Nightmare Help

Can i have a nightmare training buddy, i've notice that people online actually suck... most nightmare ABUSE 1A so much to get a RO or a wall combo started...they all play the same and they get boring and send me hatemail!!!!!!!!!!!-_-
 
I believe he means, the ability to cut short the animation of a fast poke but slow recovery.
 
hey guys...i been playing a lil bit online & gotta question about online nightmare. what all are nightmare lag tactics (besides 1A)? are his low throws (FC A+G & B+G) lag tactics? & is NSS to B (or 11B/77B) & 3A+B lag tactics as well? i really have no clue & always try to play fair. so help would be appreciated.....thanks. whats up Terminator...this is DTM. ill try & get online this weekend. if you wanna play, let me know whats up.
 
Ankle grabs I consider fine, they can be broken. 11B I don't consider a lag tactic since the long range nature of the low. Good players know what ranges to expect it and can react on decent connections, and 3A+B sadly is, and I consider 2(K) outside of setups as one. Those are my opinions but I'm not too good so not sure how right I am.
 
what about 2K after A grab/A+K/B+K?...& i am not meaning the unblockable 2K, i mean the poke 2K. ive noticed (w/the A grab at least) that people will do the 1K option after an A grab. me...ill do a NON-unblockable 2K poke after an A grab (ill even charge it a lil 2 mind-fuck ppl) & sometimes ill do the 1K afterwards (it just really depends on what im feeling at the moment). so is the poke 2K legit?...........also, when you wrote about 2K Sephalump, were you meaning that it was the unblockable 2K that is the lag tactic or 2K in general (poke/unblockable stomp)?
 
Unblockable I'm sorry. And I think that 2K is fine. Even 2(K) unblockable after a+g is ok every now and again. If they get up and block it'll catch them, its hard to step after even offline. But a good player who rolls to the side is fine.
 
Why wouldn't 2K be fine? Its a fast, unseeable poke.

Nighty's only lag lows are 1A and 3A+B. I don't use 11B online to avoid complaints, but I believe it isn't laggy. 2[K] should be fine. I never have a problem jumping it with a 4 bar connection.

And 11k on block into 66K is a huge fucking lag tactic. I swear I can't interrupt that online no matter how hard I try.
 
Another lag tactic is 11K. It's negative frames on block, but online you can almost use it as a frametrap until your opponents wise up.
 
Another lag tactic is 11K. It's negative frames on block, but online you can almost use it as a frametrap until your opponents wise up.

really? just 11K by itself is considered a lag tactic? or are you talking about something along the lines of doing 11K to 6K? is that what everyone calls a "frametrap"?.....bc i never learned what frametraps nor how much moves & their frames were.
ALSO: this is off topic, but i been facing alot of lag-abusing siegfrieds lately (a small few even from this website). so my question is: is his 1 move where he starts out in 1 of his stances to where he does like a low circling/sweeping motion at your feet with his sword (while kind of walking away from you at the same time) considered a lag tactic? i can totally block that move w/ease offline, but have a little more trouble blocking it online...especially when they do mixups with the 2 (at least i think its 2) other options they can go with from this stance. it ends up getting confusing & annoying to deal with due to the lag factor.
 
I'm pretty sure microgamer means 11k blocked into another attack. Like what I said earlier, 11k blocked into 66k is a common "trap" online. But because 11k is -5 on block, it can be interrupted offline, but its incredibly hard to do so online if you aren't watching.

A frame trap is a move that gives plus frames on block. An example of this is Nightmare's iaga, much is +1 on block. The +1 makes his 6k, i14, come out 1 frame faster so that it is i13.

That low is laggy in my opinion. I know a few Siggy players that say it isn't, but I believe it is. To stop it, just interrupt it or block low. The K and A from that stance are high, so you'll duck them, and you'll block the low. Also, the B is slow enough to react to. The best thing to do is just learn a bit of Sigfried and you shouldn't have a problem dealing with scrubby Sigs.
 
You can also 9B someone out of that move as well, the hop attack will bash them in the skull while they try to swing before the backstep. Though you'll need to be somewhat close to land it, character depending.

You might even be able to pull off a GS KK if you're close enough before they have time to react to it and hit the almighty low swing.
 
no one seems to mention 1[A], i think it's a great move for wake ups or if the opponent likes to stay grounded.

1A should be used sparsely or like what others said, punishing slow recovery whiffs. Another thing i notice Keev always does is step and then 1A. Sometimes people fall for it because they thought it's some slow mid move that's coming out.
 
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