Nightwolf has a command grab that when amplified it leaves him +70 on hit and grants a knockdown. The main problem is that it always side switches, but having practiced many options I've found a more practical use that covers the opponent get up attempts. It also gives you back your positioning.
If anything the practical use of the grab is very situational, this is just one option to explore when using it.
{Disclaimer, only practiced the mirror; this might not work against other characters and it will need time to develop. No delayed wake up was practiced}
First 3 clips show different ways of applying the set up, also shows D2 being used on wake up and for this character it wiffs on the fourth clip.
Using the Jumping in you can easily confirm into Jumping 2 combos, used B2 as the extender since one of the few ways to launch the opponent. I tried doing the optimal J2~B2~Dash~31~F12+DBF3 but the window seems to vary a lot between characters so I decided to go with second best which is J2~B2~Dash~111+DBF3. Rhino Charge can also be used for better spacing, but it also wiffs alot; which isn't a bad thing since it leaves you +17.
Next Clip is using F212 string which is the most combo damage you can get without using launchers & command grab. Also displays the spacing awarded by ending with rhino charge which is at F2, F1 & B1's max distance.
Next Clip I decided to use his 22 string with amp arrows to display the +8 on hit which allows you to follow up with his F12 string. B13 & B34 might be good options as well. This route covers back rolls on get up.
Next Clip I used the jump back route which is generally the safest one since you retain the positioning, but the opponent can't punish you if missed timed. This one also helps on players who are doing forward roll, but as you can see it can also be used to punish with f12.
At the end it showcases different ways to get out of the set up.
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