fine. advice for you, and your friend, from the great peachyO:
QUIT RAGE-QUITTING!! NO EXCUSES, EVER!! JUST STOP IT!! STOP IT!! there, with that out of the way...
for nightwolf:
1. quit spamming the shoulder charge!! it's extremely punishable if blocked, both the regular and the EN version can even be countered with a simple duck, uppercut before the second blow...no blocking required! yes your friend keeps falling for it, but against a good player you will not get far. use your hatchet for wake-ups instead of over-relying on the charge; it's fast, effective, and can lead to strong juggle combos;
2. quit using that combo so much!! you know, the dash, 1, dash, 1, dash, 1, etc. i see sooo many NW players use it; it's pointless. yes, it may be 8 hits, but 18% damage is paltry for how much work goes into it. instead, start a juggle using a series of 2 hatchets, b2, EN hatchet, and then finish off the combo with either dash, 1, 2, choke OR 2, shoulder charge, OR 1, arrow, shoulder charge. these are all far more damaging and easier to perform. for regular combos, try these:
a. b1,1, hatchet, hatchet, b2, EN hatchet, dash, 1, 2, choke (13 hits, 44% damage).
b. b2, 2, hatchet, hatchet, b2, EN hatchet, dash, b2, shoulder charge (9 hits, 43% damage).
c. f3, 1, hatchet, hatchet, 1, arrow, shoulder charge (7 hits, 31%, no meter).
3. i notice you didn't use NW's reflect. learn to use it. its timing is pretty forgiving, especially against slower projectiles like baraka's. the reflected projectile causes a number of potential traps. for example, if the foe tries to duck or block the projectile, use your lightning (or EN lightning, dash, hatchet, shoulder charge). if they jump from far range, use your EN arrow or shoulder charge. if they jump from mid/close range, counter with choke or (even better) a juggle combo starting with your hatchet. remember the EN version restores a good chunk of health, so use that option if you are low on life.
4. make better use of sweeps and the strings b2,2,1 and 1,2,2,1. they contain medium/overhead strikes; NW is weak in the mix-up game, so these are extra important.
for baraka:
1. COUNTER!! use the spinning blades and the chop chop to teach overly aggressive attackers a lesson. once the foe comes to you, don't just stand there there blocking waiting for someone to save you.
2. baraka has more overhead attacks than any other character...use them!!
3. b3,1 and b3,2 are low starters. they need to be used much more than your friend did.
4. use EN blade charge as a wakeup from afar, and spinning blades up close.
5. try these combos:
a. jip, 2,2,1+2, chop chop, en blade charge (12 hits, 36%
b. 2,2,1+2, dash, b2,1, blade charge or blade spark (8 hits, 32%)
c. b2,1, dash, b2, 1, dash, b2, 1, dash, blade charge (8 hits, 35%)
6. if the 2,1,2 or 2,1,1+2 strings get blocked, baraka recovers quickly enough to attempt a throw or a blade charge for added pressure...don't cease attacking just because the strings were blocked!!
as quan chi:
1. quit frivolously wasting meter!! it is needed for his runes!! meter should almost exclusively be save for them.
2. two of quan's best strings are b2,1 (most damaging) and b3, 1+2 (low/overhead mix-up) i didn't see either of them used. for that matter, i also didn't see u3 (overhead) all three cancel into his trance.
3. building meter by whiffing a sky drop and med rune after a trance is foolish. instead, whiff another trance, then a med rune. much more meter, and quan is in position to land a huge combo. if you are really quick, you can even whiff 2 trances in a row for superior meter building.
4. use the damn rune trap! after landing a sky drop, or performing the f1,2 or 2,1,2 strings (whether they land or not) use an EN close rune. it is unblockable and will stagger the enemy long enough to dash in and repeat the same sequence again...and again (if you have a full meter bar).
5. no spamming sky drop!! only use in combos or as anti-air; it's too slow to use naked. occasionally whiffing it by landing in front or behind the opponent and then going for the rune trap, however, is a good idea. the EN sky drop can be a good wake-up tool on an overly aggressive player if used sparingly, however.