Is a Nightmare nerf coming? =(

calm down.

In a purely quantitative assessment, nightmare's moves are not what anyone would consider "fast".

They're certainly faster than attacks that are actually slow, like Astaroth's, or Aeon's. If you want to call him Slow and extremely punishable wait until you're these guys levels. These are characters that are legitimately slow and unsafe. Nightmare's attacks cover a lot of range, move his model forward, coupled with his great walk speed. He's not "Slow" either.
 
His back step exists purely to help his punishment game. He has good range and speed on a lot of his attacks, his whole game plan revolves around backing up and baiting whiffs. What the fuck are YOU talking about?

When I said he had little to no punishment, I was referring to block punishment. I was never talking about whiff punishment. Is this really what you had your panties in a wad about? If you think NM is OP because he can bait whiffs so well, maybe you should stop attacking so much and make NM come to you.
 
Nightmare isnt OP for that reason. He has a lot of good things about him. Like you said he's "perfectly balanced". Which just looks bad because a lot of other characters arent. They are lacking while nighty has everything he needs to make his gameplan work. As for your "Maybe you should stop attacking" thing, tell that to everyone he faces in competitive play. You'll look like an idiot because it's going to happen and he excels at it. Also his CE is still stupid, he gets several ways he can respond to pressure while most of the other cast has to just deal with it.
 
Nightmare isnt OP for that reason. He has a lot of good things about him. Like you said he's "perfectly balanced". Which just looks bad because a lot of other characters arent. They are lacking while nighty has everything he needs to make his gameplan work. As for your "Maybe you should stop attacking" thing, tell that to everyone he faces in competitive play. You'll look like an idiot because it's going to happen and he excels at it. Also his CE is still stupid, he gets several ways he can respond to pressure while most of the other cast has to just deal with it.

he's perfectly balanced as you said, then there's no need to buff or nerf him. He has step G in SC4 to compensate, it's changed to back dash and pushback in this game, he gets a few extremely useful tools, other than that his metagame remains the same, whiff punish, step killing and maybe intimidation.

about the CE, you should be aware there's a few startup frames before the AGI frame kicks in, he can't randomly throw it out during pressure, and the only advice i can give is take note of his meter when applying pressure. As mentioned, he has no fast block punishers.
 
he's perfectly balanced as you said, then there's no need to buff or nerf him. He has step G in SC4 to compensate, it's changed to back dash and pushback in this game, he gets a few extremely useful tools, other than that his metagame remains the same, whiff punish, step killing and maybe intimidation.

about the CE, you should be aware there's a few startup frames before the AGI frame kicks in, he can't randomly throw it out during pressure, and the only advice i can give is take note of his meter when applying pressure. As mentioned, he has no fast block punishers.

Realistically i wouldnt want anyone nerfed. The ideal way to go about changing characters would be to buff up the rest of the cast to his status, give them all the tools they need like how nightmare has. Devs never do that however, they always work in a buff / nerf tug of war. So i'm just thinking of likely and non crippling ways he could get nerfed. As that is what is most likely going to happen. I'm a firm advocate of buffing characters in their own strengths, as opposed to try and give them everything.

Like Raph, he is a character designed around having strong vertical attacks and reach. However his verticals are just decent, not amazing to compensate for his incredible vulnerability to side steps.
 
They're certainly faster than attacks that are actually slow, like Astaroth's, or Aeon's. If you want to call him Slow and extremely punishable wait until you're these guys levels. These are characters that are legitimately slow and unsafe. Nightmare's attacks cover a lot of range, move his model forward, coupled with his great walk speed. He's not "Slow" either.

not to dwell on a minor point, but it would be appropriate to make assessments of "speed" relative to the majority of the cast. If you pick and choose astaroth and aeon (who are pretty much the only 2) then your statement won't be as objective.

Granted, your point was that there ARE worse characters in specific areas and that point should not be set aside.
 
not to dwell on a minor point, but it would be appropriate to make assessments of "speed" relative to the majority of the cast. If you pick and choose astaroth and aeon (who are pretty much the only 2) then your statement won't be as objective.

Granted, your point was that there ARE worse characters in specific areas and that point should not be set aside.

Well there's also ZWEI in terms of being on the slower side, also very punishable. These are cases where it makes more sense to say yeah they are slow and punshable. No one can argue that.
 
All you say is that nightmare is extremely unsafe which is entirely wrong has evidence by ALL of his footage in competitive play he is rarely punished on block.

Actually, it's because the opponent either doesn't know or have lost the mental warfare.
Go to training mode and test for yourself, NM is still very punishable.

It's just that he's got a few core moves that are not.
 
Well there's also ZWEI in terms of being on the slower side, also very punishable. These are cases where it makes more sense to say yeah they are slow and punshable. No one can argue that.
I want specifics. So far there's absolutely nothing objective about your posts...it's all generalizations.

I can backdash with Astaroth or hilde and get similar results. Hell I can backdash with any character and whiff punish.

BTW NM is one of the slowest characters in the game. Even Astaroth has moves that are relatively faster. You don't really have any hard evidence to back up your claim that Nightmare is overpowered.

What moves are overpowered? Specifics I want them.
 
Well, little known fact: after all of his NSS transitions, except for up close 44B, if NM just idles for a second, 2a will whiff for a free NSS A+B. It was like this in 4, but it wasn't well known. And fuck Voldo's wrk, i hope that gets nerfed.
Don't wish that on my Voldo. T_T He's been nerfed enough as it is. But that's an interesting piece of knowledge that i didn't know about.

. I can see Natsu and Voldo being utterly terrifying match-ups as well at the moment and Lexia to a certain extent.
Actually this is probably one of my hardest matchups as Voldo short of the Pyrrah's. If you space Voldo properly it's really hard for him to get in on NM.
 
Oh look its the guy who said nightmare has little to no punishes. And blame that other guy for acting like a spoiled child. If you have a problem say it to the person, dont retreat to your circle jerk and talk shit behind their back like you're some high school girl.
Hey now... I take offense to that high school girl bs! High school girls like Sakura, Rin, Saki, Asuka, and Hitomi are cool! Why you make me cry...

Anyways! Back on topic!
Nerf Nightmare so I won't have to fight him 50 times a day.
 
Hey now... I take offense to that high school girl bs! High school girls like Sakura, Rin, Saki, Asuka, and Hitomi are cool! Why you make me cry...

Anyways! Back on topic!
Nerf Nightmare so I won't have to fight him 50 times a day.
If you don't want to play him 50 times a day they should just nerf Keev and Omega ^0^. Then when one of the 5million Natsu, Pyrrah, Oprah, or Leixia players win you will see more of them. :D
 
So you just make assumptions and parrot the same old saying of "You dont go to tournies therefor you dont know what you're talking about".

"You don't go to tournaments therefore you don't know what you're talking about" is not a tired saying. It is truth. If you are not engaging in high level offline play on a regular basis, forming an opinion on balance is meaningless.

Best part is you dont even go either and you have the nerve to tell someone else that.

I have the "nerve" to tell you that because I understand that my utter inexperience with this game in an offline tournament settings against high level players precludes me from making credible observations on game balance. The point I'm making isn't that your opinions on balance are inherently incorrect, it's that it's asinine to voice those opinions in the first place.

I'm not even saying you're a bad online player. I've seen your videos; I will say you are unequivocally a better online player than I am, your handling of Viola would wipe the floors of XBL with my Nightmare maining ass for free. But we are still online players. And online SCV is not and never will be the same game as offline SCV, and that's just the way it will work as long as fighting games have even the slightest hint of lag.

And no, it hasnt been countered. All you say is that nightmare is extremely unsafe which is entirely wrong has evidence by ALL of his footage in competitive play he is rarely punished on block. As for that other guy he actually said nightmare has little to no punishes which is completely wrong and stupid when that's where he shines.

I apologize if that one guy who said that one thing that one time didn't make it clear he was talking about block punishment instead of whiff punishment. Hey, if Nightmare is so awesome at whiff punishing, why are you whiffing in front of Nightmare? Whiffing is a mistake... it's really never a good thing... why should a character based on spacing and whiff punishing not have good spacing and whiff punishing capabilities?

And he is mostly unsafe. Frames don't lie. It goes to the broader point that this game has been out for less than two months... asking for buffs and nerfs at this point is like saying after TWO MONTHS, this game has been scienced out to the microscopic details thus allowing us to have determined what is and is not fundamentally wrong with it. I mentioned above that high level tournament players are the only ones who should have opinions that matter on this subject but I can tell you at this point I wouldn't hold their opinion on balance in any higher regard than I hold yours or mine.

Match up specific strategies, match ups in general are far from explored... we're barely below the surface with this game at this point. Fighting games are deep and ever evolving, they still update the tier list for 3S and that game has fractions of the complexity that this game has.

You know, I hate Natsu and Maxi. They drive me insane. I have big problems in those match-ups, and there are big nerf-craving bandwagons for those characters. As opposed to jumping on them, I'm trying to identify holes in their game plans that I can exploit. Learning where the holes in Maxi's strings and his frame-traps are, learning how to not put myself in situations against Natsu where I can get counterhit into big damage. Doing these things makes them seem not really top tier. If Nightmare's whiff punishment abilities are a problem, it's because you're whiffing too much and need to change that about your game when fighting Nightmare.

Whiff punishing is a strong suit for Nightmare (and he's not even as technically good at it as Pyrrha Ω is), but whiff-baiting is where he shines. If you are baited into a whiff and punished, it's because you were outplayed. If it keeps happening over and over, why have you kept taking the bait?

Forming special strategies to fight different characters is the point of fighting games, not a draw back too them. This is supposed to be the honeymoon phase for this game, where everything is still fresh and exciting before we figure it out and want a new wife.

Nightmare may be balanced, Nightmare may be overpowered. Maybe give it more time than two months before we write our buff/nerf manifestos.

Doesnt matter though cause you are clearly butt hurt as all hell. I presented a topic and my point calmly and clearly while you responded with "WHO THE FUCK ARE YOU? GRABAGE SCRUB! YOU DONT GO TO TOURNIES HOW COULD YOU POSSIBLY KNOW!?".

Stay classy and salty nightmare player.

That is what I said and I stick by it. Except that "GRABAGE SCRUB" thing... I don't know what GRABAGE is. But if you were worried I was calling you a garbage scrub, then you needn't be because if I were you would have seen the words "garbage scrub" somewhere in my post. I hope paragraph two of this post clarified my stance on your skills.

EDIT: I just want to add that with your position throughout this thread essentially being "if you agree with Nine-L, it is because you're a bunch of circlejerkers that just want your main to be top" (which actually does legitimize what I was saying in "we are obviously all out to get you"), is a classic example of a "colossal dick move."

You effectively came into the Nightmare forum to explain to us that you know more about our character than we do and if we have a different view of it, it's because we huddle around and masturbate with each other thinking of ways to ruin the game's balance for you. ...Rather than say because, based on our collective experience with playing the character we have formulated a different opinion. That was the assumption you made, and unsurprisingly it pissed off a lot of people.

Then when we explain why we have formulated these opinions, you reject our reasoning off the bat because it doesn't support your predetermined conclusions. You reject that Nightmare is unsafe, even though the numbers say he is. You can talk about pushback or "safe at tip range" or whatever but this ignores the fact that a character based on spacing being punished for effectively spacing is stupid. Saying Nightmare isn't unsafe also ignores the fact that basically everyone can punish/interrupt essentially every single stance transition he has with at least something. It might not net you big damage but it will probably swing momentum your way or at least back to neutral.

That's a big deal against Nightmare who doesn't deal well with people in his face. His get-off-me moves can all be scouted and basically all are punishable in some manner.
 
"You don't go to tournaments therefore you don't know what you're talking about" is not a tired saying. It is truth. If you are not engaging in high level offline play on a regular basis, forming an opinion on balance is meaningless.



I have the "nerve" to tell you that because I understand that my utter inexperience with this game in an offline tournament settings against high level players precludes me from making credible observations on game balance. The point I'm making isn't that your opinions on balance are inherently incorrect, it's that it's asinine to voice those opinions in the first place.

I'm not even saying you're a bad online player. I've seen your videos; I will say you are unequivocally a better online player than I am, your handling of Viola would wipe the floors of XBL with my Nightmare maining ass for free. But we are still online players. And online SCV is not and never will be the same game as offline SCV, and that's just the way it will work as long as fighting games have even the slightest hint of lag.



I apologize if that one guy who said that one thing that one time didn't make it clear he was talking about block punishment instead of whiff punishment. Hey, if Nightmare is so awesome at whiff punishing, why are you whiffing in front of Nightmare? Whiffing is a mistake... it's really never a good thing... why should a character based on spacing and whiff punishing not have good spacing and whiff punishing capabilities?

And he is mostly unsafe. Frames don't lie. It goes to the broader point that this game has been out for less than two months... asking for buffs and nerfs at this point is like saying after TWO MONTHS, this game has been scienced out to the microscopic details thus allowing us to have determined what is and is not fundamentally wrong with it. I mentioned above that high level tournament players are the only ones who should have opinions that matter on this subject but I can tell you at this point I wouldn't hold their opinion on balance in any higher regard than I hold yours or mine.

Match up specific strategies, match ups in general are far from explored... we're barely below the surface with this game at this point. Fighting games are deep and ever evolving, they still update the tier list for 3S and that game has fractions of the complexity that this game has.

You know, I hate Natsu and Maxi. They drive me insane. I have big problems in those match-ups, and there are big nerf-craving bandwagons for those characters. As opposed to jumping on them, I'm trying to identify holes in their game plans that I can exploit. Learning where the holes in Maxi's strings and his frame-traps are, learning how to not put myself in situations against Natsu where I can get counterhit into big damage. Doing these things makes them seem not really top tier. If Nightmare's whiff punishment abilities are a problem, it's because you're whiffing too much and need to change that about your game when fighting Nightmare.

Whiff punishing is a strong suit for Nightmare (and he's not even as technically good at it as Pyrrha Ω is), but whiff-baiting is where he shines. If you are baited into a whiff and punished, it's because you were outplayed. If it keeps happening over and over, why have you kept taking the bait?

Forming special strategies to fight different characters is the point of fighting games, not a draw back too them. This is supposed to be the honeymoon phase for this game, where everything is still fresh and exciting before we figure it out and want a new wife.

Nightmare may be balanced, Nightmare may be overpowered. Maybe give it more time than two months before we write our buff/nerf manifestos.



That is what I said and I stick by it. Except that "GRABAGE SCRUB" thing... I don't know what GRABAGE is. But if you were worried I was calling you a garbage scrub, then you needn't be because if I were you would have seen the words "garbage scrub" somewhere in my post. I hope paragraph two of this post clarified my stance on your skills.

EDIT: I just want to add that with your position throughout this thread essentially being "if you agree with Nine-L, it is because you're a bunch of circlejerkers that just want your main to be top" (which actually does legitimize what I was saying in "we are obviously all out to get you"), is a classic example of a "colossal dick move."

You effectively came into the Nightmare forum to explain to us that you know more about our character than we do and if we have a different view of it, it's because we huddle around and masturbate with each other thinking of ways to ruin the game's balance for you. ...Rather than say because, based on our collective experience with playing the character we have formulated a different opinion. That was the assumption you made, and unsurprisingly it pissed off a lot of people.

Then when we explain why we have formulated these opinions, you reject our reasoning off the bat because it doesn't support your predetermined conclusions. You reject that Nightmare is unsafe, even though the numbers say he is. You can talk about pushback or "safe at tip range" or whatever but this ignores the fact that a character based on spacing being punished for effectively spacing is stupid. Saying Nightmare isn't unsafe also ignores the fact that basically everyone can punish/interrupt essentially every single stance transition he has with at least something. It might not net you big damage but it will probably swing momentum your way or at least back to neutral.

That's a big deal against Nightmare who doesn't deal well with people in his face. His get-off-me moves can all be scouted and basically all are punishable in some manner.

Well thank you for being more civil, your initial post was hardly that. And i suppose as a viola player the whiff punishing effects me a lot. The range on all of her claw attacks are miniscule and Nightmare is an excellent whiff baiter. And more so it is my characters weaknesses than nightmare's strengths. I see that when it comes to balance nightmare isnt actually too powerful, he just seems that way because other characters dont quite match up to him. As a Viola player nightmare counters me incredibly well, his armor move that activates off of attacks that do less than 20 damage hurt viola a lot, being a low damage character that bubble activates off of most of her attacks. Plus he has the CE as if the bubble alone didnt deter her from her gameplan.
 
Ya know... I think its about time we settled this. Some of the complaints have arisen in other threads and amongst local friends.

A good 90% of what people are complaining about was the same way in SC4, when no one complained.

I'll explain.

-GS B, GS B, GS KK had virtually the same RO potential and equal damage, on a SC4-type damage scale.

-GS B tracked just as well (even better on grounded opponents) and had the same pushback. Yes, it was much more unsafe, but the pushback compensated for this as well as the GS entry, as well as a NSS entry that he lost in 5. And it still would, if GS B were unsafe. THe only real difference is the fact that GS B didn't launch on NH in 4, but instead knocked down, giving tech trap options and oki.

-His damage output was ALREADY amongst the highest. It still is, but SCV's damage is already high.

-3aa was also a NC. It was also -23. The only thing that has changed is the pushback on this move and its safer by 3 frames. He also lost the 3a2a GS entry, which nerfs his RO game.

-In SCIV, he could bait whiffs just as well. Except in SCIV, we had to use step g AND backstep to safely do so- both of which were really good. But now all we have is backstep to "safely" bait whiffs.

-He had BETTER grab range in SCIV.

-His GS A took a hell of a nerf from 4 to 5 - transitions in 4 that were made pseudo-safe by GS A or by delaying GS A have gone out the window; there is no more fast GS A, only delayed GS A, which makes getting around GS and NSS a lot easier.

-A+B was still a useful get-off-me move. This move is extremely buffed in 5, but it was still viable in 4, in mostly the same situations. Except now its easier to block the followup, whereas in 4 most characters could only do so after a 2a.

-He has no 100% safe, mid hitting poke. In 4, he had 11k, a godlike kick - now he has 3K, which is -10. In 4, he could delay this 3K to make it safer and for mindgames... he can't do that now. He also has wr K - which is -16 and 0 on hit, whereas his wrk in 4 was -5 and +4 on hit.

-Yes, his GS K BE gives him insane RO potential... but in 4, his GS KK gave him just shy of the same RO range. Not only this, but the stages in SC4 favored his RO game, where most of the stages in 5 do not. His old GSKK was also guaranteed after knockdowns where GS K BE is not. Oh, and let's not forget... GS KK didn't have limit since there was no meter.

-In 4, his tech trap game was literally the best gamble in the game. 33B was a godlike whiff punisher, leading to a GS B tech trap or 44BB dead trap. That's just one situation; he had similar tech traps off nearly every important knockdown, something he's lacking now. In 5, his tech trap game is now a guessing game - "will my opponent tech right, left, back or stay down?" In 4, it was "will my opponent stay down or tech?"

-Speaking of SC4's 44BB, he now has nothing to really scare people into getting up into his tech traps. 4bb (old 44bb) no longer ground stuns like it did in sc4, which led to tech traps and oki, while also raping the healthbar. Hell, it doesn't even combo on the ground any more - you can tech out of the second hit to NM's right, except after 33bBE. In 5, you're scariest deadtraps are 4a+b, 2(k), GS K BE, and GS B. The first two are UBs and rollable, the last is slow enough to react to and rollable to NM's right, the second being the only "scary" option, requiring meter.

For the most part, Nightmare is virtually unchanged from 4 to 5. The only reason he SEEMS so high tier is twofold:
1. The game's mechanics actually work in his favor (Guard Burst, unusual GI, useful CE)
2. Top players have actually used him in tournament play, giving him some spotlight. Keev was the only famous tournament-rocking Nightmare player in 4. This is because no one really took Nightmare to his limits in tournaments. The thing that prevented him from placing so well was that, simply put, the general top-placing characters were better.

Which brings me to my point... SC V Nightmare is JUST AS BALANCED as he was in 4; the only thing that is making him out to be OP is the fact that OTHER characters are no longer tiers and tiers above him. He has a fighting chance.

There are, however, SOME nerfs i would agree with.

22_88B being more unsafe. At -16, it seems rather too strong.
FC 3B being -20 on block. Its already -18 and negative without the AT, but hey, that's just too damn good, right?

...and that's about it. I dunno, maybe give all the pushback on 3aa to the second hit or something. I dunno.

but yeah, all of you complaining about SC5 nightmare, where were you in 4?
 
alright guys, the official patch note is out, here's what going for NM, sorry it's translated.

1.) 66B changes, i can't tell if it's a nerf or buff, the frames on block seems to be reduced or increased
2.) throw damage decreased
3.) increase the time for cancelling B+K (NSS) via G ?

as far as im concerned, these doesn't seem to be that big of a nerf to NM.

the things you'll need to concern about is backdash, it seems you can't immediately G after a backdash now. see the system wide change section.

http://www.soularchive.jp/SC5/adjust/index.html

Nightmare
Nightmare 6 6 rigidity has been increased to give time to guard against when: (Crimson Volcan texture) B.
A + G (Necro Feast) has lowered the damage (55 → 45).
B + G (Life absorber bar) has lowered the damage (50 → 40).
Was to increase the rigidity of time if you cancel in G: (Dexter-and-hold) B + K.

edit: i think 66B just got a buff. it says give opponent rigidity (block stun) increase, that means its safer? A similar sentence is observed on voldo's 1K change log, which says opponent rigidity (block stun) decreased, which prrobably means it's less safer now.

66B(クリムゾンヴォルテクス): ガード時に相手に与える硬直時間を増やしました




1K(スコーピオンズテイル背向け): ガード時に相手に与える硬直時間を減らしました
 
alright guys, the official patch note is out, here's what going for NM, sorry it's translated.

1.) 66B changes, i can't tell if it's a nerf or buff, the frames on block seems to be reduced or increased
2.) throw damage decreased
3.) increase the time for cancelling B+K (NSS) via G ?

as far as im concerned, these doesn't seem to be that big of a nerf to NM.

the things you'll need to concern about is backdash, it seems you can't immediately G after a backdash now. see the system wide change section.

http://www.soularchive.jp/SC5/adjust/index.html

Nightmare
Nightmare 6 6 rigidity has been increased to give time to guard against when: (Crimson Volcan texture) B.
A + G (Necro Feast) has lowered the damage (55 → 45).
B + G (Life absorber bar) has lowered the damage (50 → 40).
Was to increase the rigidity of time if you cancel in G: (Dexter-and-hold) B + K.

edit: i think 66B just got a buff. it says give opponent rigidity (block stun) increase, that means its safer? A similar sentence is observed on voldo's 1K change log, which says opponent rigidity (block stun) decreased, which prrobably means it's less safer now.

66B(クリムゾンヴォルテクス): ガード時に相手に与える硬直時間を増やしました




1K(スコーピオンズテイル背向け): ガード時に相手に与える硬直時間を減らしました

I think its been made safer on block. Could be wrong though.

So GS B remains the same. Hmmmm. Not many changes to Nightmare really apart from the throws. Which we can work around. But a throw character with weak throws. Wow, thats lazy.

The big one is the nerf to back-step cancelling with G. Though everyone has been hit by this, this affects NM significantly. I think it will just be similar to SC4's backstep now, but with increased distance.
 
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