Mortal Kombat 9/Nightwolf
Nightwolf is one of few Earthrealm mortals with a strong connection to the spirit world. A powerful Native American shaman, he is guided by the empyrean forces and communes with divine beings such as Haokah, known to the East as Raiden. Nightwolf's devotion allows the Spirits to work through him, granting him unnatural long life and ethereal weapons to kombat the darkness that threatens mortal kind. In the coming crisis, however, it is not Nightwolf's arsenal that will alter fate. His faith in the Spirits will inspire those who have lost hope.
Enhanced Special Attacks
Guide by Tom Brady
4 hit jab string that gives Nightwolf big advantage on hit and leaves the opponent standing right in front of you. Safe on block. The last 2 hits are both overhead attacks. On block these strings build meter well.
3 hit string that gives Nightwolf big advantage on hit and leaves the opponent standing right in front of you. Safe on block. The last 2 hits are both overhead attacks. On block these strings build meter well.
Easy hit confirmed 2 hit string. Safe on block. Has a big natural looking delay even though the string isn't being delayed. You can mix up between the first or second hit with a throw or looping the string for mixup.
Great range, launcher move. Once you get the move on the screen and it is in its green frames (when it turns green) the actual hatchet is invincible and acts as a shield. Can also be used as anti-air if timed correctly.
Safe on stand block even up close. Can be punished when crouch and crouched blocked.
Reflects projectiles, but not all of them. Doesn't work with Cyrax's Net, Subs Enhanced Ice Beam, Kung's Enhanced Hat throw and such. When reflecting moves like Noob's projectiles, while you won't send the projectile back at him, you will gain meter for doing the reflect while not taking damage from the projectile.
Very fast punisher tool. Check opponents often with it. Safe on stand block but on crouch and crouched block, it is punishable.
Unblockable lightning bolt that causes a knock down. Must be jumped to avoid. If jumped Nightwolf can be punished from almost full screen.
Enhanced Special Attacks
Nightwolf gains life when you absorb projectiles.
Double shoulder ram. Second hit is a mid. Safe on block but you can uppercut before the second hit comes out if you crouch the first hit.
If hit, launches opponent to juggle. Has a bigger radius then regular lightning. Must be jumped to avoid. If jumped, Nightwolf can be punished from almost full screen
Mostly used in combos to extend combos. Juggles.
Guaranteed Enhanced Lightning
After a successful shoulder hits, lighting is always guaranteed unless the opponent has an advancing invincible wake up attack.
Bread and Butters
Combos With Enhanced Specials
Combos With X-Ray Attacks
- Zoner, punisher.