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What do you want NightWolf to be like?

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
I'm very curious about how everyone thinks Nightwolf should play or how they think he will turn out?
Will he be Rushdown, Zoner, Footsie based or Grappler or Balanced?
Do you want him to be balanced or focused on certain styles of gameplay?

Personally I think he will be either Rushdown or Grappler but I would want a Balanced style where he is good at everything but not the best at anything. Like have good pokes, close up pressure, footsie moves(shoulder and button), zoning(Air Axe that is similar to kabals air buzz saw, Wolf Charge similar to Kotals Cat or Subs Shoulder, Arrow), good anti airs with Up Axe swipe that also goes into combo, a few long ranged moves that involve his Axe as extension or spirit wolf/arrow?
They could surprise us with new abilities for NW so anything is possible.
 

Marinjuana

Up rock incoming, ETA 5 minutes
I hope they make him a command grab character but I see his style as being like MK11 Shao where he has shoulder charge nuetral but with a little more projectile action.

Iconic moves are Shoulder Charge, Spirit Bow and Lightning. Obviously he'll use the tomahawk and he should have the moonlight as brutality or whatnot. Just make him the mysterious and homely badass we all love and I'll be good
 

Arqwart

D'Vorah for KP2 copium
Long, mid-range, close up pressure anti-zoning zoner with safe 50/50s, string cancels for no bar, lightning fast pokes, great combo potential, and a full-screen FB so the Cowboy vs. Indian fight will be on even footing.

All joking aside, I'm hoping he's an oki god with hard knockdown on Shoulder Charge and fantastic anti-wakeup pressure options. Maybe a restand option as well, though he's never really had that.
 
D

Deleted member 35141

Guest
I dont know why but I keep imagining injustice 2 to green arrow even though hes never exactly played like that.
But I see the bow as a cool projectile, tomahawk I'm imagining like a axe spin like the bow spins and great forward advancing moves like arrow green gambit and nightwolfs shoulder charge.

I know this is completely off base but loved the way arrow played( co main with red hood) and noone plays like him.
 

KutlessMyth

mental and fundamental
I'd like to hope he'll be like a better kabal melee wise, but less zoning and more footsies... and hopefully some cool tomahawk setup meta. (Like throw a tomahawk as a meaty) (I love meaty meaties)
I have a feeling he'll have a bow a attack that kinda sucks for zoning puproses.
 

Kenshi-Keanu-Kool

D1 mashing is the tactic when skill fails !
Let me vomit the words that make anyone look smart in any fighting game discussion ....hum hum Here it comes ..........
" Footsie Neutral Spacing " loooooooooool
 

Eddy Wang

Skarlet scientist
Just hope he is a rushdown monster like his UMK3 version
Hope we get a difference in power between green and red spiritual energy
hopefully his Hatchet uppercut its an Anti-Air
Hopefully he gets the UMK3 combo starter.
 

Darth-Nero

Come Thunder! Come Lightning!
Anti zoner, Reflecting boulders back at your face with green ancestral shield aura while anti airing you to oblivion the moment your toes leave the ground with raising tomahawks in your nuts.
 
when you say 'hard knockdown' what do you mean? I know in MKX your opponent couldn't roll.
In MKX you could tech by pressing 1,2,3 or 4 as soon as you hit the ground and you’d roll away. HKDs prevented this. I’m honestly not sure what a HKD is in MK11. I think every knockdown is the same.
 

Arqwart

D'Vorah for KP2 copium
In MKX you could tech by pressing 1,2,3 or 4 as soon as you hit the ground and you’d roll away. HKDs prevented this. I’m honestly not sure what a HKD is in MK11. I think every knockdown is the same.
Not accurate. There are different knockdown times in MK11, making wakeup timing varied between each. A "hard" knockdown in MK11 would be the longest length knockdown possible such as after a grab.
 

DixieFlatline78

Everyone Has A Path
Grappler with tools to specifically deal with long range footsies and projectiles. Like he doesnt play at those ranges but he can counter people who do.

I'd prefer him to have big combos, but a relatively weak command grab, mostly there to open people up to his mids. But have the throw lead to a KB, like after landing five or so it becomes a big fat launcher that leads to 40%.
 
Not accurate. There are different knockdown times in MK11, making wakeup timing varied between each. A "hard" knockdown in MK11 would be the longest length knockdown possible such as after a grab.
Was I wrong about what defined HKDs in past games?

Every knockdown has different advantage for the attacker. In other games, at least as far as I can remember, HKDs were programmed to be something different than just a longer knockdown. You were unable to tech them.

MK11 has no real HKD since every knockdown defaults to having its own unique downtime.
 
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Vslayer

Juiced Moose On The Loose
Lead Moderator
I wouldn’t mind another grappler like Kano, focused on up close bullying. I always found his moveset slow in MK9 and not in a satisfying Kano way.

He better have a low arrow shot he can cancel in a command grab lul
 

Dankster Morgan

It is better this way
I just want him to be badass and have cool moves in his tourney variations.

Does anyone know what tribe Nightwolf is a part of?
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
Just hope he is a rushdown monster like his UMK3 version
Hope we get a difference in power between green and red spiritual energy
hopefully his Hatchet uppercut its an Anti-Air
Hopefully he gets the UMK3 combo starter.
His UMK3 combos where broke being infinites.

I hope he has his reflect.
Hope we get Axel combos and hope it anti airs