Not denying that he's balanced. It's just some stuff is just plain weird like the wiffing 1 in 122 after a JIP. If you do the JIP at the last second, the JIP connects, but the first 1 in the 122 misses because the hitbox of your opponent moved too far away because of the initial JIP's pushback. It still counts as a full combo tho, minus the damage of that extra 1.
Also, when you D1 really fast Nightwolf moves forward a bit every time.
Liu Kang and Jax also do this. Liu Kang is the worst. Scorpion does it too but it's barely noticeable
These characters are obviously not supposed to move forward when doing a D1, because if you do it slowly and let the animation finish completely, they don't move.
This is caused by the D1 recovery animation not having time to finish completely before you do another D1.
Basically what happens is the animation starts again prematurely on your second D1, but from your actual position instead of the position of the first frame.
It probably happens because the animation contains more frames than the move's actual recovery time.
Example: Move recovers in 6, animation lasts 8. So every time you repeat the move you'd find yourself two frames ahead in your character's position
It's kinda weird that some animations last longer than the move's actual recovery time. Maybe when they changed some move's recovery frame data at one point they didn't adjust the animations accordingly. This does give Nightwolf an advantage tho so it's cool. If you D1 poke your opponent, every consecutive hit gets a bit of extra range.
In some games like Dungeon Hunter you can abuse buggy animations like that to actually move through collision areas and go to places where you're not supposed to. I wonder if you could slowly D1 your way through the borders of the map if you didn't have an opponent in front of you.