Nightmare Help

I dont. People have been jumping my 1[A] too much. I only do it close to ring edge now so i get a free ring out mixup :D

Now 2A+B? I like that. Mixup with Lau throws, GS B, 33B, 2K/[K]= ownage. They cannot roll it from A+G grab, you have too many + frames.
 
1[A] K is so badass, I think I rung out DIME with that once when he tried to jump it lol
 
@DIME- but its hard to make a decision when u have never played the guy before. Cause a jump over can lead to doom combo if he guesses right.
 
That's true. But isn't Nightmare all about taking risks? I mean, don't take THAT risk if it means getting doomed out of the ring, but go for it if you have the higher health bar.
 
Haven't posted in a while, what's up fellow NM homies.

1[A] can be risky if you think your opponent is trigger happy with attacking. I say, train them to block or take the risk of releasing the charge early if you think they are gonna jump.
 
getting doomed out of the ring for having your 1[A] jumped isn't an issue for most players because hilde is banned and hated almost everywhere

I know LAU and Keev have never been big 1[A] users in SC4. it is a personal preference thing imo
 
I personally find using 1[A] and cutting the charge half way short with K is better than doing a fully charged 1[A] K, mainly because it throws someone's timing off and if they jump, wham, punch, if they GI low CRUNCH, Attack Throw, the worst that usually happens is it's guarded or ducked entirely and you may get punished, character depending. Risky move to use in general, but fun as shit if the AT lands.

Wish that AT throw was one of his regular throws though....
 
due to the way 1aK is used it will never be blocked anyway, unless you are using it totally wrong and they can't react to 1A lol
 
NM's regular throws are awesome already. He doesnt need a new normal throw (though i would love a command throw)
 
So ive been playing with nighty alot lately and ive noticed that some of his move are kind of useless... 4B
2A and ect...
Can i have an explanation plz :D
 
Yeah, Nightmare has a bunch of useless moves.

4B is really only good after FC B+G. Its a force block, oki if they roll.

2A has a tech crouch. That's about all I could think it'd ever be used for.
 
4B has decent SC damage, so using it after every FC B+G throw helps NM's shitty SC game. That should really be the only reason to use it.
 
I think it should be like +7. Anyone ever use 22K(6)? It sucks I know, but I'm trying to use more of his moves. If you ever, for some reason, get this to hit and they side tech you get a back throw I think. If they stay down you get GS KK. But I can't seem to ever use it. I've only gotten it after a:G+A and they GI expecting a quick followup. Not good I know, but its the closest thing to effective I've got this move to be.
 
Actually, 4B should be +14 or something. Nightmare should get a free 6K off it.

Shit, that's better 22K setups than the ones I use, which is none.
 
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