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Nightwolf General Discussion Thread

Jowabunga

Woooooooooooooo!
I need help with his 111 BF4 ending combo string. For some reason I can’t do it every time. Instead, I’m shooting an arrow at the end instead of the shoulder dash. Any tips? I’ve straight up tried for 2hrs yesterday and a little this morning.
Man I am glad someone else said this because this is happening to me occasionally too, mostly in the lab, despite the fact that I'm not anywhere near x/1 for the input. I should probably record it happening as an example.

When you watch your replays what does the command list show that you're hitting?
 

xNewske

Noob
Man I am glad someone else said this because this is happening to me occasionally too, mostly in the lab, despite the fact that I'm not anywhere near x/1 for the input. I should probably record it happening as an example.

When you watch your replays what does the command list show that you're hitting?
Here’s a video of me trying and failing. Sorry for the quality.

 

Jowabunga

Woooooooooooooo!
What I think might be happening is the game is picking up the extra 1 you hit before the directional inputs and using that for the special instead of the 4. Maybe it's just a matter of cleaning up the input?
 

Sutter Pain

Your mothers main.
I need help with his 111 BF4 ending combo string. For some reason I can’t do it every time. Instead, I’m shooting an arrow at the end instead of the shoulder dash. Any tips? I’ve straight up tried for 2hrs yesterday and a little this morning.
Sounds like you are pressing 1 4x
 

Zviko

Warrior
To me it looks like he has release check on. If that's not the case, try delaying BF4 a little bit and make sure you press 1 3 times no more or less. I have the same problem with ticking cmnd grab off of 11. Sometimes I get the reflect and that's only because I do the input too fast. So maybe wait for at least 11 to hit and then cancel to BF4.
 

dead guy

Noob
IDK if this was posted already but Nightwolf's s3 is a great anti air. I was having trouble AA'ing against J3s from a lot of the cast with s1 and i felt like i was leaving damage on the table using d2.

My go to anti air combo (266.97 dmg, 1 Bar): s3 xx RT (late amplify), dash, 111 xx shoulder.

If you amplify RT right away he will miss the juggle so it must be amplified late. If you visually confirm the axe hitting after s3 xx RT you will get the late amplify everytime it's really easy. Im using s3 over everything now, it has a great vertical hitbox and its just as fast as his D2 at 10f.
 

Hor_PeT

Kombatant
IDK if this was posted already but Nightwolf's s3 is a great anti air. I was having trouble AA'ing against J3s from a lot of the cast with s1 and i felt like i was leaving damage on the table using d2.

My go to anti air combo (266.97 dmg, 1 Bar): s3 xx RT (late amplify), dash, 111 xx shoulder.

If you amplify RT right away he will miss the juggle so it must be amplified late. If you visually confirm the axe hitting after s3 xx RT you will get the late amplify everytime it's really easy. Im using s3 over everything now, it has a great vertical hitbox and its just as fast as his D2 at 10f.
Do not forget that you can convert D2 into D1xxDF2 AMP in lot of cases so D2 is still a good option.
I do not know if S3 is more reliable though but I will check too nice finding.
 

Jowabunga

Woooooooooooooo!
I labbed s3 vs noob jumping in with j2 and j3 and had almost no luck getting the move out before being stuffed. What characters did you lab this against?

Newb question: I've been seeing people ending strings in command grab but haven't been able to replicate it in the lab. Am I missing something?
 

SparkySanders

Unga bunga dude
I changed the input window timing to long for ancestral gift command grab enders, it’s best used after 111 but f12 and 31 also connect for slightly less damage.

I know it’s not ideal placement but used in the corner optimal you can get 38% off one bar. This is only really useful if you know it’ll end the round/ get the brutality.
 

Jowabunga

Woooooooooooooo!
I set window timing to 'long' really early on so that isn't the proiblem. The move goes off, it just whiffs after every move whether midscreen or in the corner, similar to how it whiffs if you cancel into it after 111 on block.
 

Kind cows

Kano main. Still a scrub
To end in the cmd grab the opponent can't be grounded. so it's tight but it's a solid way to switch sides if you can input instead of RC.
Im still having issues feeling stubby.
 

xKMMx

Banned
Man I am glad someone else said this because this is happening to me occasionally too, mostly in the lab, despite the fact that I'm not anywhere near x/1 for the input. I should probably record it happening as an example.

When you watch your replays what does the command list show that you're hitting?
Turn off release check. It sounds like that's probably the issue. Its reading extra 1's
 

trufenix

bye felicia
I turned off release check the first time I started the game back in April. The issue was that the grab after a cancelled string won't hit grounded characters in hitstun.
yeah, the torched comboing into command grabs )= One of my favorite features from MKX.
 

Juggs

Lose without excuses
Lead Moderator
This setup actually works pretty well. If they do a WU attack, you tank the hit with armor. If they WU poke you still have time to punish. If they WU 111 or something, you tank the hit with armor then you can block the rest. If they WU throw, you tank it with armor. If they WU and just block, you continue pressure, same if they delay WU. They can WU roll out but you can punish it if you’re ready for it. So not a guaranteed reset or an uncounterable reset or anything, but definitely usable.

 

Hor_PeT

Kombatant
This setup actually works pretty well. If they do a WU attack, you tank the hit with armor. If they WU poke you still have time to punish. If they WU 111 or something, you tank the hit with armor then you can block the rest. If they WU throw, you tank it with armor. If they WU and just block, you continue pressure, same if they delay WU. They can WU roll out but you can punish it if you’re ready for it. So not a guaranteed reset or an uncounterable reset or anything, but definitely usable.

This is good setup I just realized that the AMP buff is more than a single buff (normal +15% amp: even more +9%).

For that 1 bar NW leaves around 40 damage on the table (without buff) but he gains that anti WU2-3/throw setup into a buff which can lead into an around +70-85 (depends on meterless or 1 bar) more damage BnB if you can hit the opponent.
So for that 1 bar you do not really gain too much extra damage but the setup.

Btw I did not lab all the wake ups only Dummy sub zero U2 and it looks like its recovery is good enough to not be punishable after armor. So it probably depends on the match up.
Wake up roll looks neutral which means no punish even if you are ready though.

As you also pointed it out NW is pretty minus after this setup if the opponent just respect this option and do not do anything but stand up.
Of course if he attacks the armor saves it so actually probably just neutral - but he can act earlier to meaty (e.g. with a MID) so NW can just easily lose his turn.

So for 1 bar against a potent opponent (who actually watches your ender) it is just a minus "oki" with a buff... I can call it safe buff setup but losing our turn (in the corner).
But on the bright side you may trick the opponent not the meterburn it and still not be punished.

After that short lab I am not convinced using it over a highly plus oki ender especially in the corner - but against random opponent it is gross lol.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
Can someone tell me how I should be using B132? From what I’ve seen it’s not as fast as F12 to whiff punish, it’s also slower than B34 for being a close range mid. Apparently there’s also a gap between B13(2), making it hard to stagger without conditioning with unsafe stuff. It is safer though so is that the main thing?
 

Kind cows

Kano main. Still a scrub
Can someone tell me how I should be using B132? From what I’ve seen it’s not as fast as F12 to whiff punish, it’s also slower than B34 for being a close range mid. Apparently there’s also a gap between B13(2), making it hard to stagger without conditioning with unsafe stuff. It is safer though so is that the main thing?
It's conditioning and spacing. Or using to punish it's solid after a knock up into rc.