
Wolf is a really rough m/u for me at the moment. If anyone has any work arounds I’m game to listen and think about it. I feel like I have to outplay the player so heavily and laser is so abusable if they want to go that route. Also... edgeguarding them is not nearly as easy as fox/Falco. You basically need a wolf to be far enough out to expend a double jump- then it’s kind of a free edge guard.

And I get super stressed out by good megamans who lemon/leaf spam... I’m pretty good at edgeguarding them- just the neutral is so toxic and not fun. Not unbeatable- but not enjoyable.


I obliterate the samus duo with Lucina so i find this odd that you guys struggle there (I do have the highest gsp dark samus I’ve seen so far so I know her quite well heh) Lucina should win the matchup as long as you don’t rush things and bait at mid range and then juggle/edgeguard. When a samus starts bomb recovering it’s really difficult for them to mixup that much so just keep swatting them out and then winning neutral. AND DONT OVER JUMP. If you find yourself get hit by their F-air even once just stop jumping, or work around it. Projectile into F-air is super common Samus bnb and it will get you killed.
I have a secondary Dsam myself, it gets alot easier when you know key points to overwhelm them ;p.
As for wolf and mega though:
My bff has a strong wolf secondary so I know the pain there. This is my best advice: Focus on the edgeguards, and make them fast, hard, and continuous. Generally speaking you have 3 main ways to get him.
Scenario 1: You hit him offstage, hes forced to burn his second jump to survive: Get to him as fast as possible and Fair. The closer he is to the stage the better he can mix up his method of recovery, you want to get him in a position where he can only use his up B or side B. With a little practice both options are reactable and give you just enough time to get him. Again, this method is dependent on how fast you can move yourself offstage, the farther he is the more time you give yourself to intercept.
Scenario 2: You get him offstage but he does not have to burn his jump. This one is a bit trickier but it has more or less the same implications; The farther he is from the stage, the more time you have to punish. Jump into side B and up B are still reactable. Its harder because you have to react to when he jumps but your game plan is still the same.
These two scenarios are pretty consistent if the wolf player understands that you out-range him. Most good wolfs will avoid retaliation as you could outspace it. If the wolf does consistently retaliate though, know that with your range, that exchange is always in your favor.
Scenario 3: He goes low and uses up B. This scenario really only happens if you're a bit slow to run offstage. Best way to deal with it is with a stage spike at untechable percents, or by dropping down with a blast-zone-facing counter. Easiest way to do it without accidentally grabbing the ledge is with a backwards jump Bair. Wolf must burn his jump to get in this position, so if you're successful and the counter lands low enough to the point where he won't grab ledge before he gets hit, its a free stock.
Its going to be harder to pull off online of course, but with a bit of muscle memory you got this. Getting wolf offstage though... That's the real challenge lol. My best advice is to stay patient, don't be afraid to camp if you have the lead since wolf approaching you is much easier to deal with. Your patient play will wear on his nerves as much as he does yours when he backs off, wolf approaching isn't anywhere near as threatening as when you're going to him, and lasers are much easier to avoid when you aren't trying to go in.
As for megaman: My BFF is picking him up, so I don't have as much but here's what I got lol: Try full hopping as a mixup. As long as you aren't directly above him the worst he can do is anti air with neutral B. Try to catch metal blades in your dash ins. If you sh Nair catch one and throw it back asap, you create some pressure that you can use to ease your way in. And finally, and this is KEY (at least in my games lol). Once you do get in, don't go for the smother right away. Megaman has hella good zone breakers in this game (dtilt, pellets, mega upper if he reads you, fair, bair or just lolnope upb) and its not hard for him to catch you overextending. You want to stay far enough to be out of zone breaker range, but close enough to dodge and whif punish whatever he wants to throw out. Once I get my chance I just try to extend my juggle as long as possible to make up for the damage I took going in, maybe get a nice frame trap. This one is by far my shakiest of the two though, I had a lot of experience with mega in smash 4 but I mained rosa and only secondaried marcena so.... chit happens lol.