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.