Nightmare's top 10 moves and why?

OffbeatNinja

[08] Mercenary
Hey all I have been dabbling with nightmare a bit lately and really like the character and was just wondering what you all consider to be his best moves.
 
Top 10 for me


1) a:g:A variants - NM's best step coverage, and up to +8-10 on block for the slowest input JF.
2) Side Step - NM's step game is beastly, and he punishes whiffs from a side step hard with WS /3B/33B/bA6.
3) WS K - Fast mid that gives advantage on hit, safe on block. One of his best step setups.
4) 1K - Negative on NH, but proper spacing and B+K will make many moves whiff. On CH WS K is nearly uninterruptible.
5) throws - A throw gives wakes, and B rings out/wall splat.
6) 11K - mid, advantage on NH, knockdown on CH, step setup on block, use it like WS K.
7) 1[A] - Soul gauge damage and valuable wakeup tool, tracks side rolls nearly 360 degrees. On block mixup into throw/GS B.
8) NSS A/[A] - spacing tool and abare. On block NSS A is mostly safe, on hit NSS [A] can be comboed into NSS K or NSS bA. Not to mention the NSS [A] block trap gimmicks still works if you use it sparingly.
9) WS - I use this move kinda like how I use NSS A. On block 2As can be spaced, and combos on NH or CH. Great punisher from crouch or side step.
10) GS KK - In combos GS KK wall splats often, leading to massive combos and wake up situations.
10) 44BB/ - sweet no-tech trap and tech trap applications. once they stop teching 44B hits for massive damage, also great after GS KK wall splat. If they tech after 44B ground hit, NSS [A] traps all directions into further wall shenanigans.

Honorable mentions: 6K (interrupt), 3B/33B (launchers), 66K6 (TC mid into GS mixups on hit), FC A+G (tech traps)
 
agA
1K
WS B
WS K
11K
33B
1[A]
throws
GS B
11B

it's hard to make a top 10 list for this character IMO, he's rather complex
 
Yeah, Nightmare has so many moves for different situations. bA6, 66B, 66A, 66B+K, B+K, 7_8_9K, 3K/[K], 7_8_9B, and 1B/ are also good aside from the ones already listed. Most of nightmare's moves have their uses.
 
this thread needs some 3K love. The move's been nerfed but it has a longer range now, good mid range poke, good at setting up GIs
 
I started doing this list then I realized the list is too hard... to limit to just 10 moves.... too hard for me to do it... so i just gave up.. and i don't wanna cheat either.. by listing moves like NSS series... or agA variations, or just saying throws....

but moves that wasn't really mentioned specifically that i think is important are.

3K - because he's got nothing else as replacement.
B+K - i use this even when i get hit.. it's THAT good.
A+G specifically... B+G isn't on the list.. but A+G is definitely top 10 material.. imo one of the best throws in the game

other stuff are more or less the same...
however i do also use moves like 1A (no charge)... and no.. it's not because it's the best move online... i find this move pretty good as an interupt.... however this move probably won't make it into my top 10 (but i was considering it.....)... i use 1A as much as 1[A] however i'm starting to put in more 1[A] into my game recently...

-LAU
 
I'm surprised 2A+B wasn't listed for anything, and GS KK and 44BB were for in-combo/trap use(not that I disagree, tho I have trouble with GS KK wallsplats sometimes...).

I love the move for it insane wake-up with SC.
 
NK:

those are combo moves... but to start a combo it's more important to have the combo starter

-LAU
 
My list:

1) agA variations - It's fast, has range, kills step, and helps maintain pressure on block. The JF versions have great knockdown, usually keeps them in 1[A] range.
2) 1[A](6) - This is my favorite follow up after iagA hits. It's great for Soul Gauge pressure. Free GS mixups on block. Also no rolling on the ground for you. 1aK to counter jump and GI.
3) GS B variations - Good Soul Gauge pressure. I usually hold B to transition to NSS first because it is remotely safe if you had good spacing in the first place and it also baits the opponent to punish with attacks that can be interrupted/GI'd with GS A. For the most part it's hard to tell if a Nightmare does the NSS transition or the GS transition after GS B so punishment for this move is always different, and if they guess wrong NM gets the reward. On another note GS B6 tech trap to GS B is fun stuff.
4) Throws - I'm very thankful for the range Nightmare has on these. Good damage and oki after A+G.
5) 66B - Long ranged, good Soul Gauge damage, good frames on block, and high damage potential. It's pretty slow and linear, but it's fine if you use it after the right knockdowns, post GI, and other situations in which you can condition the opponent to stand and block. (I'll go ahead and mention 6B:B, 11B, and 3A+B here too. These moves aren't so safe on block, but not a lot of people know/can punish these. Their ridiculous range and Soul Gauge damage make them worth using every now and then.)
6) 1K - It's a low. Enough frames on NH for evasive countermeasures. Advantage on CH.
7) WR [B ]/WR K - These moves are fast. WR [B ] is an awesome FC punish. WR K punishes what WR B can't, and maintains advantage on hit. WR [B ] on CH can either end with 2A+B SC oki or 66B tech trap for high damage and RO/wall splat potential
8) 11K - Frames on block make this a decent mid poke. Somewhat lacking in speed but the TC helps.
9) 66K6 - Faster than 11K, but not so good on block. I mostly use after moves like iagA or 11K on block because I'm looking to NH or CH so I can frametrap to GS B. CH is true frametrap, NH still works if they don't know they can interrupt...if opponents wise up then you can mix in GS A as a followup.
10) 3B_3[B ]/33B6 - Power mids. 3B a lot safer than 33B. 33B is the whiff punisher. Awesome tech trap, damage, and RO/wallsplat potential after both.

In all honesty do not take the order of this list too seriously. The fact I only mentioned his launcher at 10 doesn't mean a thing really. Like everyone has been saying, a lot of his moves are good for their own situations and they are mostly equal in their effectiveness. I also neglected to mention a lot of other moves I use. GS A, NSS A_[A ], 2A+B, 66A, GS KK, 88AB, bA6, aB_a[B ], 88B, and 66B+K are moves that I use often but couldn't really fit into the best of NM list because their use is specialized restricted to combos or something else along the lines of this reasoning.

But yeah, iagA is good.
 
Dude no love for 9K for shame.
These days I love 44B, B, 3A, B+K, 6BB, agA, 1A, bA, 11A...that's a spacing NM that's calling you out.
 
i realize... too many people are cheating on their top ten... lol... can't blame them when NM can hardly be played with only 10 moves. that's why i dont' even bother it's just too hard.

-LAU
 
He has too many useful moves, I forget to use some of them all the time. Like when I start using 44B for wall combos I would forget that I have 2[K].
 
yea...

like my number 1 crime is not doing 11K enough.. i don't even know why i'm not doing it enough... even though tiamat always tell me to lol

-LAU
 
Against hilde?

Wouldn't WR K be better than WR B since the B is unsafe and she can launch you a few ways (with TC) if you go into NSS?
 
XD wow this is hard to read the only fancy lingo that I can read here is A B K and G I feel stupid ohh well.

The numbers you see refer to the directions you press from player 1's side. Look at the number pad on your keyboard. 6 is forward, 2 is down, 8 is up, 4 is back, etc.

GS is Grim Stride aka 236 or quarter circle forward.
NSS is Night Side Stance aka B+K.

Not sure where the legend on this site is, but if you have more questions, shoot me a PM.
 
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