Anti-Nightmare knowledge and testings..
Ugh, I'm starting to hate nightmare again.
His damage output vs. Ivy's is noticeably in his favor. And there's a lot more opportunities for Ivy to make a mistake against him, due to all his animations looking so similar and built-in mixups.
Becareful how a lot of moves look almost identical but they're actually quite different.
Trying being aware what the difference between a 66B and a 33B looks like.
Same goes for WR K and 66K
Also 3B and 44B.
I freaking hate nightmare!
Anyway, this is what I've found, feel free to correct me.
1.
I know I was advocating 2A against nightmare's Grimstride spam...forget that
I've found something better
4A will connect...gives you a free B+K afterwards.
Edit: This will not work if Nightmare does 33_99B into GS-A
The pushback is too great that you won't be able to use 4A fast enough
Use 4K to punish instead, B+K afterwards. It also applies if Nightmare uses GS too far away, then the 4A will whiff, try 4K in this situation as well.
This is so strange, I remember in SC4, grimstride evades horizontals as a tech-crouch...
I guess that doesn't apply anymore!
2. Seems like everything in Night Side Stance can be stopped with 214B
At tip range, you're better off blocking, or backup to do 6{A+B}
at closer ranges, seems just use 214B.
Thus after blocking moves that would lead into NSN, it is best to do 214B.
such as nightmare's 3{B} and WR B
3. Ducking against nightmare...is insanely punishing. When you're knocked down, the best bet is to stand up and guard immediately! Spam A,B,A,B repeatedly to break random throws. All of nightmares lows are pretty slow and easy to spot anyway.
4. Throwing and High whiffs can be pretty dangerous against nightmare because of his WR B.
I find it obnoxious that nightmare gets to dictate pretty much the entire fight and positioning. If you find a duck-happy nightmare, try running in and 3B or 1B BE instead.
5. 66B is really annoying... I can't find any proper punishes for it on block.
You have to sidestep it, afterwhich you can punish with 2B+K,2B+K.
GI is also an option into 1B+K,8A+B, {B}
JG is kind of hard because the timing is weird, but it's doable if you're familiar with nightmare's movements, guarantees a 6B8K
If you are forced to block it, try doing 2A afterwards...it stops most things.
6. A+B spam can be stopped by 1_2_3B+K
7. 66,33,77K can be punished with 4A, B+K.
Becareful not to confuse WR K for this move, you can punish WR K on block with 3B.
8. 44B is a frame trap...guaranteed K afterwards if you move, there isn't a shit you can do about it. Just block. If you bait out his extremely fast kick from NSN, you can punish with 6B8K