Nightmare General Discussion/Q&A

Natsu question, how do I avoid that unblockable low after a knockdown? Can't ukemi and backdash, can't roll out, can't block low. I keep getting hit by it, into that stupid fucking airthrow.
 
I've come to the conclusion that SC5 Nightmare is clearly designed to be a guard burst character. Players should play with the intention of forcing a guard burst and punishing with GS B6~GS B6~GS K(BE), GS A > 4K(BE), or a similar high-damage combo.

BB is so good for this. Sprinkle random BBs here and there whenever you can. 8 of them give guard burst.

Playing a tech trap-based Nightmare is useless in 5. His damage output is already high enough, so just take the guaranteed damage instead of risking a tech trap and possibly getting punished hard vs getting a little extra damage over the guaranteed combo.

Standard game plan should be to just play the distance/zoning game as per standard Nightmare fare. Lots of 66As, 66Bs, a:g:A, 33Bs or 3Bs for whiff punish etc. When the opponent forces their way to mid range, guard burst becomes the highest priority. A lot of BBs, more a:g:A, 22_88K, AAB4, 2B+K(BE) on wake up, 1[A] on wake up, 4K(BE) if you know that they are unfamiliar with the NM match up, etc. Break their guard and fuck them up.

Nightmare will actually need to use meter for GI from time to time. He's getting nothing noteworthy from JGing. His high damage starters/punishers are too slow. GI and pick from Throw, 22K (if they try to re-GI), and 3[B]. Try and hit those 2A+B ender combos a lot to build the necessary meter.

CE is garbage. Buffer during blocking a canned string. This is the only use it has in high level play. If your opponent isn't using a lot of canned strings, save meter for GI, 4K(BE) combos, 2B+K(BE) on wake-up (close range), and GS K(BE) wall combos/ROs.

Natsu question, how do I avoid that unblockable low after a knockdown? Can't ukemi and backdash, can't roll out, can't block low. I keep getting hit by it, into that stupid fucking airthrow.

Lie down and take the hit, or stand straight up (don't tech/ukemi in any direction), and jump over the explosion. If it's the faster, blockable one, stand straight up and block low, or take the hit if you're afraid of messing up. Against Natsu, you're going to have to take a lot of extra hits on the ground if you want to survive. The Natsu match-up is actually really simple once you know her juice. Step or Quick Step, then immediately crouch block whenever she goes into PO. Stepping avoids PO B and Hover B, and the following crouch block avoids Hover A. Eat the PO B+K (the low) and PO A. They don't hurt. After any knockdown where she is a character space away from you, never tech roll/ukemi. Either stay down and take the bomb hit (If it's the quick bomb), or stand straight up and block low. If it's the quick bomb, you'll block it. If it's the unblockable bomb, you still have enough time to jump it. Just don't mentally commit to holding 2 and G. Always be ready to shift from 2 to 8 or 7 (or 9B_K, if you're bold) as soon as you see the flames indicating an unblockable. At mid and long range, use lots of a:g:A, BB, and 3AA. Even if she ducks the a:g:A at long range, she can't do anything about it. She will default to A+B or 66B or 66B(BE) at mid range. a:g:A will beat A+B in speed, but 66B will beat a:g:A due to tech crouch. Block if you expect it. 66B(BE) isn't scary as people think. The 2nd hit is a high. Block the first hit, duck the 2nd, take your WR [B] > NSS b:A punish and keep it moving. Try to guard break her by using a lot of BBs at mid range. It's safe, and if you notice her trying to retaliate after your BBs, use A+B after a blocked BB to auto-GI and shut that shit down. Don't pursue after A+B knockdown. Move back and play the zoning game. Watch the rage ensue.

Natsu vs NM is actually pretty good for Nightmare, imo. Just gotta know when to take the free bomb on the ground and when not to.

I play Natsu in serious matches (I play NM for online trolling/casuals), so I am fairly confident about both sides of this match-up
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Also, you guys stop writing [B] as (B)... I keep thinking you're trying to write (BE) and forgot where the E key is on your keyboard...
 
Is there any way to set up aab4? Seems impossible to connect with, even though it seems like one of his best guard burst moves.
 
Try it and see if your opponent falls for it. A lot of people see aa and think they can do something so you can hit them with aab. Or they crouch the aa and get hit by the b. There are lots of moves that only work against people that allow you to use them. It's always been like that in Soulcalibur.

I've been getting a lot of use out of a2aa for that reason. At mid range it pushes out far enough that it's safe and enough people get hit by it anyway. I'll keep using it till they start jumping the second a, then I stop.
 
Any tip on how to perform agA? i can only do it by putting both thumbs on the right side of the controller which is dangerous and ive seen people pull of the fastest input version but ive never seen it once from my own inputs
 
Pretty easy on a pad. Bind either trigger to a then slide ag and hit the trigger. Might even work if you have it bound to a+b or a+b+k.

Only way I've managed it on a stick is binding an entire row to aga and sliding. But I got some encouragement from an old Akira player. I'll have to tough it out and learn the timing because that's the only way.
 
ill have to try that and see if i can ever pull it off back to training mode for me

OMG PAGE I LOVE YOU I PULLED OUT A FASTEST INPUT THANKS TO THAT

Sorry for tripple post but interestingly enough i just found out you can do it the exact same way without changing any trigger it can still be BE or A+B and it will always do agA
 
I merged them. Also, CJmxxx you should ask questions about Natsu matchup in the natsu thread.
 
Sorry about that still new to the whole forum thing it also seems that with any input that requires a slide from A B or K the BE button will always act as the slide that was required for example NSS bA can be done with B then BE as the slide instead of A it works for 1 (a)K as well
Edit:So far from testing many of the Nightmare moves BE can be used as a filler instead of the actual move themselves in other words should a move not require BE as an actual input BE can be substituted as the next input example A A B can be done as A BE BE and you will still get A A B
 
As an addendum to my Nightmare vs Natsu match-up post above, scratch a:g:A at mid range. Wind Roll beats it for free. You don't want to eat a WR BBB. You can throw some a:g:As to bait it, however, and 3AA, 3[B], 33B (66~3B input) or BB if you think you've got a good read on WR coming. I would stick with BB and 3AA, as Natsu can't punish those.
 
Thanks for all the input! I'm new to the 3d scene and this thread has been great. I do have one question though. When it comes to getting up after getting knocked down what are some good wakeup attacks? This seems to be the biggest hole in my game right now. I either get up to quickly and continue to get punished or I roll and wiff on the wakeup,which is mostly because I choose the wrong one. Anyways back to practice.
 
WR B or WR A are fast and rewarding attacks that NM can do while getting up. It's usually only worth it to wakeup and attack if you're "facing" the opponent on the ground (face down & head towards opponent, or face up & feet towards opponent). FC 3B is fast, long-ranged, and rewarding, but punishable on block. WR K is quite fast too, but it has poor frames otherwise as well.

What you do when you're grounded is a crucial part to SC. Actually taking hits on the ground and immediately performing an ukemi afterwards is actually common, because an ukemi after a ground hit usually leaves both players spaced apart and standing with no real advantage to either, and sometimes it's better to take the chip damage from a ground hit than it is to standup into a throw/launcher mixup that would knock you down again.
 
Thanks for the help. Being new to this type of game I find myself with the bad habit of once I get knocked down panicking and trying to hop right back up only to get launched once again like you said. I think to help this and for the time being I'll practice taking the chip damage and opting for the better position.
 
Can anyone tell me why 6B exists? I'm making the switch from Sieg to Nightmare and 6B is getting me killed. >.<
 
Can anyone tell me why 6B exists? I'm making the switch from Sieg to Nightmare and 6B is getting me killed. >.<

6B exists for the CH GS A combo. otherwise it is trash on fire bad. use 6K for a high interrupt instead
 
Been playing Nightmare off and on since SC2, and started maining him in SC4. I've almost always been more on the casual side, but after spending some time getting my butt kicked in Legendary Souls and a lot of time playing (roughly 50% win ratio) on PSN, I have a desire to get better now.

I want to start with being able to beat Legendary Souls. My last good attempt was an hour spent and only getting past Cervantes. Any advice from you all here at 8WR?
 
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