Parnak
Fight me as you will yet you can never hope to win
Most players tend to respect Nightwolf's BnB 1221 blockstring because.. why not? If NW cancels to axe they are at adv., if he finishes the string they are pushed out of pressure and of course, there is no "hole" in this string for them to armor out of. After a blocked jip they can be trained to turtle, expecting an 122~axe BnB combo attempt. Thanks to that, one could use uniquely quick recovery to break their guard:
1) Jip , throw
If done asap, Nightwolf's throw annimation comes out remarkably fast, as if it is part of the blockstring.
2) Jip , Lightning.
An obviously high risk - high reward option, yet more often than not, opponents will not be expecting a Lightning at such close quarters. Even if they react to it, they might fail to fully punish due to surprise. At such close range, to avoid Lightning throwing opponent over Nightwolf, potentially ruining a follow up, I tend to quickly dash back ~axe, dash in 1, dash in 122~shoulder BnB. I refrain from a 2nd dash in 1 for consistency. Still, this combo takes a good 30% if I'm not mistaken and is quite consistent. If opponent's close to the wall, follow the dash back ~axe with dash in F312, and for the last part either 122~shoulder or D2 for reset Lightning attempt, as shown in LotF guide.
3) Jip, D4
As we know, Nightwolf lacks a low starter (despite F3 looking as the most genuinely low move in the entire game, lol literally stomping opponent's feet) and because of that, opponents don't feel the need to block low after a jip, when for real, they need to. D4 is neutral on block as we know and grants a good +12 on hit. Jip is always a good chance to land a close range D4 that saves vital "distance-frames" for the trap, unlike a max range D4. Arrow trap rules apply here, quickly dash in 122~axe to catch them in a 38% BnB if they do ANYTHING but block. One can't stress out enough how important mastering this simple tech is, for this situation always tempts opponents to try something beside . After they learn to respect this and block it repeatedely, you can go for Lightning BnB. If they commit to block (and you have shown them how they have every reason to do so), they should become unable to react to Lightning vicinity in time for escape. I have to test this though since the +12 adv. is not in par with the +20 adv. that strings like 1 1, B2 2 and 1 2 2 offer on hit and guarantee a Lightning if opponent touches block.
I hope you guys find this of use, I understand that most of this info is well known, yet I just wanted to target it to the regular turtling we see against Nightwolf's Jip.
1) Jip , throw
If done asap, Nightwolf's throw annimation comes out remarkably fast, as if it is part of the blockstring.
2) Jip , Lightning.
An obviously high risk - high reward option, yet more often than not, opponents will not be expecting a Lightning at such close quarters. Even if they react to it, they might fail to fully punish due to surprise. At such close range, to avoid Lightning throwing opponent over Nightwolf, potentially ruining a follow up, I tend to quickly dash back ~axe, dash in 1, dash in 122~shoulder BnB. I refrain from a 2nd dash in 1 for consistency. Still, this combo takes a good 30% if I'm not mistaken and is quite consistent. If opponent's close to the wall, follow the dash back ~axe with dash in F312, and for the last part either 122~shoulder or D2 for reset Lightning attempt, as shown in LotF guide.
3) Jip, D4
As we know, Nightwolf lacks a low starter (despite F3 looking as the most genuinely low move in the entire game, lol literally stomping opponent's feet) and because of that, opponents don't feel the need to block low after a jip, when for real, they need to. D4 is neutral on block as we know and grants a good +12 on hit. Jip is always a good chance to land a close range D4 that saves vital "distance-frames" for the trap, unlike a max range D4. Arrow trap rules apply here, quickly dash in 122~axe to catch them in a 38% BnB if they do ANYTHING but block. One can't stress out enough how important mastering this simple tech is, for this situation always tempts opponents to try something beside . After they learn to respect this and block it repeatedely, you can go for Lightning BnB. If they commit to block (and you have shown them how they have every reason to do so), they should become unable to react to Lightning vicinity in time for escape. I have to test this though since the +12 adv. is not in par with the +20 adv. that strings like 1 1, B2 2 and 1 2 2 offer on hit and guarantee a Lightning if opponent touches block.
I hope you guys find this of use, I understand that most of this info is well known, yet I just wanted to target it to the regular turtling we see against Nightwolf's Jip.