Nightmare General Discussion/Q&A

Hey guys, is there anything that combos out of NSS A? I notice my opponent seems stunned for a split second, but I havent found anything that hits for sure after that
 
I just posted my SC5 Nightmare Guide if anyone is interested. I actually learned a couple things while doing it. Main thing was that I honestly had no idea 1K had TC in this game. You can basically use it like a 2A against NM's own stances now. You can 1K him out of WR (B) > NSS K for example. I'm pretty sure that didn't work in SC4!!!

so yeah.....1K....
 
Does Nighty build meter faster than the rest of the cast? I've fiddled around with a couple others and no one seems to build meter quite as fast as Nightmare. Most of his moves are good at building it up especially 2a+b. This move alone is fantastic at building it. Thoughts?
 
Thanks. I actually should have seen that in the combo thread--my bad.

Is there a difference between NSS (a) and NSS A?

NSS A itself is quite safe on block while NSS (A) brings you into NSS again, not sure if NSS K is a frametrap in this case but it's not easily interrupted, it can be shutdown by 2As though.

one thing i do with NSS A on hit is follow up with a grab.
 
Does Nighty build meter faster than the rest of the cast? I've fiddled around with a couple others and no one seems to build meter quite as fast as Nightmare. Most of his moves are good at building it up especially 2a+b. This move alone is fantastic at building it. Thoughts?

I don't think NM's rate of meter gain is higher than the rest of the cast. He just has a tool which will gain him additional meter from landing it.
 
I was researching his guard bursting this morning in training when I stumbled upon the GB listing thread. Thank you all for saving me lots of time. I'm glad he can do what he supposed to do all along. His unsafety is now truly warranted but some of the choices they made (ahem WR K) are still questionable.+

Edit: What the heck is AAB4 for? Is there some awesome setup for it I don't know about? If it's like SC4 Zas' 3B 6A+B(B) where the last hit tracked AC and roll I'd throw it in.
 
Edit: What the heck is AAB4 for? Is there some awesome setup for it I don't know about? If it's like SC4 Zas' 3B 6A+B(B) where the last hit tracked AC and roll I'd throw it in.

it might be the most pointless thing on his movelist. even the normal AAB can be stepped to both sides, all the B4 does is give them even more time to do it. I don't understand their thought process with the move at all

I don't think NM's rate of meter gain is higher than the rest of the cast. He just has a tool which will gain him additional meter from landing it.

I think either he does indeed gain meter faster than most characters or he creates the impression of gaining more meter because he is not a very meter dependent character so it seems like he always has a lot.
 
I think aab4 shows something of their intentions with the game overall. In fact, Nightmare is very revealing.

It's like they wanted the game to be played on different, sequential levels. Nightmare is a character that has more options depending on how passive his opponent is. The way they took out most of his tech traps as well. He's like an anit-tech trap character now, so that he gets tons of free damage if they don't tech.

If you just play randoms then you can hit people with stuff like a2aa and aab4. You can do 3aa, 1b, or just throw out 1b after every move that knocks down and get free damage. It seems like a bad habit, but I say everyone should do it until their opponent learns to start teching.
 
It's like they wanted the game to be played on different, sequential levels. Nightmare is a character that has more options depending on how passive his opponent is. The way they took out most of his tech traps as well. He's like an anit-tech trap character now, so that he gets tons of free damage if they don't tech.

hm I just noticing that agA to 3B or GS K BE is a "combo" if they dont tech. funny...
 
There are so many times when he can just throw out that 3b or 1b and it's a "combo" as long as they don't tech.

It would make a lot more sense if he had real tech trap options. Right now it's just a gimmick barrier. It's not like you do gsk BE, 1b until they start to tech and then you have other options. If they start to tech you get standard throw/wr mixups or whatever.

Though at most ranges when they're teching to avoid 1b you can block trap with 1a or 22a. They're not real tech traps since they can both be blocked, but at least you get that extra block damage or a 22aa6 opportunity.
 
LOL Tiamat, pretty nice job with the guide btw,

for the AAB thing, lol even the second A can be ducked pretty easily if is like SC4, i think this move would be ok if they make it a combo on Counter Hit and remove that stupid, retarded, free from logic hella slow guard break, my god!! namco -__-, like Xiba's AAK, that would made SOME of sense, and still have its risks, even his A2AA since SC4 is pretty crappy, i love the animation of A2AA from SC3, which was pretty nice then.
 
So, I've been studying post-GI with Nightmare. Thought about making a thread for this, but bleh. Fuck that.

After an airborne GI:
A slightly delayed 3B with do 27 damage + the fall damage from the GI'd attack
2(K) is unrollable and will catch them if they stand to guard before they can jump.
4K BE:b slightly delayed will hit all hits for 53 damage, but is ACable. Thing is, it happens so fast that it isn't unreasonable to think it won't be AC'd.
iaga for 31 damage.
aab4 is 100% guaranteed and unblockable and has thus removed its label of useless. yeah, right.

And I haven't tested it thoroughly, but while I was testing the 4K BE, omega pyrrha sometimes was hit to her feet and took the full 62 damage of 4kBE. I THINK this is a bug, but if you hit her during the last active airborne frames, this will happen. I was able to recreate it a few times, but I couldn't get the same effect on Nightmare. Here's a video of what I mean: FYI, she was set to do nothing but block after the GI. I know it doesn't show the settings in the replay, so trust me when I say I know what I'm doing in training mode.
 
after 3b at tip range is there anything guaranteed or best to space and reset? also after 2a+b BE stun how many frames do you get and what are you guys using?
 
What moves does it GI? Is the damage variable? Do you lose HP when you "GI" something with it?
And I don't remember right now, but does GS A+B still exist? If it does, how does it compare to neutral A+B?
 
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