New to Competitive/"Advanced Soul Calibur and Nightmare.

Taylor

[08] Mercenary
Yo. I've been playing nightmare for a long time, but I never really delved into theory fighter with him, pokes, specific counters, etc. That and my main version of soulcal was 2 for the longest time, and since then 'Fried has takien some of his old moves- mainly the quick pokes it seems.

So anyway I kind of need a beginners' primer. I have a background in Street Fighter so I kind of want to start with pokes, if that's even where to begin. I like to rush, even though Nightmare is a mid to far range kind of guy unless he gets some momentum going. His punch seems to be a good starter for an offensive.

And what are my defensive pokes? Blow off moves? Nightmare isn't much when up against tome huge pressure, he usually has to be the one doing it.
 
11k grab. thats my main mixup. 1k, close range 33b. make him so afraid of your throw game that he crouches everytime you step into throw range. that requires an insane grab game.
 
66K, 1K, 6K, 3K are my main pokes. 9B and 9K are great. Learn to aga then to do both jf versions (slow and fast). Throw a lot, and get used to whiff punishing that's how I get my offence going. Number one thing I find to help his pressure game is wake up.
 
Throwing a lot is easy for an sf player!
Thanks for the help!
I'm pretty cheerful about sc because well... the players are nicer, seemingly than the sf dudes...
And, sc is fun.
Getting used to three way atacking will be interesting though.

And yeah, nm i super good at hitting somone before they get to move given the right distance. Seems like I know more about sc than I think. Yay for play experience.
 
feel free to check out my guide

edit: URGH the new format messed up my guide a bit so stuff is randomly bolded now because of bracket use. I'm not going to bother fixing it now. maybe later >_>
 
Speaking of which, wouldn't 6A and 4A be considered Anti Step? I know 4A is hella slow, but on someone stepping, they may not expect such a thing.
 
I generally didn't put situational moves in that gameplay guide. It's supposed to highlight the options which are the most important overall. If too many moves are in a guide like that you don't know where to start/what to focus on and suddenly the guide loses its utility.
 
Speaking of which, wouldn't 6A and 4A be considered Anti Step? I know 4A is hella slow, but on someone stepping, they may not expect such a thing.

4A is used post-GI mainly and as a lazy step kill (cause your opponent would have to be lazy, blind, dreaming or daft to get hit by it while stepping). Its very good as a frame trap set up with Grab, 11K becoming an option. Post hit, you get 1A as a techtrap which hits grounded. 44BB should be the mixup from there.

6A is an excellent step kill. Not super safe (though the push back puts NM out of harms way most of the time) but 15 frames, Ring out and KD of hit. Its very good.
 
Yea, I tend to use 6A a lot as a step killer, that and AgA. I only mentioned 4A due to the horizontal arc, and 2 A+B opportunity, nothing more.
 
I use iaga a lot as step kill and grabs since nightmares grab range is huge. I kind of like 6A but its negative on natural hit. I use it as a punisher though.
 
I don't even like using 4A post GI because if you guess wrong and they didn't re-GI some players will duck it on reaction. >_> the move sucks, straight up

and I don't think 6A is a staple move. unless you're trying for the side RO agA is far superior in every way
 
Except it tends to have a stronger SC, and its recovery is equal to slowest aga JF.

But I agree, aga is a bit better overall, KD guaranteed every time, rather than a small slap at tip range.
 
SC=non issue NM sucks at it

how is the recovery possibly equal to slowest aga JF? that doesn't make any sense. Maybe on whiff? but if you're talking about whiff why does agA being a JF or not even matter? its like -15 to -17 depending on the range it is blocked at. agA is never worse than +0 no matter how close or far you are
 
6A is 15 frames and a reliable 15 frames (unlike normal aGA which requires input). Also when people get keyed to normal aGA (according to Rii, Omega said he could duck it on reaction), throwing 6A out randomly as a change up makes it a deadly move.

4A is a strong mixup post GI cause if they are ducking, means you havent been A+King them enough post-GI. Though 66B is also a good change up.
 
Engared, I agree. If sometimes you don't have confidence to input ia:g.:A correctly in time, 6A is your good friend. For example, Ivy's 8B is unsafe in close range, but it is hard to punish by reaction after blocked. 6A is one of the ways to punish Ivy's 8B, that prevent Ivy abusing this god move. 6A is good to use on specific situation and range only. However, I don't think people can duck iagA by reaction., which mix with other mids.

IMO, the usage of 4A is similar to iA:G+A.
4A (i29)
- Soul damage = 13
- damage = 50+ with combo or tech-trap
- On block = +3

iA:G+A (i22)
- Soul damage = 20
- damage = 32
- On block = +8
 
for practical purposes 6A is almost never i15. you have to be in makeout distance for that.

as for 4A, it's a safety concern regardless. You can't expect to always guess correctly post-GI

so yeah I say they suck and I've given my reasons. if you still think the moves are good we'll have to agree to disagree
 
4A is good post 2A+B Soul Charge.
Reason being that reactionary players will try to GI the GB 3B. They do so by looking at the Lightning: See lightning, GI.

Here's where 4A comes in, it's slow and if they GI when they see the lightning, they would have done it too fast. Big damage for Lord Nightmare.

CH 6A rings out on the opposite direction of agA, so it still has it's uses there.
 
I'll say a move sucks even if it has some limited uses. Even A+B has uses but I would still say it sucks.
 
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