Strategy/Playstyle Discussion + general Q&A

3 consecutive horizontal slash move

yeah thats A2AA. It seems pretty good. Took me a minute to get the timing down though.

Also, for mid/low, try 3A2A
 
SC4 Nightmare Discussion/Q&A Thread

All random discussion and questions here. The only questions you SHOULD NOT ask in this thread are MATCHUP questions. Ask those in the character matchups thread.
 
Strategy/Playstyle Discussion.

the reason I wanted that to be the name of the thread is so that people ask questions in this thread, we have all sorts of useless topics that just ask one question and I'm hoping to fix this
 
Strategy/Playstyle Discussion.

We can just direct them here and close their thread. The more recent couple of posts in this thread have been Q&A sessions, anyway. No reason for a new thread if there was already one that served that purpose, right?

Anyway, we've been off-topic too much. Let's get back on topic before we really do need a new strat thread. :D

EDIT: Also merging all the one-question threads with this one. Go, organization!
 
Help

Hi all,

i was after some advice in vsing nightmare, i seem to always lose to the double kick he does after like every move and i get ringed out all the time. its making vsing nightmare not fun at all.

if i get knocked down how to i stop them from using the double kick straight afterwards, ive tried not getting up ive tried getting up as fast as possible so i can block ... its just to fast.

is it because of latency that i cannot get up in time to block them from ringing me out or is there no way to stop it?

Cheers
 
Help

the second hit is a high move so you can block the first hit, duck under second hit, then hit him

online though it's harder to do that
 
Help

On some knockdowns like 1A6, the GS KK is guaranteed. Though if you want its best to try to tech to try and avoid the GS KK. Though this will make you vulnerable to NM's techtrap game.
 
Help

GS KK is guaranteed after 1A6 and 3A2A6. On block, you can duck the 2nd hit. Don't ever stay down or roll on the ground after you get knocked down and you know GS KK is coming.

Also, merged with discussion thread.
 
Strategy/Playstyle Discussion.

cool now i know its about getting up and blocking as fast as i can, i didnt know i could duck the second kick, thanks :)

what do you mean try to tech it, impact it? how do i do that if he trips me with down-back a. i forget the notation for direction.
 
Strategy/Playstyle Discussion.

down-back a = 1A

GS KK is garunteed after 1A, I dont think it can be teched since you'll be juggled after getting hit by 1A (maybe just-tech). GS KK will pick you up if you stay grounded/roll. people usefully use it as a follow up so you rarely see it used just by itself and is NM's best ring out tool.

other stuff that can be followed by GS KK

NH/CH NSS A+B
NH/CH WS B
NH 3
CH 3 (has to delay abit)
CH 6K (if close enough)
NH/CH GS B
 
Strategy/Playstyle Discussion.

you actually can't do shit after CH 6K now. it's SAD

thanks patch!
 
Strategy/Playstyle Discussion.

you actually can't do shit after CH 6K now. it's SAD

thanks patch!

i think 33B still connects after CH 6K at normal distance (refer to LAU's latest videos), or you mean CH 6K is techable now?
 
Strategy/Playstyle Discussion.

down-back a = 1A

GS KK is garunteed after 1A, I dont think it can be teched since you'll be juggled after getting hit by 1A (maybe just-tech). GS KK will pick you up if you stay grounded/roll. people usefully use it as a follow up so you rarely see it used just by itself and is NM's best ring out tool.

other stuff that can be followed by GS KK

NH/CH NSS A+B
NH/CH WS B
NH 3
CH 3 (has to delay abit)
CH 6K (if close enough)
NH/CH GS B


66B, 33B6, GS KK is guaranteed as well I believe, at least I've never had it air controlled out of after NSS A+B. NSS A+B, 66B techtrap = NM's best ring out / wall combo starter IMO.
 
Strategy/Playstyle Discussion.

yea can't air control for 66B and 33B

33B6 GSKK only combo at furthest distance in which case wouldn't GS A+B be better? It can ring out, gets your charged, probably does more damage (not sure on this)

oh forgot to mention, 66A -> GSKK works too

i think if any character gets knocked to the ground with the sliding animation can be picked up by GS KK as long as the range is close enough.

on topic with playstyle/strategy.

now we know A+K catches people on normal hit and A+K catching someone out of the air is friggin bad ass, so are there any character's flying moves can be caught mid air? post move? or beginning of the move? Raph, Taki, Amy, Maxi comes to mind.
 
Strategy/Playstyle Discussion.

I'm not too sure if we are talking about the same thing with 66B 33B. If you delay the 33B it tech traps after 66B, but I think if you catch people in the air with 33B after the 66B launch GS KK is guaranteed, and that combo has huge ring out potential, and not to mention wall combos. I usually play around with 4KK, 2[K], 2A+B or something similar after the GS KK wall to get me charged, so I usually don't use GS A+B.

Speaking of A+K, it would be awesome if you can A+K Taki out of PO 236.
 
Strategy/Playstyle Discussion.

You CANNOT do tech traps after 66B because they CANNOT even tech after 66B hits. 66B 33B6 GSKK is a combo unless you are really close to a wall.

As for CH 6K, I only tested on Sieg last night but he can right tech to dodge everything, usually doesn't even have to do that. Maybe if you are totally in his face it might work but I was testing after blocked 3, which is common for match play
 
Strategy/Playstyle Discussion.

I must be delusional, for some reason I thought 66B gave a 33B trap, but it's actually the other way around.

I wouldn't be surprised if the CH 6K followups are character specific as well as range specific, since most stuff in they game are like that. I won't be able to check until tomorrow.
 
Strategy/Playstyle Discussion.

You know, I just remembered Nightmare's A+K in SC2 (was 3A back then) had auto-GI frames. I think it was also a mid instead of a high. Why did they change it? lol

Give him that shit and 8WR A+K from SC2 and he'd be pretty decent lol.

Concerning 33B > 66B tech trap, can't it be escaped if teched a certain direction (Probably to the right)? I thought 33B > 1A tech trap was standard fare.
 
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