AK L0rdoftheFLY
I hatelove this game
NW guide
NW is a great character who is balanced equally on both offense and defense. I'm going to cover all the basics briefly but focus this guide to strategies that work in high level play. But first just so you know these strats work, I'm going to give you my background as a nw player.
Tourneys:
-First tournament was southern combat in atl. Got second place to pigofthehut.
-Second place at Atlanta Revival team tourney w/pig, third place at ATL Revival
-Third tournament was EVO. Placed top 32 and was one win away from top 16. I lost to konqrr and detroitballin313.
-Second and third at ATL Battle and Brew tourney.
-First at Game Galaxy arcade tourney in Tenn
-Most recently won first at ATL Battle and Brew vs ATL Redd
Upcoming:
Many local GA tourneys
Mains:
Nightwolf, kabal, skarlet
Now lets talk business.
Notable normals:
-1 quick jab and a great way to start a mixup. Also is a notable anti air. Best used in combos to add damage
-B2 best used in combos...can be used for footsies as it lunges forward over many low attacks.
-F2 only after jump in punch is this useful. Leads to free lightning or pressure string.
-F3 his best normal. Great at stuffing wake ups and has combo ability or mixup ability after. Great priority.
-B4 sweep with great range but slow recovery
Standing 4 not much use but is safe on block and can screw up someone so if they try and punish cause you can throw out a shoulder after safely.
-D3 quick poke great for getting out of pressure.
-D4 if hits while opponent is standing you can dash in for a free pressure string. If they do anything but block you get a combo.
-D1 fast jab that I use to link into hatchet to either create space on block or on hit...I get a combo.
notable specials
-ff4 or shoulder. Fast special that hits high and goes a little over half screen. It can be ducked so don't be careless but it's a move your opponent should respect. If landed it pushes your opponent across floor and sets up lightning traps. Nw's best combo ender.
-Eh shoulder. First half until first hit has armor. After first hit the armor goes away. It can be ducked and interrupted before the second hit. It also goes full screen. Great for getting in on turtle characters like sub or cyrax.
-Arrow. Useless for the most part unless in low damaging combos or on your opponents wakeup. Other wise you will get punished by a smart opponent. Maybe against a cage or something bur over all a bad idea...I never shoot em honestly.
Nightwolf does have an arrow trap that can be used as a high level strategy. More on that later.
-Eh arrow. A waste of a meter unless your opponent jumps at the end of a round and you win off of it. also can be used in arrow trap.
-Choke. A command grab that can be blocked and hits high...that means it can be ducked so it's only useful on wakeup especially if they jump. Has faster recovery than eh choke so it can be used in block strings.
-Eh choke. Same as above but has armor and does more damage. Awesome against jumpers because it can't get stuffed. Both reg and eh choke lead to lightning traps. Which makes them even better. Slow recovery on block so don't use in block strings.
-Hatchet/axe. Only launcher and combo starter. Safe on block but unsafe if you are just out of range. You can spam from full screen to build meter or from beyond jump distance(character dependent). Great wakeup due to invincibility frames. Although can be stuffed by a well placed d4
-Eh axe. Two hit launcher that is safe on block. Use in combos for more damage or on wakeup for greater invincibility. Second hit has greater range than the first. Use after a blocked string to make it safe and get more chip damage. You cab do an instant attack if they don't expect it. They must counter with a move with faster startup to beat you out.
-Lightning. Not safe and can be Jumped. Can be used on wakeup or ducking opponents for more safety but it's still risky all together. I use it on characters like sub to condition them to jump.
-Eh lightning. Leads to 33% combo at jump distance. At full screen you can hit a shoulder. After a combo of 40% if you can land the eh lightning you get an extra 33% which starts the lightning trap all over again as long as you have meter. That 72% in one combo unless they have breaker. More on LT later.
-Reflect. One of his best specials and sets him apart from every other character in the game besides kenshi. It is so fast you can do it at the last second and it will reflect almost everything. You can do a lightning after a reflect for a guaranteed hit on 99% of characters except those with super recovery like maybe Kano or Freddy. If the projectile hits them lightning is usually guaranteed unless it knocks them down. You need to be at least jump distance for eh lightning to hit and full screen for regular lightning. It is not guaranteed on any character who does iaf. A shoulder may be better from the right distance due to his fast recovery and if they jump the projectile, the shoulder might hit. This makes up for him having such a bad projectile himself.
-Eh reflect. Gives him life. Do it only if you need to stay alive but don't waste meter on it unless you NEED to. It will scare your opponent really bad to where he never throws projectiles again (that can be good and bad).
Reflect Guide:
Coming soon!
Combos for punishing
The end of all punisher combos should look the same without meter. It's the start up that varies. Add 3% for jump in punch. All mid screen.
No meter
122 axe b2axe ff1 ff1 ff122 shoulder 38%
b111axe b2axe ff1 ff1 ff122 shoulder 39%
b22axe b2axe ff1 ff1 ff122 shoulder 39%
f31axe b2axe ff1 ff1 ff122 shoulder 38%
With meter. Pure punishers. Only use meter if you want to finish a round...his eh moves are too good to waste in combos mostly.
B22axe axe b2eh axe ff1 ff1 ff122 shoulder 45% one bar
B22axe axe b2 eh axe b2 eh choke 47% two bars
B22axe axe b2 eh axe eh lightning ff1 ff122 shoulder 49% two bars
B22axe axe b2 eh axe eh lightning 122 eh shoulder 50% three bars
B22 axe b2axe ff12 xray that bitch!(never practical) 52%
more for fun but not overly practical eh lightning combos.
Eh lightning off of jip f2. Jip f2 does 12% so you can add 12% to the end of each combo.
Eh lightning b2axe ff1 ff1 ff122 shoulder 33% + 12% = 45% one bar
Eh lightning b2 eh axe ff1 ff1 ff122 shoulder 36% + 12% = 48% two bars
Eh lightning axe b2 eh axe ff1 ff1 ff122 shoulder 39% + 12% =51% two bars
Corner Combos
NW like any character dominates in the corner. He can take huge damage and gets has great setups.
So what I do is pick my starter:
Most damage to least
Jip b22-49%
Jip b111-49%
Jip 122-48%
Jip F31-47%
Then I follow up each starter with this:
Axe, b2 axe , f312, 122 shoulder.
The ender is always the same. It's the starter hat varies the damage and each starter is situational. Where corners get fun is how you mix up throw setups and resets.
Reset 1 example:
B22 axe, b2 axe, f312, f312...the f3 will hit, the 1 will wiff, and the 2 will stand them up blocking in neutral frames allowing pressure to continue
Rests 2 example:
B22 axe, b2 axe, f312, f3 eh axe...the first swipe of eh axe will wiff but the second swipe will stand them up in neutral frames allowing pressure to continue.
Throw setup 1:
B22 axe, b2 axe, f312, 122...the 122 will shorten their time for wakeup giving you a set up for a grab...a little risky but a great way to add damage and set up a non teachable knockdown. 43% + 12% = 55%
Throw setup 2:
B22 axe, b2 axe f312, 11...same as above. 40% + 12% = 52%
Throw set up 3:
B22 axe, b2 axe, f312, 23...same as above. 42% + 12% = 54%
Or eh lightning set ups
Jip b22 axe, b2 axe, f312, d2...ff eh lightning b2 axe 1, 1, 122 shoulder. 47% + 33% = 80%
From jump distance away from the wall
B22 axe f2 axe f312 122 shoulder 51%
Situational
Air to air jump punches are so common in this game you need to be able to capitalize on your damage.
Jump punch ff1 ff1 ff1 ff1 ff1 ff122 shoulder 18%
AA
-Uppercut is best...7 frames and able to punish every teleporter in the game. If done high enough, you can land a shoulder after it...but it's rare.
-Axe is good anti air but best after a wake up which will be discussed more later. You need to know when you opponent is gonna jump...otherwise you will see you axe gets stuffed allot. You are safe when the green of the axe is in front of you. Even when the green is on screen your head is vulnerable due to the hit box of the axe hasn't reached over your head yet. If you happen to land an axe as antiair than these combos will add nice damage.
AA combos
Axe neutral jump punch (njp) b2 eh axe ff1 ff1 ff122 shoulder 36% one bar
axe njp axe ff1 ff1 ff1 ff122 shoulder 30%
axe axe ff1 ff1 ff1 ff1 ff122 shoulder 28%
axe axe b2 eh axe ff1 ff1 ff122 shoulder 37% one bar
axe axe b2 eh axe eh lightning ff1 ff122 shoulder 41% two bars
Anti air techniques:
When in doubt...use the uppercut as AA
Standing 1 beats any jip attempt but can be stuffed by a well placed JK
Instant jump kick shoulder = 15%. Use it often
D4 works on a far jump in
Linking d1 into axe
This is a great way to punish characters who don't give you much time to punish after a missed attack. For example mileenas eh teleport. If you duck the second hit you can d1 f1 and link a low jab into axe for a juggle. This also create space if it wiffs allowing you time to think and set up next move.
D1 axe also works well after strings like f312, any eh axe block strings, dashing in with d1 is good. d1 eh axe also works. Any 7 frame window will work.
Lightning traps.
Lightning acts like cyrax bombs in a way. They hit on proximity and are unblockable. Even if you are in the air, just in front of or just behind, it will hit.
Let me rest some myths about this ellusive lightning trap. First of all its not just a shoulder that sets this up...ANY knockdown besides his throw gives you the chance for a LT. Secondly, People will tell you that you are guaranteed a lightning. Not true. It's never a guarantee. If you do it too early or too late it won't hit. If you do it right but they decide to front or back roll it wiffs, if they decide to do nomad dash or a shadow kick it wiffs, if they decide to do a teleport it wiffs. You need to treat the lightning trap as if it is never guaranteed at all.
Best setups for eh lightning:
Uppercut-1
Shoulder-2
Standing 4 or 234-3
114-4
F312-5
Nightwolf is all about reading and conditioning your opponent to not expect it. I usually won't do an eh lightning until the end of a round or even better the end of a match if I don't need it. Nw is good without the trap.
To make the trap hit you never do the lightning as soon as possible. Always hesitate a bit cause it will wiff if done too early. If they roll the hesitation will still let it hit. If they get up and try to jump, the lightning will still hit if they are close enough to the ground. You still need to adjust your timing to their tendencies but you get the idea.
What should I follow the LT with?
A shoulder always works but that should only be the case at full screen. Use the LT combos I listed above at jump distance for max damage.
Offensive and defensive strats
Building meter
The only way for nw to build meter is to use block strings cause arrows and lightning are not reliable and are unsafe. It takes 26 hatchets (from full screen) 8 arrows (on block) 7 shoulders (on block) to build one meter so sitting back and spamming hatchets can work for meter but it's not economical but I do it occasionally. Any chance you have to build meter, take it! If you do a shoulder right after 1221, you build exactly half a bar of meter. So if you do that twice, you have a full bar. This makes strings that much more useful.
You have to have meter to win with nw. Against characters like cyrax and Lao you have to have breakers so getting this chip damage meter is essential. You can't turtle with nw and win but being all offensive is dangerous too. Balance and zoning is the best way to go...as soon as they enter mid screen you have the edge with shoulder, 1221, axe, and f3 and d4.
Offensive pressure
Everyone likes f3 but 1221 is nightwolfs best string and builds tons of meter. All of nightwolfs strings are neutral on block meaning neither person has frame advantage. So u can train your opponent to do anything u want. you can mix in the shoulder after hits 2,3, or 4 causing a mind game. The best part is the shoulder on block is also neutral so it's another chance to cause mind games. After a 1221 shoulder or a 122 shoulder, they might start to crouch the shoulder...when they do you can dash in f3 or my favorite...use the meter you just built to do an eh lightning into 32%. You can also jump kick into shoulder, jip, or if they jump at you just have a hatchet waiting for full combo as listed above.
Another pressure option is using eh axe in strings (Only if you have meter to spare). Doing a f31 or 122 into eh axe again is neutral on block but your closer to your opponent. If the second hit of the axe didn't mess them up you can dash in for another 1221 or a f3 combo to continue pressure. Who ever has the fastest move wins so be careful against a smart reptile player or a character with armor specials and raiden with his teleport or you will get punished...but you can train these characters. You can just block after the 1221 or the eh axe and punish the reptile dash or the Lao spin. Even if the reptile tries the dash, he has to start it at the same time you do the shoulder to win...if they hesitate, they lose.
This is all on block so let's change it to see if the 1221 combo hits. Even b221 or 112 cause stun on hit...this hit stun is ALL DAY so you can walk in and do another pressure sting to start over. They will be blocking after a 1221 hits cause if they don't you get 38-40%. You can mix up his strings so well because of how safe they are and because of his specials that are so safe. Try mixing up if they block everything, f3 (pause) f312 shoulder, dash in 1221 shoulder, jump kick shoulder, dash jump punch 1, 122 shoulder, dash f3b4. That shit will confuse the hell out of anyone. Don't forget grabs...grab is guaranteed damage and again...neutral. So after a knockdown it's a race to see who hits first.
F3 properties
F3 is a high mid that touches a blocking opponent no matter if standing or crouching. It's not a low so if they stand block it causes block stun and 2% chip. If comes out fast and stuffs a ton of wakeups. Not all but a bunch. I like using d3 into f3, d4 into f3 and jab 1 into f3. F3 goes over low attacks when timed right and is a great counter to characters like mileena and baraka who space with d4 a lot.
Arrow Trap
The arrow trap works like a 50/50 but ha plusses and minuses. It works off of 2 strings and gives you either a combo or an eh lightning combo. The strings are 122 arrow or b22 arrow. The arrow on hit causes 20 frames of stun that gives NW the chance to either dash in for another combo or start an eh lightning. The opponent needs to decide before the 20 frames is up what they will do. Their choice is either jump to avoid lightning or block to avoid a combo.
We will use b22 for example and regular arrow...the same works with eh arrow which I'll show you below.
Scenario one: opponent decides to jump the eh lightning and eats a combo
Jip b22 arrow (19%) dash 122 full combo(38%) = 57% no meter
Scenario two: opponent decides to block the combo and eats lightning
Jip b22 arrow(19%) eh lightning combo (33%) = 52% one meter
*on a regular one meter combo with the Sam starter you get 47%
*on a regular no meter combo with same starter you get 42%
eh arrow:
Jip B22 eh arrow(27%) 122 axe...(38%) = 66% one meter
Jip b22 eh arrow(27%) eh lightning combo(33%) = 60% 2 meter
It becomes a guessing game that can be risky, but has HIGH reward. NW highest two meter combo is 52% so by doing this you now have the chance to get 60% +. And if you can get them to guess wrong you can get almost 70%. If you end your combo in an uppercut you can get even more. So for example, if I read my opponent right...
Jip b22 eh arrow(27) dash 122axe b2 axe 1 d2(34) eh lightning 1x5 122 shoulder (27) = 88% 2 meter
Or
Jip b22 eh arrow(27) dash 122 axe axe b2 eh axe 1 d2 (41) eh lightning 1x5 122 shoulder (27) = 95% 3 meter
Or
Jip b22 arrow(19) eh lightning b2 axe 1 d2(28) eh lightning 1x5(27) = 74%
*This is the power of nightwolf...This is what makes him dangerous.*
Some people think it is easy to escape but they are the good guessers. Everyone falls eventually.
Worst case scenario I get...
Jip b22eh arrow(27) dash 1 dash 1 d3 f3 grab(or some variation) for 40%ish give or take a few...all that with the chance of getting a new combo if you let go of block at the wrong time.
Escaping the arrow trap
Some people think they can escape the eh lightning but here is the truth. With 20 frames of stun and a 31 frame start up, the opponent has 11 frames to get out. But with ground proximity on eh lightning it will still hit you 5-8 frames into your jump depending on how and what type of jump. This means you have 11 minus 5 or 8 giving you between 3-6 frames to escape. So after the recovery, if I havnt already started a block string, if you even touch the block button for more than 1 frame, getting out of the eh lightning becomes impossible.
Defensive strats
Reflect is always a good option, but a kitana who never throws a fan is still tough to beat. This makes it hard for nw to rely on this alone. I don't usually reflect EVERY projectile, tend to let them think it's ok to throw them cause that's when I can capitalize. I reflect some and I duck some then when the right one comes I reflect into eh lightning then shoulder or if they are close enough combo for close to half their life.
Eh shoulder goes full screen and the first half has armor so getting in with that is great. After a shoulder knockdown, sometimes I'll back dash and throw out a eh shoulder because it puts me right back on them and gives me 12%.
If they get tired of waiting for you and they come in and jump you have it easy...you can shoulder, axe, choke, uppercut, back dash 1221 when they land, back dash jump in...etc. If they are dash blocking in you can throw out a shoulder because they are blocking it will connect and you will be safe. You can also dash in (they won't expect it) and grab or start pressure stings. Eh lightning works well if they dash in and duck to avoid shoulder...so does f3 for that matter.
Something fun to do is doing a shoulder to get under them...if u are getting close to a wall you can get out by shouldering your way out. You can also shoulder over them if they are on the ground after a knockdown and they stay there for a minute.
Getting out of pressure
Blocking is your friend. Wait for them to jump and then capitalize with your many options. If they keep crossing you up use eh choke to get out or njp. You can also use shoulder to get out along as you can input it before they cross the midline of your body. If they don't jump and your dealing with Kung Lao type pressure or kabal, use eh shoulder(risky), or d3 or better yet d1 to axe for spacing and a possible combo. Dive kick characters make nw zoning with shoulder and axe hard so you need to be ready with d1 to axe.
NW is a great character who is balanced equally on both offense and defense. I'm going to cover all the basics briefly but focus this guide to strategies that work in high level play. But first just so you know these strats work, I'm going to give you my background as a nw player.
Tourneys:
-First tournament was southern combat in atl. Got second place to pigofthehut.
-Second place at Atlanta Revival team tourney w/pig, third place at ATL Revival
-Third tournament was EVO. Placed top 32 and was one win away from top 16. I lost to konqrr and detroitballin313.
-Second and third at ATL Battle and Brew tourney.
-First at Game Galaxy arcade tourney in Tenn
-Most recently won first at ATL Battle and Brew vs ATL Redd
Upcoming:
Many local GA tourneys
Mains:
Nightwolf, kabal, skarlet
Now lets talk business.
Notable normals:
-1 quick jab and a great way to start a mixup. Also is a notable anti air. Best used in combos to add damage
-B2 best used in combos...can be used for footsies as it lunges forward over many low attacks.
-F2 only after jump in punch is this useful. Leads to free lightning or pressure string.
-F3 his best normal. Great at stuffing wake ups and has combo ability or mixup ability after. Great priority.
-B4 sweep with great range but slow recovery
Standing 4 not much use but is safe on block and can screw up someone so if they try and punish cause you can throw out a shoulder after safely.
-D3 quick poke great for getting out of pressure.
-D4 if hits while opponent is standing you can dash in for a free pressure string. If they do anything but block you get a combo.
-D1 fast jab that I use to link into hatchet to either create space on block or on hit...I get a combo.
notable specials
-ff4 or shoulder. Fast special that hits high and goes a little over half screen. It can be ducked so don't be careless but it's a move your opponent should respect. If landed it pushes your opponent across floor and sets up lightning traps. Nw's best combo ender.
-Eh shoulder. First half until first hit has armor. After first hit the armor goes away. It can be ducked and interrupted before the second hit. It also goes full screen. Great for getting in on turtle characters like sub or cyrax.
-Arrow. Useless for the most part unless in low damaging combos or on your opponents wakeup. Other wise you will get punished by a smart opponent. Maybe against a cage or something bur over all a bad idea...I never shoot em honestly.
Nightwolf does have an arrow trap that can be used as a high level strategy. More on that later.
-Eh arrow. A waste of a meter unless your opponent jumps at the end of a round and you win off of it. also can be used in arrow trap.
-Choke. A command grab that can be blocked and hits high...that means it can be ducked so it's only useful on wakeup especially if they jump. Has faster recovery than eh choke so it can be used in block strings.
-Eh choke. Same as above but has armor and does more damage. Awesome against jumpers because it can't get stuffed. Both reg and eh choke lead to lightning traps. Which makes them even better. Slow recovery on block so don't use in block strings.
-Hatchet/axe. Only launcher and combo starter. Safe on block but unsafe if you are just out of range. You can spam from full screen to build meter or from beyond jump distance(character dependent). Great wakeup due to invincibility frames. Although can be stuffed by a well placed d4
-Eh axe. Two hit launcher that is safe on block. Use in combos for more damage or on wakeup for greater invincibility. Second hit has greater range than the first. Use after a blocked string to make it safe and get more chip damage. You cab do an instant attack if they don't expect it. They must counter with a move with faster startup to beat you out.
-Lightning. Not safe and can be Jumped. Can be used on wakeup or ducking opponents for more safety but it's still risky all together. I use it on characters like sub to condition them to jump.
-Eh lightning. Leads to 33% combo at jump distance. At full screen you can hit a shoulder. After a combo of 40% if you can land the eh lightning you get an extra 33% which starts the lightning trap all over again as long as you have meter. That 72% in one combo unless they have breaker. More on LT later.
-Reflect. One of his best specials and sets him apart from every other character in the game besides kenshi. It is so fast you can do it at the last second and it will reflect almost everything. You can do a lightning after a reflect for a guaranteed hit on 99% of characters except those with super recovery like maybe Kano or Freddy. If the projectile hits them lightning is usually guaranteed unless it knocks them down. You need to be at least jump distance for eh lightning to hit and full screen for regular lightning. It is not guaranteed on any character who does iaf. A shoulder may be better from the right distance due to his fast recovery and if they jump the projectile, the shoulder might hit. This makes up for him having such a bad projectile himself.
-Eh reflect. Gives him life. Do it only if you need to stay alive but don't waste meter on it unless you NEED to. It will scare your opponent really bad to where he never throws projectiles again (that can be good and bad).
Reflect Guide:
Coming soon!
Combos for punishing
The end of all punisher combos should look the same without meter. It's the start up that varies. Add 3% for jump in punch. All mid screen.
No meter
122 axe b2axe ff1 ff1 ff122 shoulder 38%
b111axe b2axe ff1 ff1 ff122 shoulder 39%
b22axe b2axe ff1 ff1 ff122 shoulder 39%
f31axe b2axe ff1 ff1 ff122 shoulder 38%
With meter. Pure punishers. Only use meter if you want to finish a round...his eh moves are too good to waste in combos mostly.
B22axe axe b2eh axe ff1 ff1 ff122 shoulder 45% one bar
B22axe axe b2 eh axe b2 eh choke 47% two bars
B22axe axe b2 eh axe eh lightning ff1 ff122 shoulder 49% two bars
B22axe axe b2 eh axe eh lightning 122 eh shoulder 50% three bars
B22 axe b2axe ff12 xray that bitch!(never practical) 52%
more for fun but not overly practical eh lightning combos.
Eh lightning off of jip f2. Jip f2 does 12% so you can add 12% to the end of each combo.
Eh lightning b2axe ff1 ff1 ff122 shoulder 33% + 12% = 45% one bar
Eh lightning b2 eh axe ff1 ff1 ff122 shoulder 36% + 12% = 48% two bars
Eh lightning axe b2 eh axe ff1 ff1 ff122 shoulder 39% + 12% =51% two bars
Corner Combos
NW like any character dominates in the corner. He can take huge damage and gets has great setups.
So what I do is pick my starter:
Most damage to least
Jip b22-49%
Jip b111-49%
Jip 122-48%
Jip F31-47%
Then I follow up each starter with this:
Axe, b2 axe , f312, 122 shoulder.
The ender is always the same. It's the starter hat varies the damage and each starter is situational. Where corners get fun is how you mix up throw setups and resets.
Reset 1 example:
B22 axe, b2 axe, f312, f312...the f3 will hit, the 1 will wiff, and the 2 will stand them up blocking in neutral frames allowing pressure to continue
Rests 2 example:
B22 axe, b2 axe, f312, f3 eh axe...the first swipe of eh axe will wiff but the second swipe will stand them up in neutral frames allowing pressure to continue.
Throw setup 1:
B22 axe, b2 axe, f312, 122...the 122 will shorten their time for wakeup giving you a set up for a grab...a little risky but a great way to add damage and set up a non teachable knockdown. 43% + 12% = 55%
Throw setup 2:
B22 axe, b2 axe f312, 11...same as above. 40% + 12% = 52%
Throw set up 3:
B22 axe, b2 axe, f312, 23...same as above. 42% + 12% = 54%
Or eh lightning set ups
Jip b22 axe, b2 axe, f312, d2...ff eh lightning b2 axe 1, 1, 122 shoulder. 47% + 33% = 80%
From jump distance away from the wall
B22 axe f2 axe f312 122 shoulder 51%
Situational
Air to air jump punches are so common in this game you need to be able to capitalize on your damage.
Jump punch ff1 ff1 ff1 ff1 ff1 ff122 shoulder 18%
AA
-Uppercut is best...7 frames and able to punish every teleporter in the game. If done high enough, you can land a shoulder after it...but it's rare.
-Axe is good anti air but best after a wake up which will be discussed more later. You need to know when you opponent is gonna jump...otherwise you will see you axe gets stuffed allot. You are safe when the green of the axe is in front of you. Even when the green is on screen your head is vulnerable due to the hit box of the axe hasn't reached over your head yet. If you happen to land an axe as antiair than these combos will add nice damage.
AA combos
Axe neutral jump punch (njp) b2 eh axe ff1 ff1 ff122 shoulder 36% one bar
axe njp axe ff1 ff1 ff1 ff122 shoulder 30%
axe axe ff1 ff1 ff1 ff1 ff122 shoulder 28%
axe axe b2 eh axe ff1 ff1 ff122 shoulder 37% one bar
axe axe b2 eh axe eh lightning ff1 ff122 shoulder 41% two bars
Anti air techniques:
When in doubt...use the uppercut as AA
Standing 1 beats any jip attempt but can be stuffed by a well placed JK
Instant jump kick shoulder = 15%. Use it often
D4 works on a far jump in
Linking d1 into axe
This is a great way to punish characters who don't give you much time to punish after a missed attack. For example mileenas eh teleport. If you duck the second hit you can d1 f1 and link a low jab into axe for a juggle. This also create space if it wiffs allowing you time to think and set up next move.
D1 axe also works well after strings like f312, any eh axe block strings, dashing in with d1 is good. d1 eh axe also works. Any 7 frame window will work.
Lightning traps.
Lightning acts like cyrax bombs in a way. They hit on proximity and are unblockable. Even if you are in the air, just in front of or just behind, it will hit.
Let me rest some myths about this ellusive lightning trap. First of all its not just a shoulder that sets this up...ANY knockdown besides his throw gives you the chance for a LT. Secondly, People will tell you that you are guaranteed a lightning. Not true. It's never a guarantee. If you do it too early or too late it won't hit. If you do it right but they decide to front or back roll it wiffs, if they decide to do nomad dash or a shadow kick it wiffs, if they decide to do a teleport it wiffs. You need to treat the lightning trap as if it is never guaranteed at all.
Best setups for eh lightning:
Uppercut-1
Shoulder-2
Standing 4 or 234-3
114-4
F312-5
Nightwolf is all about reading and conditioning your opponent to not expect it. I usually won't do an eh lightning until the end of a round or even better the end of a match if I don't need it. Nw is good without the trap.
To make the trap hit you never do the lightning as soon as possible. Always hesitate a bit cause it will wiff if done too early. If they roll the hesitation will still let it hit. If they get up and try to jump, the lightning will still hit if they are close enough to the ground. You still need to adjust your timing to their tendencies but you get the idea.
What should I follow the LT with?
A shoulder always works but that should only be the case at full screen. Use the LT combos I listed above at jump distance for max damage.
Offensive and defensive strats
Building meter
The only way for nw to build meter is to use block strings cause arrows and lightning are not reliable and are unsafe. It takes 26 hatchets (from full screen) 8 arrows (on block) 7 shoulders (on block) to build one meter so sitting back and spamming hatchets can work for meter but it's not economical but I do it occasionally. Any chance you have to build meter, take it! If you do a shoulder right after 1221, you build exactly half a bar of meter. So if you do that twice, you have a full bar. This makes strings that much more useful.
You have to have meter to win with nw. Against characters like cyrax and Lao you have to have breakers so getting this chip damage meter is essential. You can't turtle with nw and win but being all offensive is dangerous too. Balance and zoning is the best way to go...as soon as they enter mid screen you have the edge with shoulder, 1221, axe, and f3 and d4.
Offensive pressure
Everyone likes f3 but 1221 is nightwolfs best string and builds tons of meter. All of nightwolfs strings are neutral on block meaning neither person has frame advantage. So u can train your opponent to do anything u want. you can mix in the shoulder after hits 2,3, or 4 causing a mind game. The best part is the shoulder on block is also neutral so it's another chance to cause mind games. After a 1221 shoulder or a 122 shoulder, they might start to crouch the shoulder...when they do you can dash in f3 or my favorite...use the meter you just built to do an eh lightning into 32%. You can also jump kick into shoulder, jip, or if they jump at you just have a hatchet waiting for full combo as listed above.
Another pressure option is using eh axe in strings (Only if you have meter to spare). Doing a f31 or 122 into eh axe again is neutral on block but your closer to your opponent. If the second hit of the axe didn't mess them up you can dash in for another 1221 or a f3 combo to continue pressure. Who ever has the fastest move wins so be careful against a smart reptile player or a character with armor specials and raiden with his teleport or you will get punished...but you can train these characters. You can just block after the 1221 or the eh axe and punish the reptile dash or the Lao spin. Even if the reptile tries the dash, he has to start it at the same time you do the shoulder to win...if they hesitate, they lose.
This is all on block so let's change it to see if the 1221 combo hits. Even b221 or 112 cause stun on hit...this hit stun is ALL DAY so you can walk in and do another pressure sting to start over. They will be blocking after a 1221 hits cause if they don't you get 38-40%. You can mix up his strings so well because of how safe they are and because of his specials that are so safe. Try mixing up if they block everything, f3 (pause) f312 shoulder, dash in 1221 shoulder, jump kick shoulder, dash jump punch 1, 122 shoulder, dash f3b4. That shit will confuse the hell out of anyone. Don't forget grabs...grab is guaranteed damage and again...neutral. So after a knockdown it's a race to see who hits first.
F3 properties
F3 is a high mid that touches a blocking opponent no matter if standing or crouching. It's not a low so if they stand block it causes block stun and 2% chip. If comes out fast and stuffs a ton of wakeups. Not all but a bunch. I like using d3 into f3, d4 into f3 and jab 1 into f3. F3 goes over low attacks when timed right and is a great counter to characters like mileena and baraka who space with d4 a lot.
Arrow Trap
The arrow trap works like a 50/50 but ha plusses and minuses. It works off of 2 strings and gives you either a combo or an eh lightning combo. The strings are 122 arrow or b22 arrow. The arrow on hit causes 20 frames of stun that gives NW the chance to either dash in for another combo or start an eh lightning. The opponent needs to decide before the 20 frames is up what they will do. Their choice is either jump to avoid lightning or block to avoid a combo.
We will use b22 for example and regular arrow...the same works with eh arrow which I'll show you below.
Scenario one: opponent decides to jump the eh lightning and eats a combo
Jip b22 arrow (19%) dash 122 full combo(38%) = 57% no meter
Scenario two: opponent decides to block the combo and eats lightning
Jip b22 arrow(19%) eh lightning combo (33%) = 52% one meter
*on a regular one meter combo with the Sam starter you get 47%
*on a regular no meter combo with same starter you get 42%
eh arrow:
Jip B22 eh arrow(27%) 122 axe...(38%) = 66% one meter
Jip b22 eh arrow(27%) eh lightning combo(33%) = 60% 2 meter
It becomes a guessing game that can be risky, but has HIGH reward. NW highest two meter combo is 52% so by doing this you now have the chance to get 60% +. And if you can get them to guess wrong you can get almost 70%. If you end your combo in an uppercut you can get even more. So for example, if I read my opponent right...
Jip b22 eh arrow(27) dash 122axe b2 axe 1 d2(34) eh lightning 1x5 122 shoulder (27) = 88% 2 meter
Or
Jip b22 eh arrow(27) dash 122 axe axe b2 eh axe 1 d2 (41) eh lightning 1x5 122 shoulder (27) = 95% 3 meter
Or
Jip b22 arrow(19) eh lightning b2 axe 1 d2(28) eh lightning 1x5(27) = 74%
*This is the power of nightwolf...This is what makes him dangerous.*
Some people think it is easy to escape but they are the good guessers. Everyone falls eventually.
Worst case scenario I get...
Jip b22eh arrow(27) dash 1 dash 1 d3 f3 grab(or some variation) for 40%ish give or take a few...all that with the chance of getting a new combo if you let go of block at the wrong time.
Escaping the arrow trap
Some people think they can escape the eh lightning but here is the truth. With 20 frames of stun and a 31 frame start up, the opponent has 11 frames to get out. But with ground proximity on eh lightning it will still hit you 5-8 frames into your jump depending on how and what type of jump. This means you have 11 minus 5 or 8 giving you between 3-6 frames to escape. So after the recovery, if I havnt already started a block string, if you even touch the block button for more than 1 frame, getting out of the eh lightning becomes impossible.
Defensive strats
Reflect is always a good option, but a kitana who never throws a fan is still tough to beat. This makes it hard for nw to rely on this alone. I don't usually reflect EVERY projectile, tend to let them think it's ok to throw them cause that's when I can capitalize. I reflect some and I duck some then when the right one comes I reflect into eh lightning then shoulder or if they are close enough combo for close to half their life.
Eh shoulder goes full screen and the first half has armor so getting in with that is great. After a shoulder knockdown, sometimes I'll back dash and throw out a eh shoulder because it puts me right back on them and gives me 12%.
If they get tired of waiting for you and they come in and jump you have it easy...you can shoulder, axe, choke, uppercut, back dash 1221 when they land, back dash jump in...etc. If they are dash blocking in you can throw out a shoulder because they are blocking it will connect and you will be safe. You can also dash in (they won't expect it) and grab or start pressure stings. Eh lightning works well if they dash in and duck to avoid shoulder...so does f3 for that matter.
Something fun to do is doing a shoulder to get under them...if u are getting close to a wall you can get out by shouldering your way out. You can also shoulder over them if they are on the ground after a knockdown and they stay there for a minute.
Getting out of pressure
Blocking is your friend. Wait for them to jump and then capitalize with your many options. If they keep crossing you up use eh choke to get out or njp. You can also use shoulder to get out along as you can input it before they cross the midline of your body. If they don't jump and your dealing with Kung Lao type pressure or kabal, use eh shoulder(risky), or d3 or better yet d1 to axe for spacing and a possible combo. Dive kick characters make nw zoning with shoulder and axe hard so you need to be ready with d1 to axe.