Marinjuana
Up rock incoming, ETA 5 minutes
That's a good point but what I really want is people to get thrown. But the more throws the better ey comradeHe's got a KB on both throws, you want people to be trying to tech
That's a good point but what I really want is people to get thrown. But the more throws the better ey comradeHe's got a KB on both throws, you want people to be trying to tech
I’ll have to test it when i get home later, but i THINK you can react to the cancel? And if u let the arrow rock isn’t it unsafe?Well as the post above you suggests you should be able to do f12 arrow safe or f12 arrow cancel, so they wont press a button because you might let go of the arrow.
I didn’t even know until I read your post just now that they fixed it. LolWoke up today and Nightwolf is finally available for XB1. Was able to use him for like 5 minutes.
This is only true if they stand block unfortunately, up close on females crouch blocking Nightwolf's arrows miss entirely and on at least some males only the second one hits. If you play a female character and crouch block f1,2 and then let go of block you won't hold any arrows.F12 arrows jail for safety and chip. Happy fishing y'all.
Yeah, almost identical to Ronin (and Robin in Injustice)Oh, I totally forgot about that guy and never really touched him. Does this work the same?
enhanced arrows? or just arrow?F12 arrows jail for safety and chip. Happy fishing y'all.
I think you can do it after a D4 on hit? Because it pushes them just out of range of it and if they try to move in they get hit. Unsure, but that's when I've been using it. Or on a knockdown if I think they won't wakeup.I swear the only way you can get F2 out is if it's after a Ji2. It's so god damn slow on the first hit, and between hits, that if you go for it raw after a knock down, they can just delay wake up and jab. Or if they're standing and you're in range, they just jab. I'm not sure why Matoka would even use it...Ancestral Gift get's a true 50/50 with it though. Must be for him??
Damn the dream is dead lol. I hope there is more to come.This is only true if they stand block unfortunately, up close on females crouch blocking Nightwolf's arrows miss entirely and on at least some males only the second one hits. If you play a female character and crouch block f1,2 and then let go of block you won't hold any arrows.
Was thinking about this last night and getting more annoyed. It's so crazy that you have to spend two slots for what is essentially a run-of-the-mill launcher! Really wished tomahawk swing was a base move that functioned as a below average launcher and you could spend an ability to give it a better version of the existing amped version ability. Paying an ability slot for more consistent, longer combos with more carry would be an interesting player option.
- Once again, NRS is making me choose between a variation I like stylistically and a variation that has combos. The forced dichotomy is becoming tiresome
- Even more interestingly, it looks like NRS has purposefully made entering the land of Nightwolf combos require an investment by design: building a Kustom variation, it looks like you basically need to spend 2 slots to get a launcher, either the tomahawk swing or roll + amp roll (I think the axe you toss on the ground can setup some stuff but not quite a true launcher)
I've only got 1-2 hours in with the character now (Matoka only), but while working on some combos this really jumped out at me - you're spending 2 points for a move that's highly analogous to B2, but without the functionality that feels like it justifies that extra cost. Top end for the 2-point launcher I've found so far is roughly 301 for one bar, 375 for 2 bars (though i haven't tried anything but 31 as the tweener string - YMMV). B2 is obviously more limited, but you can still hit just under 200 with ease meterless (B2-dash-111-bf4). I watched a video (REO's) showing you can do B2-dash-31-dash-111-bf4 for just 250 but I couldn't pull it off in the lab - dashes make these feel super fiddly.Was thinking about this last night and getting more annoyed. It's so crazy that you have to spend two slots for what is essentially a run-of-the-mill launcher! Really wished tomahawk swing was a base move that functioned as a below average launcher and you could spend an ability to give it a better version of the existing amped version ability. Paying an ability slot for more consistent, longer combos with more carry would be an interesting player option.
There must have been something truly frightening about Nightwolf combos when testing internally for such drastic choices...