Johnny Cage beats him.noone has a slight advantage on kung lao.
I believe you aren't playing competent Laos.
Any Sub-Zero player who doesn't know when to rush down sucks ass.Sub only goes 5-5 with Nightwolf when he's played aggressively. Baiting reflects with regular iceball and then hitting Nightwolf with ex ice only works the first couple of times. He has to take Nightwolf to the corner and beat him down because Nightwolf has natural counters to Sub-Zero at range. Sub loses if he tries to sit there and throw ice or turtle.
The thing is, most sub players (including myself) are uncomfortable jumping, maybe its just the methodical nature of that character, and when playing defence, (hiding behind clone) never think to jump the lighting. Any good nw will fuck you up with some serious lighting/reflect mind games. Rushing him down is also hard because nw is gonna dash axe or shoulder your ass, and you can be punished while putting up an ice clone and even if you block it that ex shoulder is hard to to punish, so he gets in pretty easily too. I feel like this match is definately in nw favor but then again I am no pro.Dont understand Kitana being 4-6 for nightwolf, fans are useless and bait out the airjump which is easily punished
and i believe sz is 6-4 for nightwolf. slide is the only worry but is easily punished in my experience
Ok let me start with cyrax, kitana, noob and smoke. NW has trouble getting in on people who can get away and sthey away. Cyrax, and kitana fall into this category while noob and smoke do not.I agree with most of what you've got there. A few I would question (not because they're necessarily wrong):
Cyrax: Seems pretty much 5-5 IMO. Cyrax can't really zone or trap with bombs reliably thanks to a combination of reflect, quick forward movement on shoulder (and armor on ex), and unblockable lightning. He can still get (slightly lower) big damage on hit, but his normals aren't that great. My experience has been that ex shoulder in particular blows up Cyrax's game.
Kitana: Not sure, but I've been hearing that her combos from range are really hurt by the dash nerf.
Reptile: This has nothing to do with the patch, but I've always felt like NW dominated Reptile. He can counter all projectiles, his normals are way better, and he can really control the ground. I usually have trouble fighting Reptile, but not with Nightwolf.
Noob: I feel Nightwolf is hurt the least by Noob's new at-range 50/50, thanks to reflect and armor, but that's me. I see this being 6-4 for NW.
Smoke: Not sure I see NW's advantage here given Smoke's ability to run away. The only risk is if he gets corner trapped by NW.
Liu Kang: I've never faced a lot of LK's, so I'm mainly just wondering if you'd explain your rating.
The breaker thing I can totally sympathize with. Drives me nuts how often he gets one. I'm curious what you find Reptile does on a shoulder/dash "crossover" that's problematic. While he obviously has advantage, it's pretty small. I can't recall anyone who's capitalized on it. I think NW has advantage at both far and close ranges in this matchup, while Rep might have the advantage at mid-range. His projectiles are pretty useless unless he's close enough that you can't react to them, and his normals can't even compare to 1221 and f31. If I do find myself struggling against Reptile, I can usually solve the problem by moving closer and pressuring or further away and turtling a bit. His one saving grace is that bloody dash. I've had limited success spacing it out with hatchet (normal and ex), but I've spent a lot of time looking for some kind of hard counter to it with only limited success.No I appreciate your write ups! Really thanks for your input.
The problem with reptile also is that I have no way to stop the dash unless I block it. Nw gets full 40-50% on blocked dash but a wiffed dash gives reptile pressure ability. If I try to shoulder and rep dashes, they go through each other which gives rep advantage with his instant recovery. Not to mention rep builds meter all day which always gives rep a breaker.
wait are you coming?They definitely do not make or break this match but I feel like by the time you get in by d1 dashing he's just going to dash cancel and start his pressure so I feel like the whole matchup is just waiting for Kabal to make a mistake in either his zoning or pressure. NW hardly gets the opportunity to apply any pressure towards Kabal, idk though maybe you will prove me wrong at Final Round
I'll be at SCR for sure but it's too soon for me to tell if I'll be able to go to Final Round but I would definitely like to go.wait are you coming?
I have been disputing with many sub zero players about this recently so here it goes. Normally nightwolf has limited options when using his specials. His arrow is risky, his lightning is risky and his shoulder is risky. But when fighting subzero it opens up all NWs options.how is the sub zero matchup 6-4? lotf can you explain how you tackle this 1?
and ermac also? punishing TKP at jump distance?
more than helpful man. those ideas on the sz matchup sound, in theory really good, i cant wait to try them out over the weekend.I have been disputing with many sub zero players about this recently so here it goes. Normally nightwolf has limited options when using his specials. His arrow is risky, his lightning is risky and his shoulder is risky. But when fighting subzero it opens up all NWs options.
Clone(subs most versatile and most used special) is punished by lightning one eh lightning on reaction
Ice blast gets reflected and if I'm jump distance away reflect will hit sub and freeze him every time while sub is recovering from his move. Reflect also makes lightning a threat
Slide...more risky than shoulder
Now when lightning becomes a threat against a non teleport character, arrows now become a threat. He is jumping to get away from lightning and he now eats an arrow and a shoulder and now I am full screen zoning sub. He has to get in and get me to the corner. If I have meter it is hard to keep NW there. I have armor on eh shoulder to go throu your first clone on reaction and I have eh axe to eat your d4 pressure on wakeup. I have d1 axe which goes through clone without freezing me...and I have lightning if your just gonna stand there.
For Ermac
Fireball pressure is moot...reflect wins. Teleport/ground pound = death most times. Ermac has to get in. Problem ermac has is that his sweet spot is just outside of jump distance but NW can punish everything ermac does at that range so it comes down to footsies for ermac...and he does not have good up close footsies...NW has the advantage there. Ermac can't keep up. He also only has one special that gets him out of lightning trap...that's levitate and that's dangerous.
Hope this was helpful.