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


Version 1.19
Last Updated: June 12, 2020

Strategy


Nightwolf is a rushdown character with great advancing normals and quick movement. His Matoka Warrior variation gives him high damaging combos and the ability to increase his damage even further with the Spirit of Kiba. His Ancestral Gift variation gives him deadly command grabs and allows him to teleport across the screen. Nightwolf’s Shaman variation alters his arrows to shoot lightning and allows him to attack while rolling underneath projectiles.

Strengths Weaknesses
  • Fast normals
  • High damage
  • Long-ranged normals
  • Good mix-ups
  • Quick movement
  • Weak anti-airs

Key Moves

Name Input Description
Axe Blast 1,1,1 High, hit confirmable
Tomahawk Smash Forward+1,2 Advancing mid, hit confirmable
Boar’s Tusks Forward+2,1 Slow 24 frame overhead, hit confirmable, used for mix-ups
Deadly Talon 3,1,2 High, staggerable, triggers a Krushing Blow if only the final hit connects, can be Flawless Blocked on 3rd hit
Falcon Swap Back+3,4 Fast 11 frame low, hit confirmable, used for mix-ups
Spirit Arrow BackForward1 High projectile
Reflector DownBack1 Projectile parry
Rhino Charge BackForward4 Advancing mid, great range, triggers a Krushing Blow when only the Amplified version hits a grounded opponent

Combo Starters

Nightwolf can launch opponents up for a combo in his Matoka Warrior variation using Rising Tomahawk (DownForward2) and Amplifying it. Similarly in his Shaman variation, combos are started with Spirit Tracks (BackForward4) and Amplifying it. These are normally done after hit confirmable strings such as 1,1,1 and Forward+1,2. In the corner, Nightwolf can combo meterlessly off of Rising Tomahawk by converting with a Down+1.

Combo Enders

Nightwolf’s combos are normally ended with Rhino Charge (BackForward4) which will leave opponents close on knockdown. In his Ancestral Gift variation, combos are ended with Tomahawk Swing (DownBackForward3), dealing maximum damage while switching positions with the opponent. Tomahawk Swing also has the ability to Armor Break if opponents try to escape Nightwolf’s combos with a Breakaway. In Nightwolf’s Shaman variation, Lightning Arrow is used at the end of combos. Lightning Arrow can be done up-close at the end of a combo to keep opponents nearby, or from afar to knock opponents away.

Tomahawk Smash

Nightwolf’s strongest move to use in footsies is his Tomahawk Smash (Forward+1,2) string. Forward+1,2 is a quick, forward-advancing mid attack that can be hit confirmed into a combo. If blocked, it will leave Nightwolf safe at -7.

Axe Blast

Axe Blast (1,1,1) is a great move to use at close-range. 1 and 1,1 are -1 and -5 on block respectively and can be staggered for pressure. By mixing up each hit, Nightwolf can keep opponents guessing on when he will finish the string. This string is also very strong because it is completely safe on block and can be easily hit confirmed into a combo.

Alternatively, Nightwolf’s 1,1,2 can be used as it is +1 and creates pushback on block. This can at times be a better option than 1,1,1 which is -6 on block. However, 1,1,2 does not lead into a combo and the final hit can be interrupted by 9 frame or faster attacks, so it should only be used on occasion when mixed with 1,1,1.

Deadly Talon

Another move Nightwolf can use up-close is his Deadly Talon (3,1,2) string. Since the final hit of 3,1,2 is an overhead, this will allow Nightwolf to stagger 3,1 on block for pressure. The opponent must always be vigilant because if they are hit by the final hit, it will trigger a Krushing Blow. Be careful when using 3,1,2 as the final hit can be Flawless Blocked and punished.

Mix-ups

Nightwolf’s primary mix-up involves his Back+3,4 and Forward+2,1 attacks. Back+3,4 is an 11 frame mid into low attack that can be hit confirmed into a combo. This is a great string to use up-close because it is Nightwolf’s fastest mid attack. If blocked, make sure to finish the string by using Back+3,4,Down+4 to stay safe. Since the last 2 hits are lows, opponents must always be ready to block low when defending against this string.

Once the opponent is conditioned to block low, this can then be mixed with Forward+2,1. Nightwolf’s Forward+2,1 is a slow 24 frame overhead that can be hit confirmed into a combo. If it hits, quickly dial in 2,1 to finish the string. After the 3rd hit of Forward+2,1,2,1, input a Special Move such as Rising Tomahawk or Spirit Tracks to launch for a combo. If the string is blocked, use Forward+2,1,4 to stay safe. Keep in mind that due to the slow start-up on the overhead, it can be blocked on reaction and should only be used sparingly to catch opponents off guard.

Throws

When throwing with Nightwolf, it’s usually best to use his Toward Throw as it will leave the opponent close. Nightwolf’s throws are very strong because both his Toward Throw and Back Throw will trigger a Krushing Blow if the opponent failed Throw Escape the previous throw. Nightwolf’s throws are also great when mixed with his 1,1,1 and Forward+2,1 as defending against all of these options can be very difficult for the opponent.

Rhino Charge

Nightwolf’s Rhino Charge (BackForward4) is a quick advancing attack. This can be useful to throw out on occasion to stop opponents from moving. Due to its fast start-up and travel speed, it can be very difficult to react to. Although Rhino Charge is punishable on block, opponents may react too late to punish. If the opponent reacts late and the Rhino Charge is Amplified, they will be suspectible to being hit by the Amplified portion, which will trigger a Krushing Blow.

Rhino Charge can also be used to punish unsafe moves at a distance. Since it has a start-up of 12 frames and advances forward, it will allow Nightwolf to punish moves that are normally safe from far away. It’s important to know which moves can be punished by Rhino Charge and the distance it can be used at.

Spirit Arrow

When zoning with Nightwolf, use Spirit Arrow (BackForward1) to keep opponents away. When Amplified, Nightwolf will fire additional arrows at the opponent. Amplifying Spirit Arrow can be useful for hitting opponents trying to move after ducking the initial arrow.

Spirit Arrow can be used up-close as well. For example, using Spirit Arrow after 1,1,1 will prevent opponents from attacking after it is blocked. Make sure to mix this up with 1,1,2 because Spirit Arrow whiffs if the opponent blocks low. Although Spirit Arrow is punishable on block, it can be cancelled by inputting DownDown at the cost of 1 bar of Defensive Meter. If the opponent is waiting to punish the Spirit Arrow, then cancelling will allow Nightwolf to remain safe. Spirit Arrow cancels are however punishable if the opponent attacks immediately, so it’s best to mix up whether to cancel or not.

This move is much stronger in Nightwolf’s Shaman variation as Spirit Arrow is replaced with Lightning Arrow. Lightning Arrow travels much quicker and hits as a mid projectile, making it more powerful in zoning. If the Lightning Arrow hits, it will knock the opponent down and deal much higher damage. Since it is a mid, it also cannot be avoided by blocking low up-close.

Spirit of Kiba

In Nightwolf’s Matoka Warrior variation, Spirit of Kiba (DownBack3) temporarily increases his damage. This move has very slow start-up and should only be used from far away or as a setup at the end of a combo. When Amplified, Nightwolf will shortly gain armor to prevent from being punished.

Tomahawk Swing

In Nightwolf’s Ancestral Gift variation, he gains access to Tomahawk Swing (DownBackForward3). This is a command grab that can be used for mix-ups at close-range. In order for the opponent to escape the command grab, they must duck underneath it or jump, which will leave them vulnerable to being hit by Back+3,4 and Forward+2,1. It can also be used after certain attacks on block for additional mix-ups.

Tomahawk Swing can be used after:

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

Tomahawk Swing is usually used after Nightwolf’s 1 as a mix-up with 1,1,1. The opponent must release block after 1 to escape the command grab, making them susceptible to being hit by 1,1,1. Tomahawk Swing can also be great to use after Nightwolf’s pokes as it will beat counterpokes. Be careful when using Tomahawk Swing because if the opponent is hit by the initial attack, the command grab will whiff leaving Nightwolf vulnerable to being punished.

Helmsplitter & Tomahawk Swing

In Nightwolf’s Ancestral Gift variation, Helmsplitter (2,2,1+3) and Tomahawk Swing can be used to punish unsafe moves for high damage. Both moves will trigger a Krushing Blow when used as a Kounter or Punish. Since 2,2,1+3 has a start-up of 9 frames, it should be used to punish moves that are at least -10 on block. Tomahawk Swing has a start-up of 12 frames and should be used as a Reversal to punish moves that are at least -12 on block.

Reflector

Nightwolf’s forward dash can make it extremely difficult for opponents to keep him out. In addition, Nightwolf’s Reflector (DownBack1) will allow Nightwolf to reflect projectiles back at the opponent, countering any attempts at zoning. In Nightwolf’s Ancestral Gift variation, Reflector can be Amplified to teleport behind the opponent. This can be done on reaction to a thrown projectile and allow Nightwolf to approach from behind. Depending on the projectile, Nightwolf will also be able to combo the opponent after teleporting.

Spirit Tracks

In Nightwolf’s Shaman variation, he gains access to Spirit Tracks (BackForward4). Spirit Tracks is a quick advancing low attack. When Amplified, Spirit Tracks becomes a mid attack and will launch for a combo. This is a great move to use to stop the opponent’s movements due to its long reach and hitting low. When using Spirit Tracks, Nightwolf will also be able to roll underneath high projectiles. If the opponent uses a high projectile that has slow start-up, Spirit Tracks can be done on reaction and punish for a full combo.

At close-range, Spirit Tracks can be used for mix-ups with Nightwolf’s overhead attacks such as 1,1,2 and 3,1,2. Because Spirit Tracks hits much later than Nightwolf’s overheads, it can be blocked on reaction or by fuzzy guarding. However, if the opponent is focused on defending against these mix-ups, this will allow Nightwolf to stagger 1,1 and 3,1 for pressure. A stronger mix-up is to use Spirit Tracks with Forward+2,1 as both the overhead and low hit near the same time. On block, Spirit Tracks leaves Nightwolf at -12, or -13 when Amplified. Due to pushback, many characters will not be able to punish making this move safe on block.

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

Nightwolf - Shaman - Advanced Combos

Nightwolf – Shaman – Advanced Combos


Nightwolf - Shaman - Advanced Combos

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