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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
Throw+ForwardorForward+1+3
Back Throw
Throwor1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance
Backward Getup Roll
Back+Stance
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE
N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A

Version 1.28
Last Updated: January 27, 2021

Strategy


Nightwolf is a rushdown character with high damage and strong advancing normals. He has great overhead and low mix-ups to keep opponents on their feet. His fast forward dash also makes him extremely difficult to keep out. In addition to his quick movement, Nightwolf is able to reflect enemy projectiles preventing opponents from zoning.

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

  • Rising Tomahawk
  • Spirit Tracks

Nightwolf can launch opponents up for a combo using either his Rising Tomahawk (DownForward2) ability or Spirit Tracks (BackForward4) abilities. 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 into a Down+1.

Combo Enders

  • Rhino Charge
  • Tomahawk Swing

Nightwolf’s combos are normally ended with Rhino Charge (BackForward4) which will leave opponents close on knockdown. Combos can also be ended with the Tomahawk Swing (DownBackForward3) ability, dealing good 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.

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. This is a good string to use after dashing forward as it will allow Nightwolf to quickly close the gap on his opponents.

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.

Abilities


Rising Tomahawk
DownForward2
Adds Rising Tomahawk Special Move. Launch the opponent into the air with an upward axe swing.
Tomahawk Swing
DownBackForward3
Adds Tomahawk Swing Special Move. Grab the opponent and viciously attack with your tomahawk.
Ancestral Light
DownForward3
Adds Ancestral Light Special Move. Call down a beam of power on the opponent, dealing damage.
Spirit Tracks
BackForward4
Replaces Rhino Charge. Roll forward and knock the opponent off their feet.
Ancestral Hunter
AMP
Modifies Spirit Tracks. Spirit Tracks must now be Amplified during the roll to knock the opponent up.
Grappling Stalker
Back+3,4,1+3
Modifies Kombo Attacks. Several Kombo Attacks gain additional extensions using throws.
Lunar Orbit
DownForward2
Adds Lunar Orbit Special Move. Throw your axe in an upward arc.
Moonfall
DownForward2
Adds Moonfall Special Move. Throw your axe forward, lodging it in the ground.
Lightning Arrow
BackForward1
Replaces Spirit Arrow. Launch an arrow that calls down lightning if it hits the opponent.
Moonlight Reflector
AMP
Modifies Reflector. Allows Reflector to be Amplified, teleporting Nightwolf.
Spirit Of Kiba
DownBack3
Adds Spirit Of Kiba Special Move. Summon Kiba to increase Nightwolf's damage.
Spirit Of Komo
DownBack2
Adds Spirit Of Komo Special Move. Summon Komo to decrease the damage Nightwolf takes.
Spirit Of Hana
DownBack4
Adds Spirit Of Hana Special Move. Summon Hana to empower Nightwolf.
Hana's Wrath
DownBack4
Adds Hana's Wrath Special Move. Command Hana to attack your opponent.

Spirit Of Kiba

By calling upon the Spirit of Kiba (DownBack3), it will temporarily increase Nightwolf’s damage output. 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

Tomahawk Swing (DownBackForward3) 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

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. With the Moonlight Reflector ability equipped, Reflector can be Amplified to teleport Nightwolf behind the opponent. This can usually be done on reaction to a thrown projectile and allow Nightwolf to approach from behind. Depending on the projectile, the opponent may be hit by their own projectile allowing Nightwolf to combo after a teleport.

Spirit Tracks

Spirit Tracks (BackForward4) 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.

Variations


Matoka Warrior
Rising Tomahawk
DownForward2
Adds Rising Tomahawk Special Move. Launch the opponent into the air with an upward axe swing.
Spirit Of Kiba
DownBack3
Adds Spirit Of Kiba Special Move. Summon Kiba to increase Nightwolf's damage.
Ancestral Gift
Tomahawk Swing
DownBackForward3
Adds Tomahawk Swing Special Move. Grab the opponent and viciously attack with your tomahawk.
Grappling Stalker
Back+3,4,1+3
Modifies Kombo Attacks. Several Kombo Attacks gain additional extensions using throws.
Moonlight Reflector
AMP
Modifies Reflector. Allows Reflector to be Amplified, teleporting Nightwolf.
Shaman
Spirit Tracks
BackForward4
Replaces Rhino Charge. Roll forward and knock the opponent off their feet.
Ancestral Hunter
AMP
Modifies Spirit Tracks. Spirit Tracks must now be Amplified during the roll to knock the opponent up.
Lightning Arrow
BackForward1
Replaces Spirit Arrow. Launch an arrow that calls down lightning if it hits the opponent.

Extra Guides


Fighting Nightwolf

Fighting Nightwolf


Gaps & Punishes This is a multi-hitting high attack used at close-range. The final hit of is an overhead and can be interrupted by 9 ...