I was dashing in with f2121, but i have found it's much better and easier to j2, 111,df2 xx 4bf4. His back throw sets you up for an almost meaty enhance shoulder charge, so I have been playing around with backthrow near the corner. He has decent corner carry so after you throw them toward the corner (even almost half stage away), you can j2, 111 df2, 4, df2, 31,bf4 for 41%Jax says Hello
Also, what's the go to thing to do after you land that shoulder charge KB? Dash 111 combo? Or do you have time for another starter?
Yea, my brother has been playing ancestral against me and it's pretty good. You don't need huge combos in that variation. And because 1 ticks, 11 ticks, all his pokes tick and f2121 ticks it may be the strongest tick variation in the game. Not op but decent.I wish 22 would tick too. It would be a very nice mix up at the end when fishing for that 22 1+3 brutality. I hope he gets one of his command grab too.
I think I'll main Ancestral. No idea why but I'm really enjoying it. It's not better than Matoka imo but it feels good when you make it work while others say it's trash. Feels good to be an underdog and that's what all my mains have been but something was always missing. Whether it was neutral, problems with zoners or something else. I feel like Nightwolf Ancestral has everything. He's not top tier, he doesn't excel at anything but he does have everything and is very well rounded. And last but most important, he's fun to play.
Yea, my brother has been playing ancestral against me and it's pretty good. You don't need huge combos in that variation. And because 1 ticks, 11 ticks, all his pokes tick and f2121 ticks it may be the strongest tick variation in the game. Not op but decent.I wish 22 would tick too. It would be a very nice mix up at the end when fishing for that 22 1+3 brutality. I hope he gets one of his command grab too.
I think I'll main Ancestral. No idea why but I'm really enjoying it. It's not better than Matoka imo but it feels good when you make it work while others say it's trash. Feels good to be an underdog and that's what all my mains have been but something was always missing. Whether it was neutral, problems with zoners or something else. I feel like Nightwolf Ancestral has everything. He's not top tier, he doesn't excel at anything but he does have everything and is very well rounded. And last but most important, he's fun to play.
At least if it was plus 4 or five it would be half way useable.I just want to ask. Why would netherrealm make his 112 only plus 1??? It's basically unuseable in high level play cause the only two things that connect are 12 and 13 frames.
Nightwolf doesnt really need the + frames. 11 is an excellent stagger and most of the time that's what you'll be using for offence, not chasing that +1 on block lolAt least if it was plus 4 or five it would be half way useable.
Nightwolf doesnt really need the + frames. 11 is an excellent stagger and most of the time that's what you'll be using for offence, not chasing that +1 on block lol
no I realize how strong his 11 is, but why the hell would they even give him a plus 1 if that makes his connecting moves easy to just poke out of. I guess I'm just wishing it was a decent option.
Being +1 is fine. It dumps you at the exact range of f1, and there's only a tiny handful of characters that can challenge f1 at that range and still win. For the bulk of characters either range will be too little, or their longer range move too slow.At least if it was plus 4 or five it would be half way useable.
Different strengths. I'd say ancestral does better in longer sets, because the plan is to make your opponent second guess every defensive decision they make. Blocking, jumping and neutral crouching should all feel dangerous to your opponent if you're playing this right.It seems a lot of you are using the cmd grab variation. Haven’t had time to really mess with it. Is it better than Makoto or about the same? I’ve had to completely rework the gameplan for it.
In this instance, the spacing is perfect and when you try to jump over characters they dont auto correct the get up attacks.So generally, the amount of hit adv on knockdown will affect the outcome of an anti get up?
I think it is matchup specific but if you really wanna main one variation and not run into a lot of trouble, ancestral is the way to go.It seems a lot of you are using the cmd grab variation. Haven’t had time to really mess with it. Is it better than Makoto or about the same? I’ve had to completely rework the gameplan for it.
Does it even reach Shao Khans shoulder charge? This is part of the problem. People will be unsafe, but then they're out of range. Shit happens with 221+3KB too.Reversal punish cmd grab takes practice but it's not that hard. You just have to make sure you use it for moves that are death on block, like Shao's shoulder.
Maybe it's easier for me cause I played Goro in MKX and reversal cmg grab was the tits
To get a reversal on any special move ( and only special moves) you buffer the first part of the special move before the opponents move recovers so that the move comes out on the first frame. Usually on any other characters special move, say something like kollectors db3, you would input d right before you can move and then input b3 on the first frame or right at the absolute last frame before you can move, making his db3 come out in exactly 8 frames on the first frame. As for a weird input like dbf3 ... I don't know if you would have to input DB before the frames are done being active or bf3 after you can move... My little brother can do it Everytime though and has gotten it almost every match in game against me.I'm having trouble doing Night Wolf Crushing Blow off his Cmd grab. The requirements says after a reversal punish but I'm not getting anything? Any tips?