Nightmare Web Theater.

don't think you can interrupt sieg WS AA with WS B but the WS A cancel is pretty noticeable and can be easily punished since you are already in crouching state expecting the low A.
 
Yeah, it's just a thing you can learn in training mode. Record two commands for the training dummy, command 1 being WR AA, command 2 being the WR AA cancel (forget what the input is). Then go to freestyle settings and set first action to block then second action to random command. If you're Nightmare you can do 3B to force crouch on the dummy, and then work on blocking the first hit of WR AA and then reacting fast enough to punish a second hit or hit hit him out of the cancel with your WR B.
 
Also a question about the 1k interrupts, what can i follow up with if its a CH or a NH? Thanks.

normal hit you are -4, CH is +2

most basic options:
NH 1K: guard (and mash button to break grab), B+K (dodges some short range attacks)
CH 1K: FC K (just press 1K again), WR , throw

on CH:
1K beats fast 2A.
WR will trade with enemy 2A and beat anything slower than a fast 2A.
throw beats enemy blocking.

My suggestion is to train yourself to do CH 1K > 1K most often. It is obviously not a combo or anything, but it's almost guarnateed to hit them. only extremely fast highs can interrupt this series. now you see what happens.

was the second 1K counterhit as well? do another 1K
was the second 1K a normal hit? do CH 1K > throw next time
was the second 1K blocked? do CH 1K > WS B the next time

Do you understand the logic here? This is a good series to learn how your opponent reacts. You can learn a lot about the other player by using 1K. Do they like to attack after being hit? do they turtle up after being hit? are they willing to duck just to block a 12 dmg low kick? etc)
 
I'm a big fan of CH 1K, WS K. If they block the WS K I can still step. If WS K keeps hitting on counter WS becomes a good option.
 
Engared:

If he does WS AA, You block both hits THEN punish. It's at least -20, you get a free FC3B or at least a free WS NSS B:A.

If he does WS AA2, you interrupt absolutely anything he does with WS . WS AA when it doesn't CH is a really bad move IMO.
 
Punish blocked raph VE BB with WS ! You let huda get away with that twice. Also got a little hasty vs prep rushdown there. Step G and make him whiff, he can't SEA forever. Speaking of SEA B, I wonder if you can 236A it after a step G...
 
Safe to say Engared seems to have taken all of your advice as we are now pretty much even.

Also Engared your as cocky as me nowdays :P

Fkn hell i wish i could get as much advice as you have...
 
keep it on the down low Tiamat!

Yeh ive seen you play LAU... Your a bit of a no hoper mate.

Question. When is it apropriate to use 2A+B? I use italmost whenever I can but of coarse I make no claim to being a good NM user :P. Engared says that there are very few moments when you should use it... He also said the same thing about Titan bombing which is another thing i do whenever i get the oppertunity (in SC4 and in RL).
 
It's mostly good in combos like from CH WR > NSS A+B > 2A+B. Also 33B (no GS) > 2A+B. If you're feeling adventurous you can try it after A+G grab.
 
yeh after CH WR > NSS A+B you pretty much get a free GS move in dont you? I saw a clip of you ROing someone with a GS kk after CH WR > NSS A+B. Lol my whole game with NM revolves around tech trapping people into 2A+B so eventially they turtle up and cop a grab or a low... works alot better online :P
 
:(

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for me... 2A+B is usually the choice you wanna go for if you want better wake up yet less damage.... and it also depends on character match ups

example.... excluding iagA ender after NSS A+B....
66B is pretty much the best damage and decent wake up if they don't tech.... and obviously if they do tech that's awesome...

however... since 66B tech trap is character specific... despite the fact there are other options to beat the other tech... it's still a guessing game.... if you want to avoid this guessing game sometimes 2A+B is good in this type of scenario

-LAU
 
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