small rant about how much my nightmare has been reduced =[

Blossom

[09] Warrior
i really don't know what to do . lately when i've been playing i feel like my move vocabulary with nightmare has been reduced to very few moves . i comepletely stopped using moves like 6K , 6A , and in place of both of them i now use aGa . i've started to punish every blocked attack with a 1k or a WR(B) , then mixup . . . it's so horrible . . .

the only thing i really use when i'm under pressure is 1k , aGa , or 4KK to hopefully break continuous blocked strings coming right at me .

what i'm totally leaving out :
66K/66k6 is rarely used
3k , 11k is NEVER really used but i try to squeeze it in on some situations .
1 is also a never
789 k , a , and b i never use
GS is also rare
66B+K i totally forgot about
66A+B ? who uses this ?
44A who also uses this ?
WR K . . . hmm . . .
2A ? i never really understood the important of this move
3A+B good low . i forgot it existed
1[A]/1[A]6 i don't know how to use this to pressure people
bA6 - does not know when to use this
a - same as bA6
2[K] - does not use this as much as before for some reason . . .
A2AA - forgot this existed
22_88AB - forgot this existed
NSS bA - forgot this existed
6B/6B:B - forgot this existed
k - what ?
bb/bbb - even forgot this existed

the moves i'm pretty much reduced to :

FC B+G
FC A+G
22_88B
66A
66B sometimes
aGa
33b/33b6
3 ( LOTS )
GS KK
GS B
GS A
4KK
1K
WR
WR AA/AA6
44B
NSS A
i don't really use NSS K as much now .
i now use 11B in place of NSS B
4A
1A
[A]
3AA
3A > 3AA mindscrew
2A+B ONLY in WC

someone help ? i have a huuuge dilemma because i have a small moveset , someone tell me about some other moves i'm missing out on ? and the importance of the moves i don't use ?

also is anyone up for a little sparring to point out what i do wrong ? i feel like i've hit a brick wall and from here i cannot improve . the only thing i can do from here is utilize mixups .

thanks a lot . i hope the mod doesn't mind if i post this here .
 
The size of the movelist you are using is not as important as how well you use those moves. In many cases a smaller movelist (of well selected moves) is more efficient, though there are perks to using unusual moves. For example, opponents will generally not be as familiar with the unusual/less popular moves so you can use them for variety and surprise.

SC (and Tekken) both feature characters with large movelists with an often not so well thought out selection of attacks. Many attacks are basically just filler. That's just how it is. You just gotta try to analyze the moves for yourself and see which ones are worth using.

also...keep in mind that online play encourages you to use a smaller movelist than you would offline (at least in my opinion). attacks like 1A/33B6 etc are generally much more spammable online and discourage the use of less damaging moves
 
The size of the movelist you are using is not as important as how well you use those moves. In many cases a smaller movelist (of well selected moves) is more efficient, though there are perks to using unusual moves. For example, opponents will generally not be as familiar with the unusual/less popular moves so you can use them for variety and surprise.

SC (and Tekken) both feature characters with large movelists with an often not so well thought out selection of attacks. Many attacks are basically just filler. That's just how it is. You just gotta try to analyze the moves for yourself and see which ones are worth using.

also...keep in mind that online play encourages you to use a smaller movelist than you would offline (at least in my opinion). attacks like 1A/33B6 etc are generally much more spammable online and discourage the use of less damaging moves

i'm agreeing with you 100% here . something like a > NSS K or 22_88K6 > GS A is not really used but is easily expected . and i'm trying to get an "offline" play style while playing "online ." i'm doing horrible =[ i don't have anyone to play offline with , lol . and i used to use 1A a LOT . but i don't anymore . i think i was better before i knew how NM worked , it's so weird . i used to have a 70% win percentage on ranked ; i've now come to 60% and still dropping . i hope to fix myself soon because i wanna play in some tourneys x___X;
 
66K is pretty good, I use it. 66K leaves you out of punishment range pretty well and empty 66[K] leads to good mixups.
3K is a fast mid that isn't as unsafe as it it's frames would make you think. On hit it sets up step or B+K evades well. You should definitely use it in place of 4KK, IMO. I'd rather eat an AA than a WR launcher.
His jump kicks are great- the only other good TJ you got is 66B+K.
1 can sometimes be useful on turtles or on wakeup.
WRK is great. Safe, fast-ish. It's for using after 1K.
1[A] for rollers.
I use to love aB but now I realize I should just grab. (Though Keev or maybe it was Silentwall thinks this move rocks)
22_88 A is a good step killer/poke. You're probably better off with agA though.
NSS bA kills step, interrupts, and ends combos.
6B:B is great for spacing and gauge pressure (it's possible, lol)

I'm not sure how you would apply 4A, though.

As Tiamat says it should be how you use moves not how many you use, but still, it's important to not write off these moves as useless. Some do fill important niches. I mean, you could probably forego 1, a, and 22A- but 6B:B has a tonne of pushback, and it can cause big problems for certain characters. The mid K pokes are good, too.
 
We should fight some time, i could beat some sense into you, although i will explain what patterns i use for mix-ups.

1[A] for rollers/ Forced blocked then grab
11K, if it's not CH then 33K
3K to interrupt
33B6 for many uses
A:g:a for putting pressure on the opponent

Well they are my most used moves, and i find them very useful in mixing up and keeping to opponent guessing, mainly the 11K - 33K is useful because they dont expect me to attack after, its also good to mix up 3A, 2A and 3A, A. Although a mix up i dont see often is normal A, 2A, A and A, A, B.

Although yeh thats really just my simple mix up game lol, when ever the opponent see's through it i just add in some 22_88B/ 22_88A, B. And rarely i do 22_88K6. But yeh i think my game is a little different than other Nightmares, i hope it is because every Nightmare ive come across grabs like 2-5 times a round -_-...... meh lol.
 
really depends on the match up though, against safe-punish characters like amy, sophie, cassy you'll be throwing out Ks more often, and don't forget to step, make them whiff, this will let you use the slower but more power moves. ie: step after CH WS K, whiff punish with 3B or 33B. sometimes even if you have advantage, it doesn't mean you have to follow up with another move, step away, step around, make them guess.

WS K is really good when you can't punish with WS B, just make sure to buffer your throw breaks when you attempt to step.

6K, no need explanation here, fastest interupt, only time you'll want to use 3K instead of 6K is against those damn TCs.

11K is sooo good, i love it, use it at mid/close range step setup.

i only use 6A for ring outs, aga is almost always the better choice for pressure.
 
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