Chongo
Dead Kings Rise
dat 1 sentence for NW ;_;Guys, anything new that anyone has found that should make it into the character MU sections?? Let me know.
Add that NW can punish a blocked iceberg with ground blast (iceberg is -26, ground blast has 21 frame startup) If NW is late he still gets +9. If you block a ground blast and I do another, it'll beat out both daggers and spike.
Post blocked slide options:
Staff: b1 catches backdashes, but can be parried and is a high. 0 on block.
Escrima: b2 catches backdashes, put can be parried and is an overhead. -4 on block, though if you try to 111 into whatever after a blocked b2, I can do b2xxflipkick and blow you up. d1 makes the flipkick whiff.
The corner is good for NW, either pushblock and lose a bar which you need for 50/50s or eat chip. Not really that good since daggers build hella meter but its something.
After a blocked D1 in staff, parry beats everything besides sweep, flying grayson and d1xxmb groundblast. However d2 canceled into any special move cannot be parried.
You want to be in Staff for this MU most of the time imo, which sucks because Staff sucks against full screen. NW loses trades (5% ground blast vs 11% daggers and 10% icebergs) and dash sucks. Yolo flying grayson doesn't really work either.
IMO 6-4 frost. Feel free to correct any misinformation (theres probably a lot because I suck)
Edit: added something I forget.