Tom Brady
Champion
NIGHTWOLF:
BEST NORMALS:
*HIT LEVEL:H,M,M(overhead),M(overhead) - 4 hit jab string that gives Nightwolf big advantage on hit and leaves the opponent standing right in front of you. safe on block. the last 2 hits are both overhead attacks so both hits must be blocked standing.
*+HIT LEVEL:M,M(overhead),M(overhead) - 3 hit string that gives Nightwolf big advantage on hit and leaves the opponent standing right in front of you. safe on block. the last 2 hits are both overhead attacks so both hits must be blocked standing.
*+HIT LEVEL:M,M - 2 hit string. safe on block. has a big natural looking delay even though the string isnt being delayed.
SPECIALS:
*Shoulderr+)HIT LEVEL:H - classic shoulder ram. cant be punished by uppercut if crouch blocked and punished by full combos if crouched without block.
*Hatchetd+)HIT LEVEL:M - safe mid launcher. UMK3 revisited.
*Arrowd+)HIT LEVEL:H - high projectile. is safe on stand block even up close. if crouched or crouched blocked can be punished.
*Reflectd+)HIT LEVEL:N/A - reflects most projectiles back to the opponent. will not work on some :en projectiles such as Sub-Zero :en freeze or KL :en hat throw. will not work vs some normal projectiles such as any of Noob's, Cyrax net, etc.. when reflecting moves like Noob's projectiles, while you wont send the projectile back at him, you will gain meter for doing the reflect while not taking damage from the projectile.
*Lightningd+)HIT LEVEL:Unblockable - unblockable lightning bolt that causes a knock down. must be jumped to avoid. if jumped Nightwolf can be punished from almost full screen.
:en MOVES:
*:en Shoulderr++)HIT LEVEL:H,M - 2 hit shoulder rush. safe on block but you can uppercut before the second hit comes out of you crouch the first hit.
*:en Hatchetd++)HIT LEVEL:M,M - safe mid double hatchet launcher. used to extend combos.
*:en Arrowd++)HIT LEVEL:H,M,M at the same time - 3 hit projectile shooting 3 arrows out at once.
*:en Reflectd++)HIT LEVEL:N/A - does not reflect but instead absorbs and give Nightwolf back some health. will absorb any projectile including :en freeze.
*:en Lightningd++)HIT LEVEL:Unblockable - unblockable lightning bolt that launches and has a bigger hit box. must be jumped to avoid. if jumped Nightwolf can be punished from almost full screen.
STRATEGY:
Random Shoulders:
yup, still good. great way to get ppl so stop moving and do nothing but crouch or crouch block.
Lightning and :en Lightning:
when you get players committing to crouch or crouch block to counter shoulders you can use lightning. VERY hard to react to standard lighting from crouch or crouch block and its IMPOSSIBLE to react to :en lightning from the same position. most of the time opponents kinda have to pick their poison, you either eat shoulders or :en lightning launchers.
:en Reflect:
because of this, trying to close Nightwolf out with zoning when he has meter is useless because all that happens is he will gain health back.
and :
on block these strings build meter well. you can cancel either of these strings on the second to last hit with any special.
+ String:
this is Nightwolf's best normal attack. the + goes to the ground so it will actually otg players choosing to remain grounded. next is the natural delay the string has. + has such a great natural delay that you can mix up between the first or second hit with a throw or looping the string. you can also cancel with hatchet after the second hit and you can slightly delay an already natural delayed hatchet allowing you to throw or loop the string again even after both hits are blocked. besides throwing or looping the string as a mix up you can also poke with the string then cross up jump in and if the opponent tries a last second interrupt, you will get a free jump in combo. even if the jump in is blocked you can still poke with the string again. you can also hit confirm the string then link in hatchet.
Hatchet:
once you get the move on the screen and its in its green frames(when it turns green) the actual hatchet is invincible and acts as a shield. you can use this as anti air if you get it on screen early. hatchet is also good because of its range. dash hatchet so it makes contact at max range is a great tactic because it will out range attacks and catch players jumping/dashing forward or backward.
:en Lightning Set Up:
after shoulder hits :en lighting is guaranteed unless the opponent has an advancing invincible wake up attack.
Wake Up:
when you wake up attack your :en hatchet, :en command throw, and shoulder are invincible. even if someone tries to defend vs those options you can then wake up :en lightning, and while you wont be invincible on the lightning, its used as a mix up for players trying to avoid your other wake up options. vs players trying to pressure you on wake up with zoning you can wake up with reflect.
COMBOS
STANDARD COMBOS:
1. :en lightning, uppercut/shoulder
2. :en lightning, hatchet, dash ~arrow/:en arrow, shoulder
3. :en lightning, hatchet, dash ~hatchet, shoulder
4. :en lightning, hatchet, dash ~:en hatchet, +~shoulder
5. /+: :en lightning, hatchet, dash ~arrow/:en arrow, shoulder
6. /+: :en lightning, hatchet, dash ~hatchet, shoulder
7. /+: :en lightning, hatchet, dash ~:en hatchet, +~shoulder
8. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, dash ~arrow/:en arrow, shoulder
9. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, dash ~hatchet, shoulder
10. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, dash ~:en hatchet, ~shoulder
11. (opponent in corner) hatchet/+~hatchet/~hatchet/~hatchet: hatchet, ~hatchet, +~command throw/:en command throw
12. (opponent in corner) hatchet/+~hatchet/~hatchet/~hatchet: hatchet, ~:en hatchet, ~command throw/:en command throw
COMBOS:
1. hatchet/+~hatchet/~hatchet/~hatchet:
2. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, +~
3. (opponent in corner) hatchet/+~hatchet/~hatchet/~hatchet: hatchet, ~hatchet, +~
BEST NORMALS:
*HIT LEVEL:H,M,M(overhead),M(overhead) - 4 hit jab string that gives Nightwolf big advantage on hit and leaves the opponent standing right in front of you. safe on block. the last 2 hits are both overhead attacks so both hits must be blocked standing.
*+HIT LEVEL:M,M(overhead),M(overhead) - 3 hit string that gives Nightwolf big advantage on hit and leaves the opponent standing right in front of you. safe on block. the last 2 hits are both overhead attacks so both hits must be blocked standing.
*+HIT LEVEL:M,M - 2 hit string. safe on block. has a big natural looking delay even though the string isnt being delayed.
SPECIALS:
*Shoulderr+)HIT LEVEL:H - classic shoulder ram. cant be punished by uppercut if crouch blocked and punished by full combos if crouched without block.
*Hatchetd+)HIT LEVEL:M - safe mid launcher. UMK3 revisited.
*Arrowd+)HIT LEVEL:H - high projectile. is safe on stand block even up close. if crouched or crouched blocked can be punished.
*Reflectd+)HIT LEVEL:N/A - reflects most projectiles back to the opponent. will not work on some :en projectiles such as Sub-Zero :en freeze or KL :en hat throw. will not work vs some normal projectiles such as any of Noob's, Cyrax net, etc.. when reflecting moves like Noob's projectiles, while you wont send the projectile back at him, you will gain meter for doing the reflect while not taking damage from the projectile.
*Lightningd+)HIT LEVEL:Unblockable - unblockable lightning bolt that causes a knock down. must be jumped to avoid. if jumped Nightwolf can be punished from almost full screen.
:en MOVES:
*:en Shoulderr++)HIT LEVEL:H,M - 2 hit shoulder rush. safe on block but you can uppercut before the second hit comes out of you crouch the first hit.
*:en Hatchetd++)HIT LEVEL:M,M - safe mid double hatchet launcher. used to extend combos.
*:en Arrowd++)HIT LEVEL:H,M,M at the same time - 3 hit projectile shooting 3 arrows out at once.
*:en Reflectd++)HIT LEVEL:N/A - does not reflect but instead absorbs and give Nightwolf back some health. will absorb any projectile including :en freeze.
*:en Lightningd++)HIT LEVEL:Unblockable - unblockable lightning bolt that launches and has a bigger hit box. must be jumped to avoid. if jumped Nightwolf can be punished from almost full screen.
STRATEGY:
Random Shoulders:
yup, still good. great way to get ppl so stop moving and do nothing but crouch or crouch block.
Lightning and :en Lightning:
when you get players committing to crouch or crouch block to counter shoulders you can use lightning. VERY hard to react to standard lighting from crouch or crouch block and its IMPOSSIBLE to react to :en lightning from the same position. most of the time opponents kinda have to pick their poison, you either eat shoulders or :en lightning launchers.
:en Reflect:
because of this, trying to close Nightwolf out with zoning when he has meter is useless because all that happens is he will gain health back.
and :
on block these strings build meter well. you can cancel either of these strings on the second to last hit with any special.
+ String:
this is Nightwolf's best normal attack. the + goes to the ground so it will actually otg players choosing to remain grounded. next is the natural delay the string has. + has such a great natural delay that you can mix up between the first or second hit with a throw or looping the string. you can also cancel with hatchet after the second hit and you can slightly delay an already natural delayed hatchet allowing you to throw or loop the string again even after both hits are blocked. besides throwing or looping the string as a mix up you can also poke with the string then cross up jump in and if the opponent tries a last second interrupt, you will get a free jump in combo. even if the jump in is blocked you can still poke with the string again. you can also hit confirm the string then link in hatchet.
Hatchet:
once you get the move on the screen and its in its green frames(when it turns green) the actual hatchet is invincible and acts as a shield. you can use this as anti air if you get it on screen early. hatchet is also good because of its range. dash hatchet so it makes contact at max range is a great tactic because it will out range attacks and catch players jumping/dashing forward or backward.
:en Lightning Set Up:
after shoulder hits :en lighting is guaranteed unless the opponent has an advancing invincible wake up attack.
Wake Up:
when you wake up attack your :en hatchet, :en command throw, and shoulder are invincible. even if someone tries to defend vs those options you can then wake up :en lightning, and while you wont be invincible on the lightning, its used as a mix up for players trying to avoid your other wake up options. vs players trying to pressure you on wake up with zoning you can wake up with reflect.
COMBOS
STANDARD COMBOS:
1. :en lightning, uppercut/shoulder
2. :en lightning, hatchet, dash ~arrow/:en arrow, shoulder
3. :en lightning, hatchet, dash ~hatchet, shoulder
4. :en lightning, hatchet, dash ~:en hatchet, +~shoulder
5. /+: :en lightning, hatchet, dash ~arrow/:en arrow, shoulder
6. /+: :en lightning, hatchet, dash ~hatchet, shoulder
7. /+: :en lightning, hatchet, dash ~:en hatchet, +~shoulder
8. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, dash ~arrow/:en arrow, shoulder
9. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, dash ~hatchet, shoulder
10. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, dash ~:en hatchet, ~shoulder
11. (opponent in corner) hatchet/+~hatchet/~hatchet/~hatchet: hatchet, ~hatchet, +~command throw/:en command throw
12. (opponent in corner) hatchet/+~hatchet/~hatchet/~hatchet: hatchet, ~:en hatchet, ~command throw/:en command throw
COMBOS:
1. hatchet/+~hatchet/~hatchet/~hatchet:
2. hatchet/+~hatchet/~hatchet/~hatchet: hatchet, +~
3. (opponent in corner) hatchet/+~hatchet/~hatchet/~hatchet: hatchet, ~hatchet, +~