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VF5FS Wolf Move Analysis

Dec 10, 2014
VF5FS Wolf Move Analysis

  • Top-10 Moves(top)


    1. [P] - Straight Hammer
      Wolf fastest attack. It will create a small advantage on block. The most common way to use this advantage is to use a mid like the Screw Hook ([6][3][2][1][4][P]) or the Arrow Knucle ([3][P]). [P] has also 2 follow ups: [P][P][P] which is an high high special mid string that will knock your opponent down on hit and is safe on guard; and [P][6][P][P] which is high mid mid to catch opponents who like to crouch but is unsafe.
    2. [6][3][2][1][4][P] - Screw Hook
      One of the 2 fastest mid Wolf has. This one is also a special mid and it is only good semicircular covering your back you have. Safe on block, it will give a knock down on a standing opponent only in counter hit otherwise you will be at disadvantage even on hit. It also has a follow up which is high that will connect only in counter hit or only on a crouched opponent (you will hear a specific sound when you hit a crouched opponent guarding). This is the move to go to punish something that leaves your opponent crouching.
    3. [2][P] - Low Hammer
      The standard low punch every character has it's a must for Wolf. Since Wolf doesn't have many strings he cannot pressure the opponent and [2][P] is a move you wish to use to steal your opponent turn. Keep in mind that is safe on block but cannot be spammed.
    4. [9][P][+][K] - Puonding Elbow
      Slow but safe on block this move avoids low hits and grants and hard knock down. After the knock down you can follow up an heavy ground attack ([3][P][+][K]) or a ground throw ([2] or [3][P][+][G]). It also causes an heavy bounce in combos.
    5. [4][P] - Elbow Butt
      Fast high attack that is combo starter and is safe on block. Good for poking at small advantage and for punishing.
    6. [3][K][+][G] - Heavy Middle Kick
      Long range mid kick that is half circular, covering your front. Safe on block and combo starter which leads to high damaging combos. This is your combo n1 when you are looking for high damage. The only drawback is that is slow.
    7. [4][6][P] - Quick Shoulder
      Fast mid long range attack. It's unsafe on block but it's great for punishing whiffed attack from the distance and also has great ring out potential even inside a combo.
    8. [6][2][K] - Low Drop Kick
      Low attack that gives struggle on hit or guard and avoids high hits. It will give an hard knock down only with a recovery counter hit or counter hit. You can also use it as punishment but it's not the best role for this move.
    9. [6][P] - Body Blow
      Good mid punch safe on block. It has 2 follow up: [6][P][P][+][K] which a mid high string, natural combo on normal hit and safe on block (not on whiff) and [6][P][P] which is a mid mid, natural combo only from a counter hit or recovery counter hit and punishable on block.
    10. [6][K] - Knee Lift
      Mid Knee that is combo starter on Counter Hit and it's safe on block. Usefull when you guess your opponent is going to attack from a disadvantage.

    Attacks(top)


    P(top)


    [P]
    It's your basic attack, it's high but leaves you always on advantage (even on block) and it's safe if dodged (you can't be punished). It's also possible to use 2 strings after [P] which are [P][P][P], great for punishing after an evade, since it's a natural combo on the side; and [P][6][P][P] that should punish people who like to duck the first [P], also the second and thirt punch are natural combo if landed on Counter Hit. And last but not least, you can use [P][K] to punish moves that are -12 or -13. you should use this also for moves that are -14 since 14 moves aren't that great for punishment purpose.

    [4][P]
    It's high but it's your first choice when you have to punish a move that is -15. It's safe on block so if people like to stand still and guard it's a good way to poke your opponent, just remember to defend properly if the opponent blocks it.

    [3][P]
    14 frame execution making it the 2nd fastest mid, it's also safe on block making it a good poke to mess around with your opponent, altought there isn't much to do after you land it (you are just +1). You should look for the yellow flash of a CH because that's when things are getting complicated for your opponent (you are +7).

    [6][3][2][1][4][P]
    This is the other 14 exectution mid you have. It has an high follow up [P], but it's not a natural combo in normal or recovery counter hit so go easy before throwing it out, becaue the opponent can duck the high follow up and whiff punish you. It is natural combo on Counter Hit (because the first hit in CH is a launcher), on a crouching opponent, and even if the first hit is guarded low (it's a special mid) the 2nd hit will give you a knock down where you have some strong oki option to play with.

    [6][P]
    One of the strongest mid Wolf has. It's 16 frames exectution but it has some nasty option to play with. First It will give you a crumple if it lands on a staggering opponent (if it lands before they can recover from the stagger of course). It has also 2 follow ups: [P] and [P][+][K].
    [6][P][P] is mostly used as combo ender, and gives a knock down that is really hard to tech roll, if the opponent fails to get up istantly you have a ground attack granted between [3][P] and [3][K]. You may also try to use [3][P][+][K] but there's a chance you will get a CH on your faces since it's not guaranteed on the fastest rising scenario. Also this follow up it's a natural combo on recover counter hit, but for punishment it's largely suggested to use the other follow up.
    [6][P][P][+][K] which is a natural combo that gives us a knock down with nice options on the opponent's wake up.

    [1][P]
    Honestly this move doesn't have an use against a good opponent, the follow up is high and the string [1][P][P] is a natural combo which means you won't get a CH on the 2nd hit to use the hit throw often. The only use that may have this move is to take away 1 drink from Shun since it sobers 1.

    [9][P]
    Another move that isn't really used by skilled Wolf players. It should avoid low hits but [9][P][+][K] does the job better. This move gives you the opportunity to land an hit throw on CH that leads to a +8 scenario.

    K(top)


    [K]
    May be used as punisher, but honestly there are moves that does the same job better. HOwever this move is half circular and need to be dodged on wolf's back. It also has a delayable follow up [K][K] which is half circular in the opposite direction. Not a big deal since both moves are normal highs but it's good to know if your opponent don't expect you to delay the 2nd hit.

    [4][K]
    This move is your anti back dash since it will give a back dash counter hit making your opponent fall on his ass. From here the screw hook ([6][2][4][P][P]) is garanteed, but if your opponent is slow to recover from a stagger you may try something bigger like [4][6][P][+][K] to take much more life.

    [3][K]
    Your fastest mid kick. It's half circular and gives a knock down in Counter Hit. It's safe on block but you can't crouch fuzzy, which means you have to chose how defend properly (or attack from disadvantage).

    [6][2][K]
    Wolf doesn't have many low hits but this one is one of them. A low drop kick that goes under highs. On counter hit or recover counter hit you'll get an hard knock down that gives you guaranteed attacks on the ground. Also on opponents that moves slower from the ground you may even attempt a ground throw. However this doesn't come with some drawback. This is not a pure low, it has it's own weird mechanics. It won't give any damage on normal hit, and on normal hit and on block will give a stagger to your opponent. However this stagger can be recovered really fast and you'll be at disadvantage. Also it's -18 on block which means you'll heavily punished if you're to careless using it. It's pretty much a "go under highs" move.

    P+K(top)


    [P][+][K]
    Wolf's charged move. It's half circular high, but when max charged it becomes medium and removes high guard giving you a guaranteed screw hook. Since it will force your opponent into a staggering situation you have to test his reaction and if he fails to recover fast enough you may always try to get something bigger than the simple Screw hook.

    [3][P][+][K]
    After this your opponent will have some trouble touching you since the moves pushes back really far away. Good for inviting your opponent to whiff an attack and ring him out. Also if the moves connects in counter hit [P][K] is garanteed but be sure to use the forwarding version [6_][P][K] and to be close enough.

    [4][P][+][K]
    High half circular. It's slow and easy to dodge making this move difficult to use. However if you gain a counter hit you may land a combo starter like [3][3][P][+][K] or the simpler [4][P]. It's safe on block (normal fuzzy needed).

    [4][6][P][+][K]
    Mid combo starter really unsafe on block. To use only when you know your opponent is going to do something different than blocking. Learning how and when use this move is one of the key to use Wolf properly. It's also a great wall splat move to use after Push ([4][6][P][+][G] -> [P][+][G]) when your opponent is back to the wall.

    [6][P][+][K]
    Another combo starter, but this time the punishment is lower. Also the move is faster but the damage is obviously lower. The main difference is that you may use this move after Wolf's Push ([4][6][P][+][G] -> [P][+][G]) and it will hit 100% of the time.

    K+G(top)


    [K][+][G]
    The only full circular Wolf has. It's high and slow but it will leaves you even or in advantage when blocked, depending from the distance. When it hits in counter hit you have a guaranteed [6][P][+][G] or better. Just remember that after the move hits the opponent will be side turned and an experienced opponent knows how escape a side throw 100% of the times.

    [4][K][+][G]
    A fast mid kick that is punishable only by throws, and since you can still manage to input a throw escape is not really punishable 100% of the times. There's the chance to go into a neck holding situation with the hit throw variant [4][K][+][G] ! [P][+][G] or to input simply the follow up [4][K][+][G][K]; however this last option is really unsafe so don't use it unless you are sure it's going to land. Also if the first kick goes in the second one is a natural combo.

    [6][K][+][G]
    A mid half circular kick that avoids high when at disadvantage and avoids low when in advantage. When it lands It will give a stagger to your opponent so there's a chance to deal more damage with the guessing game that comes after that. It's a nice tool to keep in mind when you want to steal your opponent's turn.

    [6][6][K][+][G]
    It's a fastish move that's only punishable by throws. It reaches far enough to be a good whiff punisher, but this move really shines when you're looking for a wall splat against light weights since gives you a great wall combo with the highest damage possibile.

    [3][K][+][G]
    Besides what's already written on the top 10 moves, this move is also good when you want to touch your opponent from the distance. It's also a good pusher when your back is facing the edge of the ring giving you the chance to win with a ring out.

    [1][K][+][G]
    At first sight this move seems really good, then you notice it's a high and you think it's pure garbage, but then you realize it's there for a reason: it's a whiff punisher and a reverse nitaku move against heavy weights. Since heavy weights are hard to punish with combos (especially Taka), using this move will give you 90 damage without the need of a combo. If it it's in CH or recovery CH the damage also increases. On second note to use it as whiff punisher you need good reflexes and also to master the crouch fuzzy guard to avoid highs. It's a really good move when someone uses a string that ends high and you duck under it with a crouch dash ([3][3] is faster than just tapping [2]). If you succeed [1][K][+][G] it's a good move to use to inflict a ton of damage to your opponent (especially if they are heavy).

    [8][K][+][G]
    Not really much to say about this move besides it's there to take 2 drinks from Shun. Use it when you finish a round a Shun it's still falling to get him sober faster. There's also the chance to use it in a combo but it's not really reliable since it's works only in a specific stance. It is half circular but it will recover down so you won't get any reward besides the drinks taken away.

    P+K+G(top)


    The only move, besides the Deadly move (see stance section) that use this button's combination is the R.A.W. Just simply press [P][+][K][+][G] and Wolf's will endure a "taunt". However while doing so he will endure any hit that is made by a single limb (one arm or one leg), that doesn't knock you down and that doesn't have any quick follow up to interrupt you. Also hits should be high or medium and not full circular. Once All this requirement are satisfied you'll go into Neck Holder when you endure a punch or elbow categori hit, and Leg Holder while enduring a Kick class hit. From here you have the usual 3 choices forward neutral or backward throw to deal some damage to your opponent.

    Stances(top)


    Deadly Move(top)


    The Deadly Move is a stance that will make run Wolf. To start the stance toward your opponent use the command [6][P][+][K][+][G] and to start the stance away from your opponent use [4][P][+][K][+][G]. To keep running press the direction Wolf's running to, for example, if your opponent is on the right and you want to run toward him, start the Deadly Move with [6][P][+][K][+][G] and hold [6_] as long as you want. While Wolf is running in this stance he has acces to moves he won't have normally. If Wolf keeps running while close to an opponent he will dodge him and keep running until he reach the end of the ring, if the ring is open Wolf will fall out of the ring losing the match, if the ring is closed wolf will turn around and start running in the opposite direction (in this case you should switch the direction to hold).




    Throws(top)


    [P][+][G]
    The standard throw. The only good thing about this throw is that gives us some trick that the opponent has to deal with. Except Jean, Jeffry, Wolf and Taka, everybody can't reach us with a rising attack after this throw. With that in mind we just need to stand still, bait a rising attack and punish with a powerful launcher. The trick works also if the back roll, just do a dash to close the gap.

    [6][P][+][G]
    The fastest throw in the game. Normally throws are 10 frames execution, this one is 9. It may seems nothing but it actually is a big deal. This gives us the chance to get a guaranteed throw attempt to punish moves that usually other characters can't punish. Also after [6][6][P][+][K] close to the wall it become a powerfull wall throw that connect 100% of the time. Throw escape is still there but now your opponent's options are just reduced.

    [4][2][6][P][+][G]
    The Giant Swing. This move is present in 2 version in the game. The normal one and the fastest version. The main difference is the damage and the fastest version also gets a different camera angle. When you throw an opponent toward a wall you may also follow up with some attacks (if it's the fastest version). When your opponent is far away and hits a wall, use [4][6][P] when it's really close use [6][2][K]. You may also use [2][K] if you think [6][2][K] won't reach. Another good thing about the GS is that it throws the opponent far away, so it's a great tool to get a ring out win.

    [8][6][2][4] or [2][6][8][4][P][+][G]
    The F5. This throw is the most damaging throw with back as direction. It's your n2 option when you want to punish something that is -10. It's really important that you get the input in both ways so you can use it to punish ducked moves that recovers too fast for a hit (like a Punch).

    [8][4][2][6] or [2][4][8][6][P][+][G]
    The Burning Hammer. It's the most powerful throw in the entire game since it deals 100 damage. But this comes with a cost: a 16 frames execution. Don't use it to punish something at -10 since attacking is an option for your opponent.
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