the only time GS pressure becomes real is usually on oki aka GS B, empty GS into options, 1(A). other times it may come from 22Aa6 or 2(B). other than that you're not going to be rushing with GS to apply any sorts of pressure
1) high dmg, range, guard dmg, Terror charge
2) speed (kinda, still pretty fast for his type of character), up close game.
:5:2B: for NLS frame traps and mixups,
:5:iagA/iabA: all important step killers but you can have more control with positioning your opponent with them.
:5:6A+B (6K, 6B...
Hey everyone it's about time I got this done, only reason I put it off was because I was ill all last week. Anyway as some of you know, I got to play the E3 build of SCVI at VSFighting, so I was hoping to give my 2 cent's worth and share my first impressions, gameplan and those little niche...
NBS is good for what it does and has it's uses:
NBS A is a low with some pretty decent range, and takes a good chunk of dmg
NBS B is great for combo extensions, which can lead into huge dmg, aswell as tacking on that little extra dmg after moves such as NLS (B) ~ NBS B or NSS a(B) ~ NBS B
I am planning to do a write-up on my thoughts and feedback on NM and SC6 in general, I have a ton of notes. However: 1) I am lazy, 2) I am ill AF right now
so for now I'll just say NM's dmg is absolutely absurd haha
As most of you know SCVI will be playable this weekend at VSFighting.
I shall be up there for the entire duration of this, so if there’s anything you want tested in regards to Nightmare, be sure to let me know and I will make a note of it.
Alternatively join the Nightmare discord...
NM's CE is slower compared to everyone else, in place it has one hit of armour, an aGI which triggers the revenge version and as hteng has already mentioned, it can be charged to be unblockable, in which the dmg drastically increases.
yes GS A still has it's aGI
not sure about WR (B)'s...
we new about GS A+B, tho I never knew the 3rd hit had a hit box behind it aswell.
Also I believe you mean LH WR (B) and yes, nothing optimal has been found thus far, perhaps next build they can fix this