Nightmare Combo & Tech Trap Discussion

Tiamat

[11] Champion
Discuss Nightmare's combos and tech traps here. Verified combos and tech traps will be added to the list in this thread. Until the official release I will probably not add any combos or tech traps to the main listing.
 

Tiamat

[11] Champion
It looks like your only allowed 2 wallsplats in a given combo, guess some of the crazier combos I was thinking of aren't going to work lol.

He still hits like a truck though :O
that's not really any different from SC4 right? 2 wallsplats I mean

wonder if it's still worth it to do iWR B from 4KK splats
 

Schneider-X

[11] Champion
I think we only had 2 good wall splats in SCIV, and every other one after would just be a really weak wallsplat where they slide down fast. I can't remember its been too long~
 

Tiamat

[11] Champion
I think we only had 2 good wall splats in SCIV, and every other one after would just be a really weak wallsplat where they slide down fast. I can't remember its been too long~
hmm yes I should have said two GOOD wallsplats though that wasn't the limit. I think you're right, that 4KK in the last combo woulda re-splat in SC4
 
Is it just me or did NM's tech trap game take a SERIOUS nerf?

Also, the most reliable combo I'm finding after 33B is A+B. The opponent ALWAYS seems to fall behind NM, except at tip range.

3B --> 1A doesn't seem to be a tech trap anymore
CH GSA --> 4K BE, GS K BE has incredibly huge RO distance. Don't know if its actually a combo though

And on a side note, I hate the fact he lost the 3AA GS transition and the GSB NSS transition. WHY?
 

ioKain

[09] Warrior
Is it just me or did NM's tech trap game take a SERIOUS nerf?
Ya, CH6K, 1A combos. If they tech you get GSK. Tested on Pyrrha. Also, this whiffs near wall, must be semi-mid stage.

Neat wall combo

1A, GSKBE, wall, 4KK, Flapjack

Gotta delay the 4KK.
 

Tiamat

[11] Champion
when testing combos I heavily suggest testing on pyrrha and nightmare before assuming you know it works. they tech very differently.
 

Panther

[09] Warrior
when testing combos I heavily suggest testing on pyrrha and nightmare before assuming you know it works. they tech very differently.
Welcome to Blazblue and other FGs, where different combo variations have to be used for different characters. That does seem to be what you are suggesting though Tiamat, which is worrying for SC because I rather it not become a combo game. Unfortunately, the developers had to follow the "ok combo games are now selling, let us do it too!" mindset for this one. :\
 
Ya, CH6K, 1A combos. If they tech you get GSK. Tested on Pyrrha. Also, this whiffs near wall, must be semi-mid stage.

Neat wall combo

1A, GSKBE, wall, 4KK, Flapjack

Gotta delay the 4KK.
Well, that's the thing... I'm sure he has SOME tech traps... but the fact of the matter it seems he's lost a lot of his best ones.

But like Tiamat said, I have to test them against more characters before I say he's lost 80% of his tech trap game.
 

hteng

[09] Warrior
things to test

flapjack (front) > tech > 33B
CH GS A > 4KK > tech > 33B
33B > tech > 66B
CH WS B > NSS A+B > tech > 66B

lets hope we discover new ones
 

Tiamat

[11] Champion
Welcome to Blazblue and other FGs, where different combo variations have to be used for different characters. That does seem to be what you are suggesting though Tiamat, which is worrying for SC because I rather it not become a combo game. Unfortunately, the developers had to follow the "ok combo games are now selling, let us do it too!" mindset for this one. :\
well it was like this in SC4 too (though the specific characters change). just warning everyone.

for example, 3B 3B is a combo on pyrrha but not nightmare
 

Schneider-X

[11] Champion
Just wanted to list a few things that I've found so far.

combos
stuff, GS K (BE) w! 4KK w! 3B 2A+B - seems to be the best combo for getting the 2A+B finisher

techtraps (tested on NM)
NSS A+B
-1A slight charge, covers left
-44B slight delay, covers right
-66B slight delay, covers all

Note: these are only things I've found and haven't tested throughly.

His combo creativity is a lot lower in this one and its really hard right now finding techtraps. I'm guessing we'll have to sacrifice guaranteed damage now for a chance of a techtrap instead of how it was in SCIV where we just tacked on a techtrap at the end and hoped the opponent guessed wrong.
 

Engared

[10] Knight
Just wanted to list a few things that I've found so far.

combos
stuff, GS K (BE) w! 4KK w! 3B 2A+B - seems to be the best combo for getting the 2A+B finisher

techtraps (tested on NM)
NSS A+B
-1A slight charge, covers left
-44B slight delay, covers right
-66B slight delay, covers all

Note: these are only things I've found and haven't tested throughly.

His combo creativity is a lot lower in this one and its really hard right now finding techtraps. I'm guessing we'll have to sacrifice guaranteed damage now for a chance of a techtrap instead of how it was in SCIV where we just tacked on a techtrap at the end and hoped the opponent guessed wrong.
That should be a good amount of damage am I correct?
 

Tiamat

[11] Champion
Against the smaller characters you don't have to delay the 66B for it to tech trap all. Against big characters, GS B is a good followup after NSS A+B because it's a guaranteed + trap all. smaller characters it doesn't work because it whiffs if they just stay down or left tech.

also, 4KK (w!) iWR B combo is better than 4KK (w!) 3B for B&B wall combos IMO. damage is about the same but I think iWR B gives you better followup opportunites


I'm working on a combo list and I should have it posted by tonight.
 

ioKain

[09] Warrior
I'm really starting to like this combo I posted earlier. It's becoming easier to do. It does 127 dmg and keeps them between you and the wall. You can dash grab at the end and it will catch left and right tech. Obviously not guaranteed damage but it's there.

Also if you do not delay the 4KK you get a pickup with flapjack, which is nice for a mixup.

1A, GSKBE, wall, delay 4KK, Flapjack
 

Tiamat

[11] Champion
I'm really starting to like this combo I posted earlier. It's becoming easier to do. It does 127 dmg and keeps them between you and the wall. You can dash grab at the end and it will catch left and right tech. Obviously not guaranteed damage but it's there.

Also if you do not delay the 4KK you get a pickup with flapjack, which is nice for a mixup.

1A, GSKBE, wall, delay 4KK, Flapjack
just so you know, I couldn't reply to the message you sent me yesterday for some reason. you must have disabled replies or something lol

I'll check that out later
 

ioKain

[09] Warrior
just so you know, I couldn't reply to the message you sent me yesterday for some reason. you must have disabled replies or something lol

I'll check that out later
Lol, whoops, not sure how that happened. Hardest part about that combo is the 4KK delay. You have to let them slide all the way down the wall and let their feet touch the ground. It's pretty tight timing, but like I said it's getting easier for me to do. Oh and I tested on Pyrrrah, hopefully works on the rest.
 

SWBeta

[08] Mercenary
things to test

flapjack (front) > tech > 33B
CH GS A > 4KK > tech > 33B
33B > tech > 66B
CH WS B > NSS A+B > tech > 66B

lets hope we discover new ones
First and second are gone, it seems. Haven't tried third and fourth.