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The best thing Wolf has going for him in this event is his amazing mobility, and the ease in which he can obtain and use items, which really helps out the fact that Wolf has lackluster KOing power in this event; none of Wolf's attacks have very high base knockback (outside that elusive sweetspot on his up smash), so opponents will have to approach 50% and beyond before Wolf can reliably KO them without items. The lone exception to this is his up throw, which can potentially OHKO, however it's not a guaranteed OHKO on almost all characters at ground level (and with its shitty knockback scaling, it doesn't really KO much sooner than Wolf's main KO moves unless you're on the platforms), and with Wolf's shitty grabbing reach and mediocre dashing speed, it's not really practical to try going for it over standard Wolf tactics. Another big caveat Wolf has is that he can juggle the opponents easily with his uair, which if left uninterrupted, Wolf can easily land 3-4 consecutive uairs before finishing with a forward aerial. Wolf's aforementioned mobility and strong out-of-shield game also helps keep him from getting pressured. And Wolf's final smash is amazing as always, guaranteeing a KO on both opponents, plus an additional KO or two on the next opponents to spawn (unlike most final smashes), made better by the fact Wolf can get the Smash Ball easily with his mobility and good aerials. For other things, Wolf can have a bit of a problem when both opponents are bunched together in neutral, where he's then overreliant on bair and on the CPUs not shielding it. When it comes to survivability, Wolf is above-average, with his good weight and Battlefield's nice huggable ledges aiding Wolf's recovery and scarring. When it comes to edge-guarding, bair is solid as always, fair can be effective at intercepting the often high recovering opponents (where it will usually KO since they're damaged and high up), and despite its shitty base knockback, dair will usually KO if landed on a damaged recovering opponent. When it comes to Wolf's primary KO move, fair is the most effective here, as it starts KOing around 35-60% (which isn't much later than when down smash starts KOing), and can finish off juggles well, as well as easily hit the opponents when they're on the platforms or just airborne. For one more note, Wolf's up smash doesn't work well as it should, as the first hit has enough base knockback to often hit the opponents out and away from the second high, while not having enough base knockback to KO. Overall, despite him lacking a good OHKO move or any other easily abuseable attacks, this wasn't too difficult with Wolf (though the fact that I main him did probably make it a lot easier than it should have been).