SWBeta
[08] Mercenary
Information credit goes to CF Nightmare boards.
Normal
• GS A > 4KK > 33B
• 66A > 236KK
• 66B > iWS [B ] > NSS bA
• 66B > 33B6~GS KK
• 4A > iFC A+G_B+G (this doesn't give you a back grab anymore)
Counter
• CH 6K > 33B (this doesn't really work usually anymore)
• CH GS [B ] > NSS b:A
• CH 3A2A6 > GS KK
• CH NSS K > iFC A+G_B+G
• CH GS A > A+G_B+G
Wall
• (Near Wall) bA6~GS A > a[B ] > NSS K > 2A+B
• 4G_1G (W) > 33B6~GS B_BT B+K
• 1A6~GS KK (W; far) > 44BB
• 1A6~GS KK(W; far) > 4KK > 3A2A6~GS KK
• 1A6~GS KK (W) > 4KK > 2A+B
• a[B ]~NSS K (W) > 2A+B
• a[B ]~NSS K (W) > GS KK, 2A+B_66K
• a[B ]~NSS K(W) > GS KK, 3A2A6~GS KK
• a[B ]~NSS K (W; far) > 3A2A6~GS KK
Tech Traps
- 3B (tech) 1A (may need to hold this slightly to catch all sides)
- 3B, (tech) 1[A] (This will not hit just be forced block)
- 33B, (tech) 66B
*Notes:
- 33B cannot be done at close range or else it's left techable.
- 1[A] is a very slight charge.
- If they decide not to tech: 33B, 1A, but this opens up possibilities for 33B, 44BB.
Quoted from Shen Rii from CF. Credit goes to him:
Tiamat edit:
Wallcombos (from guide):
Wall Combos (w=wallsplat):
- B+G (w) > 2A+B (92 dmg)
- FC B+G (w) > G > 4KK > 44B (67 dmg)
- FC B+G (w) > G (turn around) > 4KK (wall) > 4KK (wall) > 2A+B (73 dmg)
- FC B+G (w) > A+G/B+G for back grab, don't grab immediately or will miss (89 dmg)
- 1A6 GS KK (w) 44B[B| (character specific, 95 dmg)
- NSS [A] > NSS b:A (w) > 44B (104 dmg, 92 if no JF)
- CH 66K6 (w) > GS [B ] > NSS bA (w) > 2A+B
- 66B+K (wall) > WS [B ] > NSS A+B > 2A+B (88)
- 66B > 33B6 > GS KK (wall) > 2A+B (depending on distance from wall options change greatly)
- CH/SC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > iWR K (70 dmg throw setup)
- CH/SC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3B (launch) > 2A+B (77 dmg)
- CH/SC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3A2A6 > GS KK (w) (83)
- CH GS A > 4KK (w) > iWS B NSS A+B GS KK (w) (70 dmg) > 4KK/1K (throw setup)/2[K]/1[A]
- CH 11K (w) > iWR B > NSS A+B > GS KK (w) > 4KK or 1K (throw setup). on sieg and most males you can add 2A+B after 4KK if aligned right
- CH 11K (w) > 44B (must be aligned right to hit soph, much more consistent on sieg) 74 dmg
iagA combos courtesy of LGInfinite:
Normal
• GS A > 4KK > 33B
• 66A > 236KK
• 66B > iWS [B ] > NSS bA
• 66B > 33B6~GS KK
• 4A > iFC A+G_B+G (this doesn't give you a back grab anymore)
Counter
• CH 6K > 33B (this doesn't really work usually anymore)
• CH GS [B ] > NSS b:A
• CH 3A2A6 > GS KK
• CH NSS K > iFC A+G_B+G
• CH GS A > A+G_B+G
Wall
• (Near Wall) bA6~GS A > a[B ] > NSS K > 2A+B
• 4G_1G (W) > 33B6~GS B_BT B+K
• 1A6~GS KK (W; far) > 44BB
• 1A6~GS KK(W; far) > 4KK > 3A2A6~GS KK
• 1A6~GS KK (W) > 4KK > 2A+B
• a[B ]~NSS K (W) > 2A+B
• a[B ]~NSS K (W) > GS KK, 2A+B_66K
• a[B ]~NSS K(W) > GS KK, 3A2A6~GS KK
• a[B ]~NSS K (W; far) > 3A2A6~GS KK
Tech Traps
- 3B (tech) 1A (may need to hold this slightly to catch all sides)
- 3B, (tech) 1[A] (This will not hit just be forced block)
- 33B, (tech) 66B
*Notes:
- 33B cannot be done at close range or else it's left techable.
- 1[A] is a very slight charge.
- If they decide not to tech: 33B, 1A, but this opens up possibilities for 33B, 44BB.
Quoted from Shen Rii from CF. Credit goes to him:
3B, 1[A] is a tech trap as well.
You can 3B after 4KK (wall).
You can 4KK after GS KK (wall).
What does that mean? It means that Nightmare's a monster at wall.
Here's an example, will do a vid sometime this week on this:
33B [28 dmg], opp left ukemi
1[a]6~GS KK (wall far), 4KK (wall), 3B [89 dmg], opp left ukemi
1[a]6~GS KK, 4KK [81 dmg], opp left ukemi
33B [28 dmg], opp left ukemi
1[a]6~GS KK (wall), 4KK (wall), 3B [89 dmg], etc etc
This however is harder than it sounds, a few factors come in:
-Opp can ukemi to the right, yes it still tech traps* but it allows them to escape from the wall.
-Opp can lie down on the floor and eat some minor dmg.
-There are various wall splats, a low one guarantees nothing.
*At wall splat 4KK knockdown to open space, opp can ukemi to the right to avoid a launcher. You can hit them with 33B still if you are fast but it won't launch.
Tiamat edit:
Wallcombos (from guide):
Wall Combos (w=wallsplat):
- B+G (w) > 2A+B (92 dmg)
- FC B+G (w) > G > 4KK > 44B (67 dmg)
- FC B+G (w) > G (turn around) > 4KK (wall) > 4KK (wall) > 2A+B (73 dmg)
- FC B+G (w) > A+G/B+G for back grab, don't grab immediately or will miss (89 dmg)
- 1A6 GS KK (w) 44B[B| (character specific, 95 dmg)
- NSS [A] > NSS b:A (w) > 44B (104 dmg, 92 if no JF)
- CH 66K6 (w) > GS [B ] > NSS bA (w) > 2A+B
- 66B+K (wall) > WS [B ] > NSS A+B > 2A+B (88)
- 66B > 33B6 > GS KK (wall) > 2A+B (depending on distance from wall options change greatly)
- CH/SC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > iWR K (70 dmg throw setup)
- CH/SC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3B (launch) > 2A+B (77 dmg)
- CH/SC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3A2A6 > GS KK (w) (83)
- CH GS A > 4KK (w) > iWS B NSS A+B GS KK (w) (70 dmg) > 4KK/1K (throw setup)/2[K]/1[A]
- CH 11K (w) > iWR B > NSS A+B > GS KK (w) > 4KK or 1K (throw setup). on sieg and most males you can add 2A+B after 4KK if aligned right
- CH 11K (w) > 44B (must be aligned right to hit soph, much more consistent on sieg) 74 dmg
iagA combos courtesy of LGInfinite: