Nightwolf

Move List


INPUT COMMANDS
Rabbit Punch
1
Waxing Crescent
Back+1
Thresher
Forward+1
Low Stab
Down+1
Stone Crusher
2
Soaring Winds
Back+2
Enemy Harvest
Forward+2
Rising Blades
Down+2
Heartbreaker
3
Return To Dust
Back+3
Uncertain Ground
Down+3
Lunar Roundhouse
4
Churning Earth
Back+4
Hobbling Kick
Down+4
JUMPING ATTACKS
Eagle Rake
1
New Moon
2
Dropkick
3or4
HOP ATTACKS
Howling Blade
Up,1orUp,2
Hawk Talon
Up,3orUp,4
GETUP ATTACKS
Moon Rise
Up+2
Eviction Kick
Up+3
FLAWLESS BLOCK ATTACKS
Moon Rise
Up+2
Eviction Kick
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Last Updated: May 21, 2020

Strategy


Footsies

Nightwolf’s best footsie tool is Forward+1,2. Forward+1,2 is a quick, forward-advancing mid attack. Forward+1,2 is safe on block and can be hit confirmed into a combo.

Pressure

Nightwolf’s pressure comes from his 1,1,1 string. By staggering 1 and 1,1, you can keep your opponent guessing on when you will finish the string. This string is great for tick throws as well. Staggering 1 into throw or 1,1 into throw will make it difficult for your opponent to tech your throw on reaction.

Another way for Nightwolf to pressure opponents is by using his 3,1,2 string. 3,1,2 ends with an overhead attack, which will allow you to stagger 3,1. After 3,1, you can then go for a throw or use 3,1 again to keep pressure on your opponent. If your opponent chooses to attack after 3,1, you will be able to hit them with 3,1,2. This is a very strong option because 3,1,2 becomes a Krushing Blow if only the final hit connects. Be wary when using 3,1,2 as the last hit can be Flawless Blocked.

Mixups

Back+3,4 is one of Nightwolf’s best mid attacks. Back+3 has a start-up of 11 frames, making it great to use up-close. If it hits, you can hit confirm it into a combo. If blocked, finish the string by doing Back+3,4,Down+4 to be safe. Another reason why this string is so strong is because the last two hits are lows. Your opponent must always be ready to block low when defending against this string.

Once your opponent is conditioned to block low, you, can then mix this up by using Forward+2,1. Forward+2,1 is an overhead attack that can be hit confirmed into a combo. If Forward+2,1 hits, quickly input 2,1 to finish the rest of the string. After the third hit of Forward+2,1,2,1, input DownForward2 to launch for a combo if using Nightwolf’s Matoka Warrior variation. If blocked, do Forward+2,1,4 to be safe. Keep in mind that Forward+2 has a slow start-up of 24 frames, which means it can be blocked on reaction. If used sparingly though, it can catch your opponent off guard.

Strike / Throw

When throwing with Nightwolf, you will mainly want to use his Forward Throw because it will leave your opponent close. What makes Nightwolf’s throws even better is that both his Forward Throw and Back Throw become Krushing Blows if your opponent failed Throw Escape during the previous throw.

Throwing your opponent repeatedly will force your opponent to want to tech your throws. You can then mix up your throws by using Nightwolf’s 1,1,1 string. If your opponent tries to tech a throw, they will be vulnerable to being hit by 1,1,1.

Nightwolf’s 1,1,2 can also be used as it is +1 on block with pushback. This can be better than 1,1,1 which is -6 on block. 1,1,2 does not lead into a combo, so it should only be used if you do not have Offensive Meter to launch for a combo. 1,1,2 can also be interrupted by 9 frame attacks, so it should rarely be used.

Spirit of Kiba

In Nightwolf’s Matoka Warrior variation, Spirit of Kiba, or DownBack3, temporarily increases Nightwolf’s damage. This however has very slow start-up, so it can only be used in certain situations. For example, after hitting your opponent with Nightwolf’s Spirit Arrow, or BackForward1, at midscreen or farther, this will allow you to safely use Spirit of Kiba. Another way to set up Spirit of Kiba is by ending a midscreen combo with 4DownBack3. This is mainly done if you need to keep a distance from your opponent and zone while also increasing Nightwolf’s damage with Spirit of Kiba.

Rhino Charge

Rhino Charge, or BackForward4, can be useful to throw out occasionally in the neutral. If your opponent isn’t ready, they can be hit. Rhino Charge is very quick and can be difficult to react to. If your opponent blocks the Rhino Charge and reacts too late, you can Amplify it to hit your opponent for attempting to punish it. If only the Amplified version hits, Rhino Charge becomes a Krushing Blow.

Another use for Rhino Charge is to punish unsafe moves at a distance. Since it has a start-up of 12 frames and advances forward, you will be able to punish moves that you normally wouldn’t be able to.

Command Grab

In Nightwolf’s Ancestral Gift variation, he gains access to Tomahawk Swing, or DownBackForward3. This is a command grab that can be used for mixups.

Tomahawk Swing can be used after:

1
1,1
2
Forward+2,1,2,1 (3rd hit)
Down+1
Down+3
Down+4

The best move to use Tomahawk Swing after is Nightwolf’s 1. In order to avoid the command grab, your opponent must let go of block. This will leave your opponent vulnerable to being hit by Nightwolf’s 1,1,1 string. Tomahawk Swing can also be great to use after Nightwolf’s pokes to beat counterpokes.

You will also want to use Tomahawk Swing normally and mix it up with Back+3,4. This is an alternative way to throw your opponent without worrying about your throws being teched.

Krushing Blow Punishes

In Nightwolf’s Ancestral Gift variation, he can punish opponents with multiple Krushing Blows. 2,2,1+3 becomes a Krushing Blow when used as a Kounter or Punish. A great way to use this is after knocking the opponent down and punishing a Getup Attack.

Tomahawk Swing also becomes a Krushing Blow when used as a Reversal Punish. After blocking a move that is -12 or more, do a Reversal Tomahawk Swing to punish for a Krushing Blow.

Zoning

When zoning with Nightwolf, use Spirit Arrow, or BackForward1, to keep your opponent away. Amplify Spirit Arrow to fire additional arrows and hit opponents trying to move after ducking the initial arrow.

Anti-Zoning

Nightwolf’s forward dash can make him difficult to keep out. In addition, you will want to use Reflector, or DownBack1, to reflect projectiles back at your opponent. In Nightwolf’s Ancestral Gift variation, he can Amplify Reflector to teleport behind the opponent. Use this on reaction to projectiles or after successfully reflecting a projectile to approach from behind. Depending on the projectile, Nightwolf can combo from it after teleporting.

Combos


Ancestral Gift

Matoka Warrior

Nightwolf - Matoka Warrior - Beginner Combos

Nightwolf – Matoka Warrior – Beginner Combos


Nightwolf - Matoka Warrior - Beginner Combos
Nightwolf - Matoka Warrior - Advanced Combos

Nightwolf – Matoka Warrior – Advanced Combos


Nightwolf - Matoka Warrior - Advanced Combos

Shaman

Guides


General

How to Fight Nightwolf - Beginner Guide

How to Fight Nightwolf – Beginner Guide


Punishing Gaps Deadly Talon Nightwolf has a few gaps that can be punished. The main string with a gap that Nightwolf will use is his . The last hit of this string can be Flawless Blocked. If mistimed however, Nightwolf will get a Krushing Blow so it’s usually safer to block this string. You should only attempt to Flawless Block if you are able to do it consistently. Blade and Edge Nightwolf’s also has a gap before the ...
Nightwolf - All Gaps

Nightwolf – All Gaps


https://www.youtube.com/watch?v=CuUcsd9GTHg Kombo Attack Gaps 112 – Flawless Block, 9 Frame Attack B132 – Flawless Block, 7 Frame Attack 312 – Flawless Block Special Move Gaps Rhino Charge – BF4 AMP – Flawless Block, 9 Frame Attack Matoka Warrior Rising Tomahawk – DF2 AMP – Flawless Block, 10 Frame Attack Ancestral Gift 1Tomahawk Swing – DBF3 – All Attacks, Duck 11Tomahawk Swing – DBF3 – All Attacks, Duck 2Tomahawk Swing – DBF3 – All Attacks, Duck F212Tomahawk Swing – DBF3 – Duck D1Tomahawk Swing – DBF3 – Duck, Jump, Hop D3Tomahawk ...
How to Fight Nightwolf

★ How to Fight Nightwolf


Punishing Gaps Deadly Talon Nightwolf has a few gaps that can be punished. The main string with a gap that Nightwolf will use is his . The last hit of this string can be Flawless Blocked. If mistimed however, Nightwolf will get a Krushing Blow so it’s usually safer to block this string. You should only attempt to Flawless Block if you are able to do it consistently. Blade and Edge Nightwolf’s also has a gap before the ...

Ancestral Gift

Matoka Warrior

Damage Buff Setup

Damage Buff Setup


In Nightwolf’s Matoka Warrior variation, he gains access to Spirit of Kiba, or . This move temporarily increases Nightwolf’s damage output. When Amplified, Spirit of Kiba gains armor. This can be used at the end of combos to absorb Getup Attacks. Once opponents are afraid to get up, Nightwolf can attack freely on knockdown. Although he will be at a slight disadvantage, Nightwolf will still be safe from attacks. Opponents can use a Forward Roll to escape, ...

Shaman