop                             d/f+P+K+G                L
70                                     20-160-1
     Wolf lifts the victim up by the arms like in the Double Arm Supplex,
       but then front supplexes him, sorta like the Ghostbuster high throw.
     Decent damage.
     Some people are so used to escaping Jeff's df lowthrow that they have
       a tendency to go for that escape, even though they're playing Wolf.
       Just punish them with the Double Arm Supplex. No followup possible.
     The more lowthrows Wolf can do, the better the chance of them not
       being escaped.

Side Supplex                           d+P+K+G                  L
60                                     20-90-1
     Wolf bends over and wraps his arms around the victims torso and
       quickly spins them over and slams them on the ground behind him.
     Elbow drop guaranteed, pickup possible if victim doesn't struggle
       well. Fastest lowthrow.
     Does 10 points less damage than the other throws, but with the
       guaranteed Elbow Drop, things are still fine.
     The more lowthrows Wolf can do, the better the chance of them not
       being escaped.

Sliding Leg Takedown                   P+G                      H Side Throw
50                                     15-119-1
     Wolf drops to the floor while slipping his legs between the victim's
       and takes him down with a savage twist of his legs.
     Pretty quick throw. The victim lands a small distance away in the
       direction he was facing - this helps when you dodge an attack
       close to the edge of the ring and want to sidethrow the victim out
       of it.
     The least damaging throw Wolf has.
     Nothing special about this throw.

Arm extension                          f, b+P+G or b, f+P+G     H Side Throw
60                                     10-81-1
     Wolf wraps his arm underneath the victim's and tosses him over his
       shoulder.
     Fast throw, better damage than standard sidethrow.
     Takes longer to perform than the other sidethrow. Doesn't throw the
       victim very far.
     The motions for this throw are unique, so it shows deliberate
       consideration of the situation on Wolf's side when he uses this
       throw on a victim, which in turn makes it ekstra stylish when used.

Neck Lock and Break                    P+K+G                    L Side Throw
50 + 20 = 70                           10-156-1
     Wolf kinda sits on his victim, grabs a hold of his arm, rolls over,
       places his foot against the victim's neck while still holding the
       arm, and yanks the arm while snapping the neck.
     Good damage, very stylish.
     Ekstremely difficult to use, since the required situation is so
       unique.
     The easiest way to set up this throw is when you have a guaranteed
       lowthrow: dodge just as the victim enters the escape motions for
       one of Wolf's normal lowthrows. The victim's lowthrow-escape-attempt
       will result in a lowpunch, and hopefully you'll find yourself in a
       position where pressing P+K+G will produce a lowthrow. Note: this
       doesn't work against Wolf, Jeff or Aoi since the resulting action
       won't be a lowpunch, but rather a lowthrow attempt. A way to take
       advantage of this is ofcourse just to stand in front of them and
       T&H them in the middle of their whiffed lowthrow attempt, perhaps
       KG'ing just in case (to avoid a high throw). Shun will take a
       drink, allowing for a nice juicy Shoulder Ram.

German Supplex                         P+G                      H Back Throw
80                                     20-157-1
     Wolf hooks his arms around the victim's waist and supplexes him.
     Good damage. Pickup possible if the victim doesn't struggle well.
     Wolf has nothing to be ashamed of here. Go bug Akira instead.
     Too bad Wolf doesn't have the option of pinning his victim in place,
       making the victim have to struggle faster than Wolf to get out of
       the lock. T'would have been very pro. wrestler-like. And fun.

Dragon Supplex                         b+P+G                    H Back Throw
85                                     20-150-1
     Wolf hooks his arms ander the victim's arms and supplexes him. Looks
       almost exactly like The German Supplex backthrow.
     Good damage. Pickup possible if the victim doesn't struggle well.
     Wolf has nothing to be ashamed of here. Go bug Akira instead.
     Wolf is rewarded with 7 frames of execution time and a 5 point damage
       bonus for the added b direction in the commands. Yay.

German Supplex                         P+K+G                    L Back Throw
70                                     20-150-1
     Much like the P+G back throw: Wolf hooks his arms around the victim's
       waist and supplexes him.
     Good damage. Pickup all but guaranteed.
     Not often you get the chance to do a low back throw. The situation
       that usually allows for one is after Kage's bb+K+G TA sweep misses
       you.
     Would have been nice if they'd designed a whole new throw here.

Double Claw aka "Pickup"               d+P+G    Ground Throw (victim face up)
0                                      1-109-1(80)
     When the opponent is on the ground, Wolf grabs him and pulls him up
       for further punishment.
     Often useful for adding distance to a succesful knockdown, plus gives
       the opportunity for doing heavy damage fast, at the expense of the
       damage given by a normal ground attack.
     Risky when one's timing is off - opponent often has time to do a
       rising attack or worse if one fails to Pickup him.
     The Pickup quickly became a classic move after VF3 came out, and
       still is. It is quite a nice option to have - useful in situations
       when one needs to do some major damage fast. There are about as
       many good followups to the Pickup as there are moves in Wolf's
       arsenal. Shoulders, throws (incl. catch throws), PKG into throw or
       other attack, lowkicking in hope of  MC'ing or other attacks such
       as Grizzly Lariats and Sidekicks are all good options. But mostly,
       advantageous Pickuping depends on the Yomi skills of the two
       combatents. Well, except for in version 3.0 (read the "Scary
       Goodnight Story" down below..)

Double Claw aka "Pickup"               d+P+G  Ground Throw (victim face down)
0                                      1-120-1(80)
     When the opponent is on the ground, Wolf grabs him and pulls him up
       for further punishment.
     Due to the difficult in succesfully picking up a victim who's lying
       face down, this move is reserved mostly for show. Use it.
     A wee bit too hard to get to use. Easiest when one the victim is
       lying sideways in front of you. Like after dodging a close-range
       Dropkick.
     'Nuff said.


3.4  REVERSALS  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Dragon Screw                           d/b+P+K           (Sidekick Reverse)
30                                     15-85-1
     Wolf grabs the victim's attacking leg and spins it (and the rest of
       the victim - would be kinda messy otherwise) in a full circle, with
       the victim ending up lying on the ground.
     Looks good. I've always felt that Wolf's sidekick-reversal is a
       little easier to use on pure reflex than any other reversals. It
       seems possible to actually block a move for a couple frames and
       then reverse it anyway, albeit only against attacks slow in
       recovery such as Jeffry's Big Boot and Lion's sidekick... although
       maybe it's just a feeling I have.
     Requires either extremely good reflexes or good skills in predicting
       the opponent, preferably a good dose of both. Leaves Wolf open to
       any attack that isn't reversable, meaning that it hurts to be wrong
       about what your opponent will attack with. The CPU will throw you
       every time you miss a reversal at close range, but that's harder
       for humans to do.
     Despite the description of "Sidekick Reverse" this move can be used
       to reverse a lot of different attacks: all the characters' various
       sidekicks of course, but also other ones like Jeffry's Big Boot
       (ff+K), Kage's last kick in his PPEK combo, Jacky's sidekick in
       his PK combo (PK at close range) and even other kinda surprising
       moves like Lion's u+K!! Just like most reversals, anticipation is
       the key to successfully using this move.

Captured                               b+P+K             (High Kick Reverse)
40                                     20-125-1
     Wolf grabs the victim's attacking leg, spins him over upsidedown,
       then front supplexes him.
     A very stylish move to use successfully - it can be hard to predict
       a highkick since they aren't very common (albeit way more common
       than in VF2). There are a few cases where it's possible to use on
       reflex, but the timing's difficult. F.ex. against the second kick
       in somebody's KK combo, Taka's huge b+K attack, and if you have
       the guts, Kage's uf+K+G.
     Requires either extremely good reflexes or good skills in predicting
       the opponent, preferably a good dose of both. Throw-counterable;
       Wolf will eat any attack that isn't reversable. The CPU will throw
       you every time you miss a reversal at close range, but that's
       slightly harder for humans to do. Wolf takes 5 pts of damage too
       (can make for some cute K.O.'s).
     Despite the description of "High Kick Reverse" this move can be used
       to reverse a lot of different attacksall the characters' various
       highkicks ofcourse, but also many other one-legged attacks such as
       heelkicks, puntkicks etc. Even works against moves like Wolf's
       Ballet Kick (f+K+G), Some of Jacky's d/b+KKKKK's and others. Just
       like most reversals, anticipation is the key to successfully using
       this move.

Between Wolf's two reversals he can reverse 90% of any kicks, only excluding
some spinning kicks and special attacks such as Kage's Corkscrew. However,
since Wolf is hurt when he is incorrect about which attack the opponent will
use, and that the timing is always tricky (esp for high kicks), one can
safely say that reversals are definitely not one of his strong sides. But
they sure come in handy from time to time. Plus, they often cause a cheer
when used successfully, esp. the highkick reversal.



3.5  GROUND ATTACKS * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Elbow Drop                             d/f+P+G                  Ground Attack
15                                     29-2-50
     Wolf falls onto his opponent with his weight on his upper arm. Very
       pro.-wrestler-like.
     The fastest ground attack he has, this is often the only option he
       has that'll connect before the opponent has time to roll to the
       side.
     Leaves Wolf open to retaliation when it misses (by being too late).
     Standard ground attack. Wolf can sometimes be punished surprisingly
       severely when he misses this attack, so watch it with this one.

Jumping Elbow Drop                     u+P                      Ground Attack
30                                     39-3-23(72)
     Wolf leaps high into the air and falls down onto the opponent with
       all his weight, using his back/torso to do the damage.
     Will automatically track to5wards the victim, no positioning is
       necessary (Wolf can even be facing the opposite way). Wolf ends up
       on the ground when he misses, which is usually to be preferred to
       the vulnerable situation most other characters find themselves in
       when they miss a pounce.
     Not the greatest reach. Wolf will usually eat a low rising sweep if
       he is a little too late in pouncing.
     The amount of damage doable and distance coverable depends on the
       ungulation; done uphill the pounce will cause less damage and have
       a shorter range; downhill, more and longer. Unlike other cha's
       like Jacky, Wolf will sometimes find himself very close to the
       victim after he gets up from the attack, forcing him into a
       high-risk oki-zeme situation. This is rarely a reason to avoid
       pouncing whenever possible though; the uniqueness about Wolf's
       pounce (that he stays on the ground when he misses) also supports
       this reasoning.

High Jumping Elbow Drop                d, U+P                   Ground Attack
40                                     39-3-23(72)
     Wolf leaps high into the air and falls down onto the opponent with
       all his weight, using his back/torso to do the damage.
     Will automatically track towards the victim, no positioning is
       necessary (Wolf can even be facing the opposite way). Wolf ends up
       on the ground when he misses, which is usually to be preferred to
       the vulnerable situation most other characters find themselves in
       when they miss a pounce.
     Not the greatest reach, but slightly farther than the low pounce.
       Wolf will usually eat a low rising sweep if he is a little too
       late in pouncing.
     The amount of damage doable and distance coverable depends on the
       ungulation; done uphill the pounce will cause less damage and have
       a shorter range; downhill, more and longer. Unlike other cha's like
       Jacky, Wolf will sometimes find himself very close to the victim
       after he gets up from the attack, forcing him into a high-risk
       oki-zeme situation. This is rarely a reason to avoid pouncing
       whenever possible though; the uniqueness about Wolf's pounce (that
       he stays on the ground when he misses) also supports this reasoning.

Back Splash                            u+K                      Ground Attack
16                                     32-3-76(61)
     Wolf does a small somersault and lands on the opponent with his back.
       Causes special animation of getting up, tentatively nicknamed
       "Wolf's Bad Back", when it misses.
     Has longer reach than the Elbow Drop and is faster than a regular
       pounce.
     Leaves Wolf open for easy punishment when it misses due to the
       special animation that causes. Does in no way track the victim
       (Wolf does the move in the exact direction he is facing), so it's
       usually a good idea to tap G in order to align oneself with the
       victim lying on the ground before Back Splashing him or her.
     Pushes the victim along the ground if it connects before they've
       fully settled on the ground.


3.6  TURN TOWARDS ATTACKS * * * * * * * * * * * * * * * * * * * * * * * * * *

Since Wolf has practically zero attacks that put him in a facing-away
position, and the only throws that do so leave the opponent a guaranteed
backthrow, you probably won't be spending too much of your time using turn
towards attacks. However, some of the other dopey characters do roll around
on the ground in confusion, so it does occasionally become relevant what
options are available.

TT punch                               P                        H
12                                     11-1-21
     Wolf turns towards his opponent with a standard high punch.
     Can be used as the first punch in any one of his normal punch-combos.
     Hits high.
     Not much to say about this move. 'Tis simply a TT punch.

TT punch                               D+P                      H
12                                     14-2-25
     Wolf turns towards his opponent with a standard high punch.
     Can be used as the first punch in any one of his normal punch-combos.
     Hits high. 3 frames slower than when executed from standing.
     Not much to say about this move. 'Tis simply a TT punch.
        
TT kick                                K                        H
36                                     14-3-26
     Wolf turns towards his opponent with a standard high kick.
     Can oddly enough not be used as the first kick in his KK combo,
       even though it looks like it. Pretty good damage.
     Hits high.
     Not much to say about this move. 'Tis simply a TT kick.

TT Single Hammer                       d+P                      M
30                                     15-3-23
     Wolf turns towards his opponent with an attack sorta resembling his
       Dragonfish Blow.
     Good reach. Knocks down.
     Bad priority, throw-counterable.
     It's good aspects make this move worth considering, but unfortunately
       the bad ones are pretty serious - enough so to make this more of a
       stylish than useful move. But on the other hand: hey, if it works,
       it works!

TT Low Drop Kick                       d+K                      L
36                                     16-2-33
     Wolf does his Low Drop attack from a face-away position. Looks like
       this move was initially meant for this position in mind; apparrently
       they decided to give it him from facing towards as well.
     Knocks down, Wolf dodges high attacks while performing the move. Does
       pretty good damage; curiously enough 80% more than Wolf's standard
       [facing towards] Low Drop.
     Terrible recovery time, allowing for a throw or big attack when it
       misses.
     Usually Wolf's best option for a TT attack.

TT Low Drop Kick                       D+K                      L
36                                     17-1-39
     Wolf does his Low Drop attack from a face-away, crouching position.
     Knocks down, Wolf dodges high attacks while performing the move. Does
       pretty good damage; curiously enough 80% more than Wolf's standard
       [facing towards] Low Drop.
     Terrible recovery time, allowing for a throw or big attack when it
       misses.
     Obviously the same move as the above one, apart from the frame stats
       - Wolf pay a small price for being allowed to do it from crouching.

Besides these TT attacks, there are a few other options for when you find
yourself with your back turned:

Run Away                               F+E                      n/a
0                                      11-0-0
     Wolf runs away from his opponent.
     Avoids any attack or throw attempt aimed at his back, if initiated
       in time.
     Watch out for the edge of the ring. If the opponent immediately
       starts running after you, you might find that the situation hasn't
       improved at all.
     Can be kinda comical if you run from one end of the stage all the
       way to the other side, esp. if it's a large stage and the opponent
       stays at the other end. You might yell sometihng like "Run away!
       Run away!" in homage to Monty Python, even.

TT Evade                               E                        n/a
0                                      15-0-0
     Wolf ducks, dodges/evades, and turns to face his opponent.
     The dodge will evade most liniar attacks aimed at Wolf.
     Any throw attempted within throwing range is likely to succeed,
       though it might be a normal high throw and not a back throw that
       comes out.
     If your opponent predicts that you'll do a TT Evade and steps up to
       throw you, you'll have to be lucky to escape unscathed. If you
       predict that your opponent will try to throw you, and you want to
       do something more fancy than a TT attack, see below...

Backwards G-cancelled-K-Evade          K+E, G                   n/a
0                                      12-1_to_4-0
     Wolf semi-crouch-dodges without turning around.
     If you hold down after pressing G, Wolf will continue to crouch,
       thus avoiding any high throw attempt, be they backthrows or
       otherwise.
     Wolf is still turned away upon the move's completion.
     We are talking about an absurd one in a million chance or so of
       actually timing this right, and then gaining by it. In my dreams
       I see myself dodging something like Kage's Catapult Kick with my
       back turned using this move, and then stepping up and back throwing
       him. You can practice the K+E, G facing towards as well, btw.

++++++++++++++++++++++++
+ 4 + STRATEGY SECTION +
++++++++++++++++++++++++

Play well.

Have fun.

Backdash as much as you want to, see if it helps you (that's a comment
meant for those people that think machi, and backdashing, is cheap).



+++++++++++++++++++++++++++
+ 5 + COMPRESSED MOVELIST +
+++++++++++++++++++++++++++

I couldn't for the life of me work out a way to arrange all the columns so
they fitted into one screen in a .txt file


Move                            Command                 Damage          Frames
         Hit level       Reversable by
----                            -------                 ------          ------
         ---------       -------------

BODY ATTACKS
Low punch (from standing)       d+P                     11              16-1-14
         L               Akira, Aoi
Low punch (from crouching)      D+P                     9               10-1-14
         L               Akira, Aoi
Low kick                        d+K                     17              16-1-28
         L               Akira, Aoi
High punch                      P                       14              12-2-13
         H               Akira, Aoi, Pai, Kage
Dodging high punch              P+E                     14              12-2-13
         H               Akira, Aoi, Pai, Kage
High punch, Kick                P, K                    14+20=34        12-2-25
         HH              Akira, Aoi, Pai, Wolf
High punch (double)             P, P                    14+14=28        9-1-19
         HH              Akira, Aoi, Pai, Kage
1, 2, Upper                     P, P, P                 14+14+24=52     18-2-29
         HHM             Akira, Aoi, Pai, Kage
1, 2, Elbow Smash               P, P, f+P               14+14+16=44     12-2-25
         HHH             Akira, Aoi, Pai, Kage
Combo Elbow Swat                P, P, f+P, b+P          14+14+16+20=64  13-3-31
         HHHH            Akira, Aoi, Pai, Kage
Combo Elbow, Low Throw          P, P, f+P, d/b+P+K+G    14+14+16+70   20-163-1
          HHH       Lowthrow     Escapable by all.
High Kick                       K                       30              16-2-23
         H               Akira, Aoi, Pai, Wolf
Double High Kick                K, K                    30+20=50        21-2-34
         H               Akira, Aoi, Pai, Wolf
Dodging kick                    K+E                     30              16-2-23
         H               Akira, Aoi, Pai, Wolf
Sidekick                        d/f+K                   28              16-2-37
         M               Akira, Aoi, Pai, Wolf
Dodging sidekick                d/f+K+E                 33              16-2-37
         M               Akira, Aoi, Pai, Wolf
Drop Kick                       u/f+K                   40        23-5-29 (76)
         M               None.
Low Drop                        f, d+K                  20              16-1-49
         L               Akira, Aoi.
Knee                            f+K                     30              15-2-30
         M               Akira, Aoi, Pai.
Flying Knee Kick                f, f+K+G                30              23-6-48
         M               None.
Ballet Kick                     f+K+G                   30              21-2-37
         M               Akira, Aoi, Pai, Wolf
Neck Cut Kick                   K+G                     36              20-4-37
         H               None.
Front Roll Kick                 b, f+K+G                30              34-3-28
         M & ground      None.
Level Back Chop                 P+K                     24              21-2-26
         H               Akira, Aoi, Pai, Kage
Grizzly Lariat                  d/f+P+K                 20              18-4-33
         L               Akira, Aoi
Tomahawk Flash                  f+P+K                   20              15-3-23
         H               Akira, Aoi, Pai, Kage
Arrow Knuckle                   d+P+K                   20              13-2-30
         M               Akira, Aoi, Pai, Kage
Short Range Shoulder            b, f+P+K                30              17-4-30
         M               None.
Attack Lariat                   f+P+E                   40            24-16-31
         H               None.
Tomahawk Chop                   u/f+P                   15              18-2-17
         H               Akira, Aoi, Pai, Kage
Tomahawk Chop-Throw             u/f+P, f+P+G            15+60=75        1-0-86
         Highthrow       Escapable by none.
Shoulder Ram                    b, f+P                  20~70           19-5-35
         Non-defenders   None.
Reverse Sledgehammer            D, df, f+P              30              14-3-39
         M               ?
Comet Hook                      d/b+P                   19              12-1-27
         M               Akira, Aoi, Pai
Elbow Drop                      b+P                     20              13-3-31
         H               Akira, Aoi, Pai, Kage
Sonic Upper                     d/f+P                   24     14[18]-2-25[29]
         M               Akira, Aoi, Pai, Kage
Vertical Upper                  D/F+P                   22              14-2-23
         M               Akira, Aoi, Pai, Kage
Screw Lariat (single)           f, fd, d, db, b+P       20              12-2-31
         M               Akira, Aoi, Pai, Kage
Screw Lariat (double)           f, fd, d, db, b+PP      20+20=40        23-2-25
         MH              Akira, Aoi, Pai, Kage
Body Blow                       f+P                     14              15-2-24
         M               Akira, Aoi, Pai, Kage
Body Blow, Dragonfish Blow      f+P, P                  14+20=34        18-2-37
         MM              Akira, Aoi, Pai, Kage

THROWS
German Supplex                  P+G                     60            20-120-1
         High-Frontal
Body Slam                       d/f+P+G                 50            20-159-1
         High-Frontal
Body Slam Wall Throw            d/f+P+G                 50+30=80      103-97-1
         High-Frontal-Towards_Wall
Steiner Screwdriver             d/f, d/f+P+G            80            20-194-1
         High-Frontal
Twirl & Hurl                    b, d/b, d, d/f, f+P+G  100       20-220{235}-1
         High-Frontal
Arm Grip (or "Wrist Lock Claw") f, d/f, d, d/b, b+P+G   80            145-60-1
         High-Frontal
Frankensteiner                  u/f+P+G                 60          1-98-1(73)
         High-Frontal-Catch
Arm Whip                        f, f+P+G                60         1-111-1(63)
         High-Frontal-Catch
Catch                           f+P+G                    0              1-0-55
         High-Frontal-Catch
Push                            d/f+P+G                  0              10-72-1
         (Combos after the Catch)
Thunderfire Powerbomb           P+G                     40+20=60      20-220-1
         (Combos after the Catch)
Quick Supplex                   d/b+P+G                 60            10-1-113
         (Combos after the Catch)
Front Supplex                   b+P+G                   60              20-91-1
         (Combos after the Catch)
Change                          f+P+G                    0              1-49-1
         (Combos after the Catch)
German Supplex                  P+G                     70              1-142-1
         (Combos after the Change)
Push                            f+P+G                    0            40-1-100
         (Combos after the Change)
Tiger Supplex                   b+P+G                   70              1-160-1
         (Combos after the Change)
Calf Grinding                   d/f+P+G                 70              1-117-1
         (Combos after the Change)
Double Arm Supplex              d/b+P+K+G               70            20-163-1
         Low-Frontal
Tiger Drop                      d/f+P+K+G               70            20-160-1
         Low-Frontal
Side Supplex                    d+P+K+G                 60              20-90-1
         Low-Frontal
Sliding Leg Takedown            P+G                     50            15-119-1
        High-Side
Arm extension                   f, b+P+G or b, f+P+G    60              10-81-1
         High-Side
Neck Lock and Break             P+K+G                   50+20=70      10-156-1
         Low-Side
German Supplex                  P+G                     80            20-157-1
        High-Back
Dragon Supplex                  b+P+G                   85            20-150-1
        High-Back
Frankensteiner                  u/f+P+G                 60          1-98-1(73)
        High-Back-Catch
German Supplex                  P+K+G                   70            20-150-1
        Low-Back
Double Claw aka "Pickup"        d+P+G                    0         1-109-1(80)
      Ground Throw (victim face up)
Double Claw aka "Pickup"        d+P+G                    0         1-120-1(80)
      Ground Throw (victim face down)

RUNNING ATTACKS
Running Shoulder Ram            running+P+K             20~35           20-3-29
         M               None.

GROUND ATTACKS
Elbow Drop                      d/f+P+G                 15              29-2-50
         Ground
Jumping Elbow Drop              u+P                     30         39-3-23(72)
     Ground
High Jumping Elbow Drop         d, U+P                  40         39-3-23(72) 
     Ground
Back Splash                     u+K                     16         32-3-76(61)
     Ground

TURN TOWARDS ATTACKS
TT punch (from standing)        P                       12              11-1-21
         H               Akira, Aoi, Pai, Kage
TT punch (from crouching)       D+P                     12              14-2-25
         H               Akira, Aoi, Pai, Kage
TT kick                         K                       36              14-3-26
         H               Akira, Aoi, Pai, Wolf
TT Single Hammer                d+P                     30              15-3-23
         M               Akira, Aoi, Pai, Kage
TT Low Drop Kick from standing  d+K                     36              16-2-33
         L               Akira, Aoi
TT Low Drop Kick from crouching D+K                     36              17-1-39
         L               Akira, Aoi

REVERSALS
Dragon Screw                    d/b+P+K                 30              15-85-1
         Sidekick Reversal
Captured                        b+P+K                   40            20-125-1 
         High Kick Reversal



++++++++++++++
+ 6 + FLOATS +
++++++++++++++

Unfortunately Wolf is not a great floater, in the sense that when he does
float there aren't very many options worth considering. There are four main
things that influence the size of the float: ungulation, the weight of the
floatee, what position he was in when the attack connected, and whether he
was MC'ed or not. A passive crouching Jeff will float the least, f.ex.,
while a short shoulder that MC's Sarah in the middle of some kind of jump
will result in a huge float.

I've tried to jot down Wolf's most useful float "combos". What produced the
float is irrelevent, though odds are it's a short shoulder or knee. Most
floats will allow for a ground attack of some sort, incl. possibly a ground
throw, but enough things to do with this vary that I thought it best to
avoid mentioning all the possiblities. Just for fun I'll just wirte the
names of the moves: that way you might have to try to learn them all. You
can then call them out as you are playing, like a true professional
wrestling fan...:
        "Dropkick!! ... WHAM!"
        "Sonic Upper leading to Elbow Drop"
        "oooh, a Body Slam-Wall Slam combo"
        "MC Knee, Punch, Punch, Upper, Back Splash ULTRAAA COMBOOOOO".
        etc

Here they are, in relative difficulty from the easiest to the hardest. You
could undoubtably make up some more of your own. Depressingly, the most
damaging and easiest ones to connects with are the most boring, f.ex [Float,]
Short Shoulder, Large Pounce.

Try to imagine all the moves mentioned below in this context:

[Float], *move*, optional ground attack.


Lowpunch.
Lowkick.
Comet Hook.
Punch.
Arrow Knuckle.
Body Blow.
Knee.
Short Shoulder.
PPUpper.
Low drop.
Grizzly Lariat.
Lowpunch, Short Shoulder.
Lowpunch, Knee.
Body Blow, Dragonfish Blow.
Short Shoulder, Low Kick.
Punch, Low Kick.
Punch, Comet Hook.
Punch, Low Punch.
Punch, Body Blow.
Punch, Arrow Knuckle.
Punch, Punch.
Punch, Low Drop.
Punch, Grizzly Lariat.
Punch, Sidekick.
Punch, Body Blow, Dragonfish Blow.
Short Shoulder, Short Shoulder.
1, 2, Elbow Smash.
Combo Elbow Swat.
Knee, Shoulder.
Shoulder Ram.
Dropkick.
Short Shoulder, running Shoulder.
Punch, Dropkick.



++++++++++++++
+ 7 + JARGON +
++++++++++++++

BK
     Bastard Kage. A kage player who plays like a bastard. I won't
     mention any names here, but it is tempting.
Buffer
     To execute the motions for a move while one's character is recovering
     from something (attack, dodge, stun/stagger etc), thereby shaving
     precious frames off the time one's character is passive while you
     enter the commands. Typically throws [that require more than one
     input], f.ex. T&H, but also moves like shoulders and Wolf's Screw
     Lariat.
Counter
     "Countering" in vf means punishing an attacking opponent; there are
     two types of countering: when one hits somebody in the initialisation
     or hit-detection phase of a move they are making, it is refered to as
     a Major Counter. This affects two things: the damage of the move
     doing the MC'ing is multiplied by 1.5, and the victim is either
     knocked down with a larger float than usual or stunned in place for
     an extra long time (f.ex., if Wolf's lowkick MC's, he has a
     guaranteed highthrow). When the attack hits the victim in his
     recovery phase, it is referred to as Minor Countering. This is far
     less severe than an MC, but is still rewarded with a damage
     multiplier of 1.25. When an attack is said to be throw-counterable,
     it means the other player will have the opportunity of a free throw
     after blocking the attack. Countering is not to be confused with
     reversing.
CPU
     Usually refers to a/the computer controlled opponent, but
     occasionally, and more appropiately, it means the... err... the
     machines brain.
Dodge
     New to VF3, the standard dodge is executed by pressing E or d+E.
     There are many variations to this aspect of VF3; I suggest you check
     the Dodge FAQ for more info if you feel like it. Some moves are said
     to be "dodging" moves, not because the character moves sideways, but
     because the he contorts himself in such a way while he is perfoming
     the move that it becomes [more] difficult to hit him.
Dural
     In VF3 context: The "boss" character you meet at the end of a single
     player game.
E'ing
     Same as dodging.
FK
     Fair Kage. A noble and almost extinct race.
Frankensteiner
     Wolf's uf+P+G catch throw. See throw section for more detail.
FRK
     Wolf's bf+K+G Front Roll Kick.
Ghostbuster
     Wolf's df, df+P+G throw. See throw section for more detail.
Hoppy-Zeme
     A variation of Oki-Zeme, Hoppy-Zeme is, as the name implies, Oki-Zeme
     with hopping involved, usually over a low rising sweep, but also
     f.ex. landing under a high rising attack with a sweep like the ones
     Lau and Shun can do. Mentioned under the "Knee" section of the
     comprehensive movelist.
K.O.
     Knock Out.
MC, MC'ing
     See "Counter".
Minor Counter
     See "Counter".
Oki-Zeme
     The art of taking advantage of the situation when one's opponent is
     attempting to get up after being knocked down, be it by attacking
     him as he is rolling, punishing a missed rising attack or simply
     utilizing the initiative one has after he gets up.
Opponent
     The person you are playing against.
Player, Other
     See "Opponent".
Priority
     In VF, all attacks have a certain priority, depending on the nature
     of the move. Sorta a fuzzy subject, since it (the "priority")
     depends on a lot of different things, f.ex. the strength of the
     attack and whether the attacker dodges while performing the move etc.
     But in general it's just a measure of how it *feels*. I'm kinda bad
     at explaining this, but let me give an example: Wolf's Knee attack
     feels as if it has better priority than his high kick, even though
     their frame stats are almost identical. Some of the moves in the
     game with the highest priority are f.ex. Akira's and Lau's Double
     Palm and Akira's and Wolf's Short Shoulder - they don't get
     interupted as often as most other moves.
TFT
     Ten Foot Toss. Kage's b+P+G throw.
T&H
     Twirl & Hurl. By most people considered Wolf's main throw, and by
     many the main throw of the game - simply because it is arguably the
     best throw (damage-wise, distance-wise, followup-wise, and last and
     least one-of-the-hardest-throws-to-escape-wise). And 'cause off it's
     class, ofcourse. TFT'ers go home.
Victim
     See "Opponent".
Yoda
     Rules.
Yomi
     Sorry, only for the initiated.

++++++++++++++++
+ 8 + OBITUARY +
++++++++++++++++


I bet you skipped right down to this part, eh sicko? Well, sorry to
dissapoint you, but:

No electronis pets were in any way harmed or neglected during the making
of this FAQ.



+++++++++++++++++++++++++++++++
+ 9 + A SCARY GOODNIGHT STORY +
+++++++++++++++++++++++++++++++


WARNING: Do not read immediately prior to bedtime! May cause severe recurring
nightmares!

I had the pleasure of playing on the first version of VF3 that came out for
several months, before they upgraded it.

Wolf was very much stronger in that version; enough so for me to be convinced
that he was the strongest character. Here are a few examples of how he was
stronger than he is in the current version most people in the West are
currently playing on:

1) Wolf's ground throw allowed for a free throw of choice, although some
   were, because of the nature of the motions required, easier to use than
   others (Ghostbuster was easier than Arm Grip, f.ex.).
2) Wolf had a practically *guaranteed* sidekick (+ a following guaranteed
   ground throw) after his ground throw, unless the victim knew exactly how
   to avoid it: tap G a few times and then hold it just as the sidekick is
   about to hit - there was no other way to avoiding getting hit by the
   sidekick, no matter how well you struggled with the joystick and P, K
   and/or E.
3) The ground throw was in general very easy to follow up with after
   practically every knockdown, and it recovered easily fast enough to avoid
   any retaliation if one were to miss it. Knee, lowpunch, short shoulder,
   ground throw was a practically guaranteed "combo", one just had to connect
   with the knee.
4) Besides having the guaranteed throw and nasty sidekick trick after a Pickup,
   Wolf could ofcourse still do anything from short shoulders (which *would*
   catch a dodging victim) and frankensteiners, to grizzly lariats and MC'ing
   lowkicks-into-throws, or even the more advanced techinique of a
   G-cancelled high kick or crouchdash to avoid getting thrown when the
   victim desperately enters a throw-escape, into a throw. Hell, because of
   all these options, one could often just sit back, laugh a evil cackling
   laughter, and punish the panicking victim as he ran screaming around the
   ring. All in all a devestating array of options applicable to a situation
   that occured way more often than it does in the newer versions of VF3. And
   since a ground throw was guaranteed after the Twirl & Hurl, the
   Ghostbuster, the sidekick and the short shoulder, it meant that Wolf had an
   excellent chance of K.O.- or R.O.'ing his victim after just one ground
   throw. Talk about comebackability.
5) Wolf's Front Roll Kick was considerably faster, and *always* pushed the
   victim along the ground - there was no special animation of landing on
   top of the victim.

...and last but not least:

6) I was the only one playing Wolf in my area :-)

A-WOOOOOOOOOO!!


+++++++++++++++
+ 10 + MANTRA +
+++++++++++++++

Style is nothing. Yomi is everything. Obey your Yomi. (huh?, ed.)



+++++++++++++++++++++++++
+ 11 + ACKNOWLEDGEMENTS +
+++++++++++++++++++++++++

Kudos for this helping out with this FAQ, be it in one way, another, several,
or none, go to:

Jirawat Uttayaya aka "Peaking Duck"
        For translating the original move-list immediately after the game
        surfaced. Without his efforts I would have had a much harder time
        finding all the moves new to Wolf in VF3. This being only one of an
        astounding amount of contributions Jirawat has done for the VF'ing
        community of the years, I would like extend my heartfelt thanks to
        him on the behalf of everybody who has taken for granted that
        someone did the work he has done. Thank you, Peaking Duck; I hope
        you never lose your interest in the game, so that we can keep
        enjoying the high-quality information you are constantly making
        available to the general public in the West. Sincerely.

All (yes, this list is complete!!) the danish VF3 players:
----------------------------------------------------------

Lars Holst Sorensen aka "Lars"
        For playing well enough to withstand anything I can throw at him,
        and developing the strongest Lau techniques I have seen to date,
        forcing me to constantly search for new ways of playing Wolf in
        order to get a decisive edge. The quest goes on...
Ki Nam Kwon
        For showing me that it's not only the classical strongest characters
        (can anybody say "Jerky"?) that seem overpowered at times; it's just
        a matter of... skill? *gasp*
Wiqas Butt aka "The Mighty Butt"
        for continuosly discovering - and using - loads of crazy stuff that,
        over time, has helped me to remain unfazed when weird things happen
        during a game of VF3.
Thomas "Dooble-Palm"
        For showing what predictability can do to a vf'er.
Saaby "DalaWuss" (yes, that's two S's, NOT Z's ;-)
        For playing interesting characters.
Soren
        For spying for us.
Tobias
        For good spirit.
Gorm
        For never giving up.
3 young brats
        For comic relief.

And a few others, just for the hell of it:
------------------------------------------

Derrick Lynch
        For actually organizing something major. Encore!
#vfhome regulars (you know who you are)
        For idling whenever I try to get a discussion started, ensuring that
        I don't waste *too* much time hanging around on IRC. But Myke had
        a few good suggestions/corrections, and CrewNYC liked the FAQ enough
        to post it at http://www.liii.com/~animenet/html/411.htm.
London and Californian vf'ers
        For providing ample resistance. Too bad resistance is futile. :-)
All the Victims and Scrubs (R.I.P.)
        For letting me practice and perfect my techniques on them.
        Notice the lack of a smiley.



+++++++++++++++++++++++++++++
+ 12 + LEGAL AND OTHER CRAP +
+++++++++++++++++++++++++++++

If you wanna include this in any publication of any kind in any form
whatsoever, you gotta ask me for permission first. This includes WWW sites.

Private distribution among VF'ers is not only allowed, I both encourage and
appreciate it. Just please try to tag my email addy on it <jab@pobox.org.sg>,
so people have a chance to mail me critisism.

Mail concerning anything to do with this FAQ is always read, but I don't
promise to reply. Much.



++++++++++++++++++
+ 13 + AFTERWORD +
++++++++++++++++++

It's been... an experience.. jotting this down on and off during most of '97.
Should've finished it, like, waaaaay long ago, but I can't help playing the
game instead of just typing out a FAQ.

And no, I am not gonna write a Pai FAQ.



- Jan Andrew Bloxham aka Luke Skywalker, Copenhagen 26th Oktober 1997