Nightmare General Discussion/Q&A

Sorry to disappoint you guys, but all these are grab setup combos from a ukemi.
I haven't seen anyone use the grab setup combo in the first video. It's important to note that most of the time, 3b and 2a+b can be ukemi'd at the end of a wall combo that has 4k BE as a finisher, thus most people go for ukemi. I believe that with this strategy, opponents will think twice about risking an ukemi.

For grab combo setup 3, it usually works for me. NM's long grab range makes it harder to predict grabs.
Most people would ukemi after 3AA and this would prove to be useful.

The bottom line is, get to know your opponent. Pay attention to whether they ukemi in specific situations and adjust accordingly.

 
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Well I don't know about you, but sometimes my 3B randomly whiffs and it costs me a whole round

Yeah, if the wall moves or the angle changes so that they're no longer face-first into the wall, you'll hit them from the front giving a fuft knd, which gives no 50/50

but that's very rare


also good stuff on the NSS K > grab. Didn't know they're in grab range after that
 
Just to add to what DIME said. As long as you hit them from the back you'll get the 50/50 between 3B and 2[K ]. As far as I know, 2A+B has always been techable for some characters.

Also in case it wasn't known, the 4K BE JF has no followups at the wall, only thing guaranteed is a 1K
 
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Oops, I just realized that GSkBE does make you hit them from the back.

But meh, I haven't really paid attention to hitting them in the back or front with 4kbe until now.

Also in case it wasn't known, the 4K BE JF has no followups at the wall, only thing guaranteed is a 1K

Does this mean that we should opt for 4k BE JF if you hit the opponent from the front?
 
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Does this mean that we should opt for 4k BE JF if you hit the opponent from the front?

imo, the JF is never worth doing, unless it would KO. Doing it gives you little damage at the cost of almost all of your wakeup advantage.

For example, after 4K BE, if they don't ukemi, GS K BE is free and 66B is a force block. If they do ukemi, you have plenty of time to run in and force a mid/throw/1k mixup, or go for guard damage. With the JF, they have the time to ukemi and interrupt you, except near a wall, where you get a free 1k
 
imo, the JF is never worth doing, unless it would KO. Doing it gives you little damage at the cost of almost all of your wakeup advantage.

For example, after 4K BE, if they don't ukemi, GS K BE is free and 66B is a force block. If they do ukemi, you have plenty of time to run in and force a mid/throw/1k mixup, or go for guard damage. With the JF, they have the time to ukemi and interrupt you, except near a wall, where you get a free 1k
Does the JF increase its forward ringout range?
 
alright so guys, adding on from @LockDownZ 's post about the aforementioned 4K BE setups and with 3B whiffing techs if the opponent is FUFT;

this got me thinking "is there some sought of alternate setup that can be used in place of 4K BE"
because having to use 4KK for your first wallsplat and then spending meter for GS K BE, just to position the opponent properly, taking up your second wallsplat, just so you can spend meter again specifically for 4K BE setups, doesn't sound very meter efficient not does it sound like a good idea in itself unless you were either desperate, knowing your opponent will tech into 3B, knowing you've won the round or you're plain stupid.

thus I propose to you this:

lemme know what you guys think.
 
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alright so guys, adding on from @LockDownZ 's post about the aforementioned 4K BE setups and with 3B whiffing techs if the opponent is FUFT;

this got me thinking "is there some sought of alternate setup that can be used in place of 4K BE"
because having to use 4KK for your first wallsplat and then spending meter for GS K BE, just to position the opponent properly, taking up your second wallsplat, just so you can spend meter again specifically for 4K BE setups, doesn't sound very meter efficient not does it sound like a good idea in itself unless you were either desperate, knowing your opponent will tech into 3B, knowing you've won the round or you're plain stupid.

thus I propose to you this:

lemme know what you guys think.

I think this might be a good idea. I'm just surprised how low damage the 2b+k BE deals.. which makes me not think it's worth it unless the following 3B makes up for it damage wise (With opponent not ukemi-ing)

At this point I think maybe opting for 3B ~> 2A+B/ Nss bA is a better alternative (if you want to save/gain meter)
 
I always use this for wall combos CH 4KK > 4KK > 3B > NSS bA It's over 120 damage I think. And you need no meter.
Edit: Just what LockDownZ says anyway xD
 
I always use this for wall combos CH 4KK > 4KK > 3B > NSS bA It's over 120 damage I think. And you need no meter.
Edit: Just what LockDownZ says anyway xD

not quite sure you've understood the gist, thus allow me to explain:

any combo that involves GS K BE will blast your opponent face-first against the wall.
4KK will be the second wallsplat. Ending your wallcombo with 4K BE sets your opponent up for tech trap, where 3B will catch all tech.

after combos like CH GS A ~ 4KK w! ~ 4KK w! ~ 4K BE, your opponent can tech which will cause your 3B to whiff...notice something missing? GS K BE has not been used.

As I've already stated, I don't think using GS K BE just to set up 4K BE sounds like a good idea nor very meter efficient, unless you know it'll kill the opponent.

now this is where 2B+K BE comes in as an alternate method for techtraps.

so basically:
GS K BE w! ~ 4KK w! ~ 4K BE ~ 3B
4KK w! ~ 4KK w! ~ 2B+K BE ~ 3B
 
I think this might be a good idea. I'm just surprised how low damage the 2b+k BE deals.. which makes me not think it's worth it unless the following 3B makes up for it damage wise (With opponent not ukemi-ing)

At this point I think maybe opting for 3B ~> 2A+B/ Nss bA is a better alternative (if you want to save/gain meter)

unless you wanna go for iWR (B) ~ NSS A+B ~ 2A+B which deals as much damage as 3(B) ~ NSS b:A and gives as much meter as 3B ~ 2A+B
 
unless you wanna go for iWR (B) ~ NSS A+B ~ 2A+B which deals as much damage as 3(B) ~ NSS b:A and gives as much meter as 3B ~ 2A+B

Heh I was gonna mention wr B as it seemed like the optimal move, but I just tested it out and it seems that it's insanely hard to do when your opponent is FUFT.
 
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