Goofy: Yeah we need to get that cleared up. I still think you can release it anytime after the auto GI window ends but I may be wrong.
Engared: The people you played are not used to fighting SC5 Nightmare yet so they are getting hit by stupid crap.
Of course but the guys whom i was playing with were very competitive world class players. I don't believe its that difficult to do hit with because of the whiff punish nature of this game. I love how all the negative nancies are the people who haven't played the game yet. Rofl.
@kingace- and ignoring the positives are also sending a false message.
Nightmare still possibly has some major weaknesses such as safety and linearity (yeah i said it, linearity) and the lost of step cancel agA is a big big nerf but he's got some huge buffs.
His old weaknesses of: damage (yeah any decent Nightmare player will agree about this in SC4) and counter hit damage in particular have been significantly improved. His ability to deal with tech crouch and AA pressure also has been significantly buffed due to improved A+B, the CE, improved backstep, possibly improved avoidance frames on B+K, possibly improved 66K, improved FC 3B, etc.
The jury is still out on whether he has that fast scary mid which he always lacked. I believe that he does not need it due to the spacing nature of this game and with the introduction of possibly safe mids (3AA, 22B, GS B) and the potential to make previously unsafe mids safe with meter makes up for this. And the introduction of new powerful lows and a safer 1A only adds to his mix-up game. And 1A6 is going to be a very strong whiff punisher.
@Goofy- I think up of applications or possible applications for every single move in the game. I mean you sound like the type of dude who looked at Nightmare's frames at the beginning of SC4 and went "Damn he's shit". We know how that turned out.
In SC4, AAB was garbage. There was no use for it at all. Until Silentwall found that it can be used as a whiff bait at medium range...
But if AAB is a NCC in SC5, it suddenly becomes useful. Let me break it down. Firstly, can be done with simple input and seems to kill step (at least to one side). Secondly, its range is pretty long so as such has priority over some moves at certain distances in the spacing game as such you can beat opponents moves with AAB and catch them in counter hit. Thirdly, it does a lot of damage for a three hit string. And if AA (B) on block gives positive frames, it can be a "switch-em-up mix-up" which catches your opponent off guard. And anything which is plus 3 to 6 on block is useful.