Nightmare's Movelist Changes and Move Speculation Thread

I'm more worried about linearity than anything else for Nightmare.

Unsafety that's more or less expected but becoming very linear is bad (unlikely but still a fear).
NM has aga, improved 1A, 22AA, 44A, improved 3AA (Should stop step to his weakside), 2B+K BE, new WS A, and improved 66A. NM is still going to be weak to step, but at least he has ways to shut it down now.

By the way, for those who have played it recently, how do the changes to the 8WR system affect NM's 8WR moves like 33B? If it takes longer to be input, than that's a pretty big nerf.
 
NM has aga, improved 1A, 22AA, 44A, improved 3AA (Should stop step to his weakside), 2B+K BE, new WS A, and improved 66A. NM is still going to be weak to step, but at least he has ways to shut it down now.

By the way, for those who have played it recently, how do the changes to the 8WR system affect NM's 8WR moves like 33B? If it takes longer to be input, than that's a pretty big nerf.
No, NM doesn't have a weakness to step. Infact, one of his biggest positives in this step emphasized game is his anti-step.

The problem still lies in lack of strong pressure tools to break through defensive strats.
So if there's any buffs to lows or fast safe mids, that's what I am looking at.

NM has never had a problem with dishing out damage. SCV has an overall higher damage output so it's no surprise his damage will be high. (granted at the price of safety) However, he's still a poor man's Astaroth. Everything NM does Astaroth does better.

But I will come up with something...I see a couple strategies that are very unique to NM alone, it's a matter on how effective they will be.
 
I don't think there is any reason to be concerned that he will be weak against step. Nightmare has always been above average in this category and I see no indication that this game will be an exception.

By the way, for those who have played it recently, how do the changes to the 8WR system affect NM's 8WR moves like 33B? If it takes longer to be input, than that's a pretty big nerf.

I don't see any reason why it would take longer to input. It's not as if the command was changed to 9743972957B or something. Just because the move can be done from 8WR doesn't mean you have to go into 8WR to do it.
 
I don't see any reason why it would take longer to input. It's not as if the command was changed to 9743972957B or something. Just because the move can be done from 8WR doesn't mean you have to go into 8WR to do it.
Okay, thanks for clearing that up. I thought I read somewhere that they changed the way 8WR moves needed to be input, but I guess that's not the case.
 
hey guys, since A+K is gone, what would be the next best move post-GI ? or even post-Guard Burst?

We don't know how many frames GI gives you to hit them now. I bet since it costs meter the reward frames will be better and allow you to land slower moves like 3B.


edit:

at about 1:25 you can see that GS B launches very high and allows for 3B with time to spare. not sure if it's just because of higher launch of if it recovers faster. I bet its both
 
Well that's if you GS B6 to start the combo right? though I wouldn't be surprised if you could do GS B (no GS) and get another GS B anyway since it launches so high. It's just that compared to SC4, where a GS B(no GS) gave you basically nothing, it's a big change and I didn't realize it till now.
 
actually at 1:53, it's a GS B GS B scenario described by you, the 2nd GS B does not connect.
GS B has a pretty big push back on block, seems to be pretty safe.
 
actually at 1:53, it's a GS B GS B scenario described by you, the 2nd GS B does not connect.
GS B has a pretty big push back on block, seems to be pretty safe.

hmm true. he might have done it a bit slow, hard to be sure. regardless, I'm sure there is something good from it now
 
actually at 1:53, it's a GS B GS B scenario described by you, the 2nd GS B does not connect.
GS B has a pretty big push back on block, seems to be pretty safe.
That was an error on my part. I didn't do GS B6 in order to go seamlessly back into GS. You have to commit to GS B->GS for that to combo.

Edit: In all honesty, that vid is a poor example of even my own limited NM ability, and thus doesn't reveal much. It was Logik's first time ever touching the game, so I kept it very basic (sans the showboaty CE to be an asshole at the end).
 
Played the game again.

I will say that the agA input has changed slightly and I was inputting it too quickly (iagA input in SC4) for the game to register and as such got the impression that step-cancel agA was not there anymore. It seems to register a smoother input much more easily.

A+B explodes off most of Pat's pokes and once did 60+ damage though I do not know what the situation was. Most of the time it blows up for about 45 damage.

33B A+B+K 4BB does about 95+ damage and should be his best whiff punisher.

3AA should be at least -16 on block (punished by Pat's "Forfeit" i.e. 236B) but the push back is huge so it should be relatively safe step killer at certain ranges.

WS A tech crouches through most of its animation, it went under Xiba's AA. Nightmare has 2 WS moves which tech crouch through most of their animations from crouch which is pretty neat.

If you have any particular questions, I will be happy to answer them. Did mainly gameplay and was very competitive against Xiba and Pat.
 
Any good setups for BE 2B+K yet?

1K, seems like I haven't heard much about this move yet. Does it feel the same?

Is it hard to keep 1 full bar stocked at all time for emergency CE?
 
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