The self-killing tactic often works wonders in Werewolf Classic, but if the self-killing wolf is not rescued, they can remedy the situation in a number of ways. Good people usually don't put the first dead wolf into the wolf pit, so the prophet may not fully reveal the wolf team, or even put the good people into the wolf pit by mistake.
In addition, there is a possibility that Zi Dao Wolf happens to be killed by the real prophet in the classic version of Werewolf, so that the Wolves can use this opportunity to push the real prophet and successfully let his teammates pretend to be the prophet. Since Knife Wolf can declare a god card when it is eliminated, thereby limiting the room for operation of that god card, such as idiot or guard, this helps the Wolves regain some disadvantages.
Unlike the Deepwater Self-Knife in the classic version of Werewolf, if the Jumping Wolf Self-Knife is not rescued, there is still a high chance of successfully defeating the True Prophet, and the risk is relatively small. In contrast, once Deep Water Wolf's self-killing is not rescued, it is difficult to restore enough disadvantages for the Wolves, so it is a relatively risky self-killing tactic.
In fact, after being rescued by the knife, the operation of the Werewolf classic version of Jumping Wolf is not much different from usual. The fierce jumping wolves have one advantage over the usual ones, that is, they are the witch's silver water. On the one hand, this increases the possibility of the Jumping Wolf gaining the trust of the witches. On the other hand, it also makes it easier for the wolves to find the exposed witches from the players on the sidelines.
Of course, these two Werewolf Classic strategies don't always work. Experienced witches usually choose to save people, even if Silverwater's fierce jumping wolf pretends to be a prophet, they will not believe it easily. It's even possible that the witch could see through the wolf's strategy during the day, and then step aside to reveal the true prophet's hidden identity.