Nightmare Web Theater.

Nice combo vid!

Also, Tiamat, I saw that you posted some vids of you vs Millionz to your YouTube account about 2 weeks ago. Were you ever gonna post them here? I saw some stuff in there that's worth some discussion.
 
LGInfinite: great video! i left a comment on youtube, hopefully it shows up soon

microgamer: ah ok I could do that. I forgot. really has been a long time since I'd posted vids hasn't it?

Tiamat (NM) vs Millionz (Cervantes)
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Tiamat (NM) vs Millionz (Raph)
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You can click "HQ" button for higher quality video.

discuss away, I'd be interested to know what you find noteworthy
 
I love watching Tiamat play Nightmare, he does what he wants and it works.

His videos are related to some off-topic shit though.

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Tiamat: Thanks. Replacing 2A+B with 44B in the tech trap would be awesome. It completely slipped my mind, even though I've seen it before. Oh well... time to go back to testing... I wonder if the 66B iagA W! tech trap becomes full bar...

We're in the lead up to a tournament here in Australia, so as part of my practice I'm going through all of NM's combos, tech traps and so on just to refresh my knowledge and to get some practice with the execution. I don't practice NM enough, and I'd rather not be forgetting important things mid-tourney. I also plan on getting a vid up of some of NM's more bread and butter combos and tech traps. Besides, I promised Engared a NM vid a while back and it's really been a while...

It's funny though, I found that the hardest combos to pull off were the ones with 3B iagA in them. I wonder how that works...
 
Tiamat :
Awesome match
I like your 2B+K set up
never imagine it'll work like that

You used 11K more instead 3K
Is it really good using 11K that much?

Also your step G usage is really good.
I wonder how do you predict your enemy movement so you can use the step G efficiently.
When I try using step G. I always got a counter hit instead make my opponent attack whiff :(

LG:
great combo video. good work.
make me want to practice my iAga's consistency
good luck on your tournament
 
Eyce: thanks for the compliment, and I have no idea why I have such weird related videos all the time. i've clicked them before and usually they don't even have similar tags

LGInfinite: yeah I'm pretty sure at least one of the tech traps would be full life if you did 44B. NSS [A] NSS b:A w! 44B is about 110 guarnateed damage I believe.

Cupui: thank you :) been a while since you posted here. I was trying to use some moves I don't normally use much like 2A, 4B, and 2B+K. 2B+K is usable but I think of the moves I was trying to use that session 2A is most useful. I will explain 2A more if people want to know what I think about it now.

I think 11K is much better than 3K even though it is a lot slower. It does more damage on normal hit and knockdown on counterhit. Also it is much better recovery on block. 11K on block is -5, 3K on block is -9. This means that step G after your 11K is blocked is a lot better than step G after 3K is blocked. 11K also has TC frames and CF better (13 blocks about). If you really need a fast move to interrupt the opponent I think 1K is better than 3K because it is +2 on CH instead of +0.

about using step G, like I said above, 11K being -5 on block makes it easy to step G after it since it is pretty safe. sieg 4K is the same on block. for a siegfried example...4K (blocked) step G is a lot better than B6 (blocked) step G because B6 blocked has bad recovery even though it is safe (like nightmare 3K). the other important thing is to think about what moves the opponent likes to use and how to dodge them. If you are fighting cervantes for example, step G to the left is effective because you will dodge his 2A+B and 1K, which are both good cervantes moves.
 
Tiamat: Heh... it was Sieg practice day yesterday, so no NM. Next time I practice NM I'll check and if it full bar... man that deserves a little clip of its own...

Cupui: Are you step guarding or stepping and then guarding? Because that can make a big difference.
 
Tiamat: I noticed in the 6th match versus Cervantes you had him flashing red by the end of the 3rd round already. I'm trying to be an advocate for Nightmare's supposedly non-existent CF game, so I guess I just wanted people here to see what you were able to do in this match, even if it was just some things you were experimenting with or something. But yeah, you were able to do gauge damage without exactly sacrificing a lot of raw damage (you won the match after all).

You did a lot of 1[A], GS B, and 66B, which I think are pretty key to gauge damage.
  • 1[A] is pretty explanatory;
  • for GS B, at 1:31 I liked how you did GS [B| and punished Millionz's whiffed punish attempt-- doing gauge damage and raw damage at the same time;
  • 66B has a lot of push back and good frames, so there are a lot of options after this on block (it didn't really help that Millionz continued to back step and guard after this, which according to your Soul Gauge Recover Factors thread slows/stops recovery).
  • one other thing, I liked your use of WR AA(6). If you can get your opponent to guard, waiting to punish the second hit, you can go into GS B blocked mixups. If your opponent is expecting a cancel in GS, finishing the string nails them (1:28). Of course some characters have a way around both options (Asura). I don't know how much gauge damage WR AA does on its own, but I think it's worth using because of its range, step coverage, and that it's mid.

Overall, I think Nightmare is a good candidate for being a good soul gauge character if you succeed in making your opponent afraid to punish GS/NSS transitions. His step coverage is really good too, and since most of the heavy soul gauge damaging moves are linear, it's good to make your opponent afraid of stepping too.
 
Good observations. Looking at it closesly again there were a lot of contributing factors but I think you got the most important ones. One thing I did notice (that I had never thought about before really) is that I keep doing NSS b:A into 66B and it was blocked every time. I normally don't expect to hit that move by itself a lot so I never thought what oki to do from it, but now that I look at it in the video it looks like the knockdown is pretty solid. I don't think they can tech by the looks of it. Certainly way stronger than knockdowns in which nss b:A hits an airborne opponent.

Next session I plan to start using aB/a, so if I implement that move well it should increase my overall SG damage.
 
I've been meaning to use aB more too, but when I practice against AI they duck it 90% of the time lol...though I've got a handful offline people to play against now, so I'll be working on all sorts of things.
 
Interesting notes about the SG damage, I did notice how Cervantes was frequently in the red but didn't think much of it. I suppose I'll try to incorporate some of these moves into my own game.

I also look forward to Tiamat making aB work for him. Whenever I do it I get ducked, I guess I'm that predictable :|
 
The thing is if you start using aB you also have to remember that two of NM's best moves are highs, throw and agA. If you use these too often they will just start spamming TCs. I would say generally speaking, no matter how many high moves you are trying to implement in your game, make sure your total number of mids exceeds your total number of highs in any given match. Using 11K liberally is a good way to tell if your opponent is fond of crouching and/or using TCs without putting yourself at great risk. Once their frequency of ducking and/or TC moves gets low enough you can start trying to apply aB.

If they are ducking A LOT...you always got 33B, 3B, and WS B to put the big hurt on them.
 
Good observations. Looking at it closesly again there were a lot of contributing factors but I think you got the most important ones. One thing I did notice (that I had never thought about before really) is that I keep doing NSS b:A into 66B and it was blocked every time. I normally don't expect to hit that move by itself a lot so I never thought what oki to do from it, but now that I look at it in the video it looks like the knockdown is pretty solid. I don't think they can tech by the looks of it. Certainly way stronger than knockdowns in which nss b:A hits an airborne opponent.

Next session I plan to start using aB/a, so if I implement that move well it should increase my overall SG damage.


NSS b:A into 66B is actually something that I use quite frequently. If the opponent gets up and twitches or tries to hit you, they will generally eat the 66B giving you some handy damage. If they block then it does decent SG damage and with its frames you're not really in any danger. If they stay down then 66B does substantial grounded damage.

Step or step guard into a is great. As Lau has mentioned elsewhere, if you snag a side hit a NSS K seems to be pretty much guaranteed. This is really nice near the edge of the ring, especially against moves that recover too fast to punish with step guard 3B or 33B. The only thing to watch out for is the slight variation in timing for it between characters. And if they block the a NSS K smurfs a whole lot of options.
 
Tiamat :
I always read this forum every day
It's just I don't know what to post :p
THX for your explanation :)

LG :
I do step Guarding
but looks like I didn't use it at the right time
so I always end in getting hit instead :p
 
Oh yeah, I forgot... in one of the vids Tiamat actually landed 4A+B after FC B+G in the 5th video. That was pretty funny.
 
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