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    Wolf by JBloxman

    Version: 5 | Updated: 11/01/97 | Search Guide | Bookmark Guide

    *******    VF3 Wolf FAQ v.882c-eng 2nd pre-alpha test 5th revision    *******
    *******    by Jan Andrew Bloxham <jab@pobox.org.sg> - November '97    *******
    + 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.
    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
         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
         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
         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
         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
         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
         An extremely difficult move to use optimally. If you predict that
           your victim will dodge, there's usually a better option than this
         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
    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
         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
    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
         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-
         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
         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.
         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
         Very fast, surprisingly good reach.
         No guaranteed followup possible. Poor damage. Bad priority. Throw
         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
    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
         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 -
    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
         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 &
         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.
         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
         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
         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.
         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.
         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.
         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
         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
         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
         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
         '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
         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
         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
         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
         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
         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
         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.
    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).
    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
    ----                            -------                 ------          ------
             ---------       -------------
    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
    German Supplex                  P+G                     60            20-120-1
    Body Slam                       d/f+P+G                 50            20-159-1
    Body Slam Wall Throw            d/f+P+G                 50+30=80      103-97-1
    Steiner Screwdriver             d/f, d/f+P+G            80            20-194-1
    Twirl & Hurl                    b, d/b, d, d/f, f+P+G  100       20-220{235}-1
    Arm Grip (or "Wrist Lock Claw") f, d/f, d, d/b, b+P+G   80            145-60-1
    Frankensteiner                  u/f+P+G                 60          1-98-1(73)
    Arm Whip                        f, f+P+G                60         1-111-1(63)
    Catch                           f+P+G                    0              1-0-55
    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
    Tiger Drop                      d/f+P+K+G               70            20-160-1
    Side Supplex                    d+P+K+G                 60              20-90-1
    Sliding Leg Takedown            P+G                     50            15-119-1
    Arm extension                   f, b+P+G or b, f+P+G    60              10-81-1
    Neck Lock and Break             P+K+G                   50+20=70      10-156-1
    German Supplex                  P+G                     80            20-157-1
    Dragon Supplex                  b+P+G                   85            20-150-1
    Frankensteiner                  u/f+P+G                 60          1-98-1(73)
    German Supplex                  P+K+G                   70            20-150-1
    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 Shoulder Ram            running+P+K             20~35           20-3-29
             M               None.
    Elbow Drop                      d/f+P+G                 15              29-2-50
    Jumping Elbow Drop              u+P                     30         39-3-23(72)
    High Jumping Elbow Drop         d, U+P                  40         39-3-23(72) 
    Back Splash                     u+K                     16         32-3-76(61)
    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
    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".
    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.
    Comet Hook.
    Arrow Knuckle.
    Body Blow.
    Short Shoulder.
    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.
    Short Shoulder, running Shoulder.
    Punch, Dropkick.
    + 7 + JARGON +
         Bastard Kage. A kage player who plays like a bastard. I won't
         mention any names here, but it is tempting.
         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
         "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
         Usually refers to a/the computer controlled opponent, but
         occasionally, and more appropiately, it means the... err... the
         machines brain.
         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.
         In VF3 context: The "boss" character you meet at the end of a single
         player game.
         Same as dodging.
         Fair Kage. A noble and almost extinct race.
         Wolf's uf+P+G catch throw. See throw section for more detail.
         Wolf's bf+K+G Front Roll Kick.
         Wolf's df, df+P+G throw. See throw section for more detail.
         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.
         Knock Out.
    MC, MC'ing
         See "Counter".
    Minor Counter
         See "Counter".
         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.
         The person you are playing against.
    Player, Other
         See "Opponent".
         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.
         Ten Foot Toss. Kage's b+P+G throw.
         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.
         See "Opponent".
         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.
    WARNING: Do not read immediately prior to bedtime! May cause severe recurring
    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 :-)
    + 10 + MANTRA +
    Style is nothing. Yomi is everything. Obey your Yomi. (huh?, ed.)
    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.
            For spying for us.
            For good spirit.
            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.
    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

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