LockDownZ
[10] Knight
I'd like to point out a few things before continuing
-Everything typed out is only just my opinion. This means I may or may not be correct.
-I'm by no means, the greatest NM player. My strongest matchup is against Siegfried. High tiered characters such as Tira, aPat could easily wreck me if the player is experienced.
-I haven't written anything informative, ever, so expect to be disappointed.
-This thread could be completely unnecessary to some. I respect that.
-A bunch of things mentioned could have been mentioned in the general discussion thread, but it could be easily overlooked. Another purpose of this thread is to give emphasis to it.
-I don't want to be praised. This may or may not contain new information.
-Feel free to contribute.
A short introduction of myself.
-I've been into the SC franchise since SC2
-Kilik was my first character. After some time, I picked up on NM out of curiosity and have not regret it since.
-I think NM is badass.
That's it.
Okay so, if you haven't yet, read up on frame data, guides, and learn the combos.
I've only read up on frame data a few days ago and I've played this game for a long time now, haha.
Part of the reason why I decided to even make this thread is due to the many unbalanced matchups that NM has. After being juggled by characters such as aPat, I slowly transitioned into a safer playstyle and also restricted myself from using certain moves.
If anyone of you played/know starcraft broodwar, you should be well aware that the Zerg vs. Terran matchup is completely tipped to the Terran's favour: Zerg has to work ten times harder to defeat Terran. As I battled against experienced players playing as high tiered characters, nightmare feels like Zerg.
Moves that I do not consider using (keep in mind that this is in referenced to opponents that have experience against nightmare):
44A
66A
22K
1A
Moves that I rarely use (whiff punishers, but can be punished by most characters if blocked):
3B
22B
66K
3AA
Moves that I actively use:
3K
1K
9K
22A
agA
Grabs
Strategy:
-I find that using aGa immediately after a backstep punishes whiffs effectively. For example, after blocking siegfried's 3(B), backstepping and aGaing right after does wonders.
-I read up in the general discussion thread that 1B should be used when your opponent is in stance and in great distance.
-I recently discovered that 1k is (-) on hit (frame-wise). Chained 1k's might work for slow characters, but fast characters will punish these. You should backstep or block if against fast characters
-66k6 ~> GS A has proven to be useful against astaroth (Thermidor vs lolo)
-Throws and crouch throws after GS tend to throw an opponent off.
-After hitting a person with aGa, I follow it up with a 1k (if in range) for extra damage.
-66A+B does wonders in terms of breaking guard guage. I prefer to use it over 66B
-I read up in the general discussion thread that you can cancel GS stance by inputting the stance for NSS (B+K) at the end of the animation for the GS stance. This makes 33B6 safe (and useful). I personally find it great to use at a medium distance, since it will whiff most of the time when the distance is large (which is when your opponent will tend to step)
-When I'm completely at a huge distance from my opponent, I always use 22A and aGa to keep my opponent at bay. 3K and grabs are used when the distance becomes closer.
-3k -> 1k is a good mixup. You can also 3k again.
-When an opponent is downed, I tend to use GSB to break gauge meter, or 1k for extra damage. I find that 66B isn't reliable for this scenario because it whiffs easily.
>22A6 ~> GSB is also useful for breaking gauge meter. However, if used often, opponent will start to predict it and punish.
-Most experienced players keep an eye for NM's super meter, and as such, adjust their playstyle to expect your CE. Play as if you expect this aswell.
>I find that right after your super meter charges enough to use a CE, that is the optimal time to plan to use it.
>When your super meter charges enough for 2 CE, your opponent will 100% definitely expect you to use your CE. Adjust accordingly
-NM's super meter moves are unforunately risk-heavy. This means that, most of the time, you'll probably end up banking your meter.
>This also means that you should use your BE when following up a combo or as a whiff punish.
-I find that setting up wall combos becomes more and more challenging against experienced players as NM's wall combo setups become predicatable. This means you should adjust your playstyle too
>>This means, when your back is against the wall/edge and you want to perform a grab, try to mixup with A+G instead of B+G (depending on the situation). Players will expect most of the time B+G and you can punish them for that.
>>This also means, you shouldn't rely on wall combos for damage. Maintain your spacing, do some pokes, and punish whiffs.
-You can delay the second k in 4KK. Since the second k can be ducked, master delaying the second k depending on if the first k is either blocked or CH.
>>This means that, if your first 4K is blocked, immediately cease to press the second K and prepare to guard
>>Alternatively, if your first 4K is a CH, immediately press the second K as it will chain.
If the first 4K is not a CH but a normal hit, you can decide whether or not to press the second K. It can be guarded, though, but not JG (maybe).
-When your opponent is against a wall, expect that your opponent will be more defensive and will 100% expect you to use: (moves that can be followed up by GSkABK)
1A6
The following are more least expected, but still punishable
WRB
NSS(A+B) (can be a whiff punish)
3AA
66k6
3B
The following are safe to use, but punishable if your opponent ducks this
aGa
Opponents will tend to JG these (string) moves:
The second A after 22AA
The second A after 3AA
The second B after BB
They will additionally JG your GSB if you are using it too much to make their guard flash.
-Opponents will punish the NSS stance with TC attacks such as 1k. Avoid going into this stance, unless you are you following up on a combo.
If you are in this stance because of a blocked WRB or a 3B (always go into WRB NSS stance as WRB is punishable anyways), the most you can do is walk backwards (hoping that the opponent will whiff) or use NSS K (hoping that it will still hit the opponent)
You could try to use NSS A+B if you find that your opponent will crouch to use a non TC attack
When your opponents guard meter is flashing red, your opponent will expect you to be more offensive. Use this to your advantage. Keep your distance and poke with safe 22A/33B GS cancel pokes
Try to use GSB6 ~> GSB6 ~> GSkABK as a combo after you break your opponents gauge.
If your opponent has a little health with flashing red guard meter, you can alternatively guard break with 66A+B (very effective) and follow up with WRB ~> NSS A+B ~> 2A+B
If your guard gauge is flashing red, and you have super meter, expect your opponent to go offensive. This is the perfect time to use your CE.
This is all for now and I hope it remains helpful to some. I might update it. This thread might contain errors. Enjoy!
Also, don't forget to use some dropkicks as a mixup (as demonstrated by Thermidor) :D
-Everything typed out is only just my opinion. This means I may or may not be correct.
-I'm by no means, the greatest NM player. My strongest matchup is against Siegfried. High tiered characters such as Tira, aPat could easily wreck me if the player is experienced.
-I haven't written anything informative, ever, so expect to be disappointed.
-This thread could be completely unnecessary to some. I respect that.
-A bunch of things mentioned could have been mentioned in the general discussion thread, but it could be easily overlooked. Another purpose of this thread is to give emphasis to it.
-I don't want to be praised. This may or may not contain new information.
-Feel free to contribute.
A short introduction of myself.
-I've been into the SC franchise since SC2
-Kilik was my first character. After some time, I picked up on NM out of curiosity and have not regret it since.
-I think NM is badass.
That's it.
Okay so, if you haven't yet, read up on frame data, guides, and learn the combos.
I've only read up on frame data a few days ago and I've played this game for a long time now, haha.
Part of the reason why I decided to even make this thread is due to the many unbalanced matchups that NM has. After being juggled by characters such as aPat, I slowly transitioned into a safer playstyle and also restricted myself from using certain moves.
If anyone of you played/know starcraft broodwar, you should be well aware that the Zerg vs. Terran matchup is completely tipped to the Terran's favour: Zerg has to work ten times harder to defeat Terran. As I battled against experienced players playing as high tiered characters, nightmare feels like Zerg.
Moves that I do not consider using (keep in mind that this is in referenced to opponents that have experience against nightmare):
44A
66A
22K
1A
Moves that I rarely use (whiff punishers, but can be punished by most characters if blocked):
3B
22B
66K
3AA
Moves that I actively use:
3K
1K
9K
22A
agA
Grabs
Strategy:
-I find that using aGa immediately after a backstep punishes whiffs effectively. For example, after blocking siegfried's 3(B), backstepping and aGaing right after does wonders.
-I read up in the general discussion thread that 1B should be used when your opponent is in stance and in great distance.
-I recently discovered that 1k is (-) on hit (frame-wise). Chained 1k's might work for slow characters, but fast characters will punish these. You should backstep or block if against fast characters
-66k6 ~> GS A has proven to be useful against astaroth (Thermidor vs lolo)
-Throws and crouch throws after GS tend to throw an opponent off.
-After hitting a person with aGa, I follow it up with a 1k (if in range) for extra damage.
-66A+B does wonders in terms of breaking guard guage. I prefer to use it over 66B
-I read up in the general discussion thread that you can cancel GS stance by inputting the stance for NSS (B+K) at the end of the animation for the GS stance. This makes 33B6 safe (and useful). I personally find it great to use at a medium distance, since it will whiff most of the time when the distance is large (which is when your opponent will tend to step)
-When I'm completely at a huge distance from my opponent, I always use 22A and aGa to keep my opponent at bay. 3K and grabs are used when the distance becomes closer.
-3k -> 1k is a good mixup. You can also 3k again.
-When an opponent is downed, I tend to use GSB to break gauge meter, or 1k for extra damage. I find that 66B isn't reliable for this scenario because it whiffs easily.
>22A6 ~> GSB is also useful for breaking gauge meter. However, if used often, opponent will start to predict it and punish.
-Most experienced players keep an eye for NM's super meter, and as such, adjust their playstyle to expect your CE. Play as if you expect this aswell.
>I find that right after your super meter charges enough to use a CE, that is the optimal time to plan to use it.
>When your super meter charges enough for 2 CE, your opponent will 100% definitely expect you to use your CE. Adjust accordingly
-NM's super meter moves are unforunately risk-heavy. This means that, most of the time, you'll probably end up banking your meter.
>This also means that you should use your BE when following up a combo or as a whiff punish.
-I find that setting up wall combos becomes more and more challenging against experienced players as NM's wall combo setups become predicatable. This means you should adjust your playstyle too
>>This means, when your back is against the wall/edge and you want to perform a grab, try to mixup with A+G instead of B+G (depending on the situation). Players will expect most of the time B+G and you can punish them for that.
>>This also means, you shouldn't rely on wall combos for damage. Maintain your spacing, do some pokes, and punish whiffs.
-You can delay the second k in 4KK. Since the second k can be ducked, master delaying the second k depending on if the first k is either blocked or CH.
>>This means that, if your first 4K is blocked, immediately cease to press the second K and prepare to guard
>>Alternatively, if your first 4K is a CH, immediately press the second K as it will chain.
If the first 4K is not a CH but a normal hit, you can decide whether or not to press the second K. It can be guarded, though, but not JG (maybe).
-When your opponent is against a wall, expect that your opponent will be more defensive and will 100% expect you to use: (moves that can be followed up by GSkABK)
1A6
The following are more least expected, but still punishable
WRB
NSS(A+B) (can be a whiff punish)
3AA
66k6
3B
The following are safe to use, but punishable if your opponent ducks this
aGa
Opponents will tend to JG these (string) moves:
The second A after 22AA
The second A after 3AA
The second B after BB
They will additionally JG your GSB if you are using it too much to make their guard flash.
-Opponents will punish the NSS stance with TC attacks such as 1k. Avoid going into this stance, unless you are you following up on a combo.
If you are in this stance because of a blocked WRB or a 3B (always go into WRB NSS stance as WRB is punishable anyways), the most you can do is walk backwards (hoping that the opponent will whiff) or use NSS K (hoping that it will still hit the opponent)
You could try to use NSS A+B if you find that your opponent will crouch to use a non TC attack
When your opponents guard meter is flashing red, your opponent will expect you to be more offensive. Use this to your advantage. Keep your distance and poke with safe 22A/33B GS cancel pokes
Try to use GSB6 ~> GSB6 ~> GSkABK as a combo after you break your opponents gauge.
If your opponent has a little health with flashing red guard meter, you can alternatively guard break with 66A+B (very effective) and follow up with WRB ~> NSS A+B ~> 2A+B
If your guard gauge is flashing red, and you have super meter, expect your opponent to go offensive. This is the perfect time to use your CE.
This is all for now and I hope it remains helpful to some. I might update it. This thread might contain errors. Enjoy!
Also, don't forget to use some dropkicks as a mixup (as demonstrated by Thermidor) :D
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