SCNightmare
[08] Mercenary
There you go. I only started doing this two days ago and have gotten it pretty down. So this should help the stick players a little.
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Yeah, but it's not like being able to throw out iagA when you want to is somehow to your detriment because it isn't 3B.
It's not his best move, but it's role in the toolbox is important enough that mastering it isn't even close to optional if you play Nightmare. It's not like it isn't a stepkiller that is + on block, does gauge damage and wall splats.
I disagree that it's detrimental in any match ups. If you get read then you get punished for it. No different than any other move in this game. This move has incredible range for 17 frames, great guard damage, opens up your options lots on block with the +frames, plus 60 damage on CH and allows you to really control space. Just be smart about it.It's very easy to learn. Considering all the pad tricks, even on stick it's fairly easy. It's not an EWGF input, it's not umbrella. And outside of specific combos, depending on how you want to play NM its optional. In some match ups it's straight up detrimental.
It's a good move, but not that good.
iagA and/or agA are used when your opponent is coming in to rush you down (6A is the easier option from here but is unsafe at some ranges). That is when it is very effective defensively. 3AA can also be used very well here in a similar fashion.
IagA's input is horseshit though so be careful.
Is it actually possible to punish something at -16 with iaga?
Siegfried and NM have different start-up frames on their agAs. NM's iagA is i16, while Sieg's is i17.iagA is i17. You can buffer iagA but not as a punisher, only after attacking and buffering during recovery frames.
Oh yeah, fuck. I forgot this was the NM SA. I was just checking my alerts. I thought it was the Sieg SA for a second because they both have an iagA thread.Siegfried and NM have different start-up frames on their agAs. NM's iagA is i16, while Sieg's is i17.
You can buffer iagA but not as a punisher, only after attacking and buffering during recovery frames.