Dive into Part 20 of our Mortal Kombat 1 guide, focusing on Nightwolf's Axe Uppercut. Learn combos, strategies, and finisher inputs to dominate the competition.
Alright, let's dive into Part 20 of our Mortal Kombat 1 journey! This section is all about Nightwolf and one of his key moves: the Axe Uppercut. Think of it as your go-to for getting an opponent airborne, but it's got some nuances you'll want to get a handle on.
Nightwolf's Axe Uppercut Explained
So, Nightwolf's Axe Uppercut looks brutal, right? It's an uppercut where he brings a burning green axe down on his opponent. While it looks like it packs a massive punch, it doesn't actually do as much damage as a standard uppercut. The real magic here is that it launches your opponent into the air, unlike some other uppercuts that just push them back. This makes it a decent option for air defense, though Nightwolf's Charge move is often better due to its range and ease of use. If you do use the Axe Uppercut for air defense, you'll definitely want to follow it up with a Charge to keep the pressure on and rack up some easy damage.
This move is also crucial for some of Nightwolf's more advanced combos. For example, there's a notoriously difficult seven-hit combo that deals 41% damage: HK, HP, HP, LP, Axe Uppercut, Axe Uppercut, Charge. Pulling this off requires some serious practice, especially with the timing, but once you nail it, it's incredibly satisfying. Don't get discouraged if it takes a while to get the hang of it – even experienced players can pull their hair out trying to get this one right!
Finishers and Combos
Before we get too deep into combos, let's quickly cover Nightwolf's finishers:
- Fatality 1: B, B, D, HP (far)
- Fatality 2: U, U, B, F, BLK (close)
- Babality: F, B, F, B, LP
- Friendship: RUN, RUN, D+RUN, D
- Animality: F, F, D, D (close)
- Stage Fatality: RUN, RUN, BLK
Now, let's look at some combo starters and sequences. Remember, these are just building blocks, and the real fun comes from stringing them together.
Basic Combos
- HP, HP (2 Hits, 13%): An elbow followed by a punch. Honestly, this one's pretty weak and leaves you open to counter-attacks. Best to avoid it unless you're desperate.
- HK, HK (2 Hits, 14%): A kick to the knee followed by a head kick. It's unique in its execution but also risky. Only consider it if your opponent is trying to rush in for a throw.
- Axe Uppercut, Axe Uppercut (2 Hits, 16%): This is where things start getting interesting. You'll want to follow this up with a Charge for more damage, or even replace the second Axe Uppercut with a Charge for a slight damage boost. This combo is particularly effective when your opponent is jumping at you; you'll knock them out of the air and keep them grounded for a bit.
- HP, HP, LP (3 Hits, 17%): An elbow, a punch, and a chop. It's decent, but you can still get counter-attacked. Use this if you mess up and can't land the Axe Uppercut, or if the opponent is jumping in unarmed. You can add a high kick at the start for more damage and a better look.
- Axe Uppercut, LK (2 Hits, 17%): Nightwolf uppercuts, then follows with a low kick as they fall. It's okay, but you can do better. Consider another Axe Uppercut or a Charge instead of the LK. It works as air defense, but again, Charge or the Axe Uppercut, Axe Uppercut, Charge combo are superior.
- Axe Uppercut, Charge (2 Hits, 17%): Similar to the above, but you Charge instead of LK. Use it the same way, but remember that Axe Uppercut, Axe Uppercut, Charge is a more damaging and stylish option once you get the timing down. Beginners might prefer Axe Uppercut to LK, while experts can go for this.
- HK, HK, B+HK (3 Hits, 19%): A kick to the knee, then head, then a Roundhouse. This is a decent kick-only combo.
More Advanced Combos
- HK, HK, B+HK (3 Hits, 19%): A kick to the knee, then to the head, and finally a Roundhouse. This is a decent three-hit kick combo.
- Jumping HK, Charge (2 Hits, 22%): A jumping kick followed by a Charge. Good for catching opponents off guard.
- HP, HP, LP, Axe Uppercut (4 Hits, 23%): Adds the Axe Uppercut to the basic punch combo.
- Axe Uppercut, Axe Uppercut, Charge (3 Hits, 23%): A more damaging version of the double Axe Uppercut.
- HK, HP, HP, LP, B+HK (5 Hits, 27%): A longer combo mixing punches and kicks.
- HP, HP, LP, Axe Uppercut, Axe Uppercut, HK (6 Hits, 35%): A solid six-hit combo.
- HP, HP, LP, Axe Uppercut, Axe Uppercut, Charge (6 Hits, 35%): Swaps the final HK for a Charge for potentially more damage.
- HK, HP, HP, LP, Axe Uppercut, Jumping HK (6 Hits, 36%): Another six-hit sequence.
- HP, HP, LP, Axe Uppercut, HP, Charge (7 Hits, 36%): A longer, seven-hit combo.
- HP, HP, LP, Axe Uppercut, Jumping HK, sweep (6 Hits, 37%): Mixes in a sweep at the end.
- HK, HP, HP, LP, Axe Uppercut, HP, Charge (7 Hits, 39%): A strong seven-hit combo.
- HK, HP, HP, LP, Axe Uppercut, Axe Uppercut, Charge (7 Hits, 41%): This is the high-damage combo we mentioned earlier. It's tough but worth the practice!
- HK, HP, HP, LP, Axe Uppercut, Jumping HK, sweep (7 Hits, 42%): A lengthy seven-hit combo ending with a sweep.
Combo Analysis Snippets:
- HP, HP: As mentioned, this basic punch combo is generally not worth the risk. It doesn't do much damage and leaves you vulnerable.
- HK, HK: This kick combo is okay for catching opponents trying to rush you down, but still carries a risk of being countered.
- Axe Uppercut, Axe Uppercut: This is a great combo to use when an opponent is jumping at you. It knocks them out of the air and can keep them on the ground for a good amount of time. Following up with a Charge is highly recommended.
- HP, HP, LP: A decent combo if you can't land the Axe Uppercut, or if the opponent is jumping in. It's better than the basic HP, HP.
- Axe Uppercut, LK / Axe Uppercut, Charge: These are solid mid-range combos. The Charge version is generally preferred for its damage potential, especially when leading into the Axe Uppercut, Axe Uppercut, Charge sequence. If you're new, the LK version is a bit safer.
Keep practicing these combos, especially the Axe Uppercut variations. Mastering the timing will open up a lot of offensive potential for Nightwolf!
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content