Nightmare's Top Ten Moves

In no particular order:

1. agA
2. 3B
3. CE
4. GS B
5. 3K
6. WR B
7. 6K
8. 44A
9. 1A
10. 44B

Honourable mentions: BB, 3AA, 88B, EX 33B, 66B, 4A, WR A, 22AA, pancake throws, regular throws, A+B, EX 2B+K (Gimmicksssssss).

Dishonourable mentions: fuck u wr k

I didn't include combo-only shit like EX GS K, 4KK, or NSS b:A.
 
Aga, GS B, 3BB, 66B, NSS, 6k, 11A, 33B, 88B, 66K
Didn't include be moves because they are pretty combo centric, all moves listed are my most frequent use tool
 
In No Particular Order:

(1) 1K (Good for rush-down characters and last hit chip damage)
(2) 22AA_~GS (Great for side stepper and hit is confirmable, plus when opponent is anticipating on second hit, you can GS for Mix-ups. the GS transition from 22A~ is so solid that the opponent wont have a fast enough reaction to punish, only if the opponent expects for the GS attempt)
(3) 3AA_2A (My personal favorite, great for med~long rang side steppers and if turtled right, it'll be a high chance of it hitting on CH and sometimes creates a wall splat for high damage)
(4) ag:A (Always his most best move to rely on, i tend to use this when my opponent uses unsafe moves. or after i block my opponents attack)
(5) 6A (Fast Horizontal, Great for side steppers, plus give you a wall combo if positioned right!)
(6) iWS_A (Great for fighting against characters with long-High-Horizontal Rang) such as Siegfried's guard breaker 66A)
(7) GS'B (Great for Oki, also push-back on block and one of his strongest combos starters)
(8) A+B (Great for characters with smaller weapons and opponents most likely seems to have limited damage close rang)
(9) 66B (Guard Bursts like a Hell, plus gives you a slight advantage on block and on hit you can juggle your opponent for great amount of damage)
(10) FC_A+G or B+G (This what keeps nightmare's edge flowing)

(11) BD214214214~ETC (This movement is very useful in battle, it may seem like its used to piss opponents off, but its very good for Nightmare cause he can BD ( Back Dash ) from his opponent with great space after each 214 fast input and keep his spacing at the same time. my perfect tool for turtling and calculating on a well timed punishment!)
 
Hi, I'm new to SoulCal (and fighting games that aren't Super Smash Bros. in general) and was wondering what some of these abbreviations mean?

Mostly the GSK one I saw people debating about.
I've already figured out what A, B, and K and stuff like that are. As well as the numbers meaning the direction you hold/push when inputting a command. But a few things like GSK I'm having trouble figuring out.
 
Hi, I'm new to SoulCal (and fighting games that aren't Super Smash Bros. in general) and was wondering what some of these abbreviations mean?

Mostly the GSK one I saw people debating about.
I've already figured out what A, B, and K and stuff like that are. As well as the numbers meaning the direction you hold/push when inputting a command. But a few things like GSK I'm having trouble figuring out.

Grim Stride. his crouch dash stance with 236. so its the kick from that stance
 
(11) BD214214214~ETC (This movement is very useful in battle, it may seem like its used to piss opponents off, but its very good for Nightmare cause he can BD ( Back Dash ) from his opponent with great space after each 214 fast input and keep his spacing at the same time. my perfect tool for turtling and calculating on a well timed punishment!)

what is BD?
 
yes 4 is BD, But 214 is a much better and helpful back dash, perfect for nightmare cause hes a spacing character. so this is the perfect tool to add into his arsenal. it works for me and never seen anyone do it but me. lol
 
I'm just a noob with NM but I found these quite spammable. Not in any order.

1K. His best poke?
3(B)
3AA_2A
GS B
WR B
6A
22_88AA
A2AA
NSS K
NSS A+B

I'd put agA in there...if I could pull it off consistently. The guys I've seen use it, use it really well.
 
I've been looking to improve my Nightmare a bit, but I'd thought it would interesting to give some input.

My Top Ten Moves for Nightmare:

[236B] I'd say that GS B is NM's move with the best risk reward. If it's blocked, it's safe. If it connects a hit, you can continue with GS B ~ GS B for a launch combo and tack on a GS K for a ring out or wall splat for major damage. Overall, this is essentially NM's most dangerous move.

[ag:A] NM's most fearful-looking move that ensures that opponents are careful when they step in close or choose to attack at disadvantage. Advantage on block is nice. A great move for guard pressure, zoning, step-kill and interruption even against some characters.

[3AA] A good close-mid range mid-level step kill to mix with ag:A if the opponent thinks of wanting to TC ag:A. However, the unsafety of 3AA requires you to be a little careful with this move, especially against the Greek characters. Substituting 3A and 3A2A are recommended if being used as a poke.

[1K] Hands down, NM's best low poke (or best poke overall). Quick, good range, and of course, it hits low. Use this move to chip away at your opponent safely. Throw in 3K too for a mid-low mix-up.

[22AA] Same idea as 3AA. 22AA hits mid, has mid-range and the second hit is unsafe on block. Another similarity is that both 3AA & 22AA have great pushback for "GTFO" purposes if you want to knock back shorter-ranged characters like Leixia. Best usage is to mix around with 22A for poking purposes, or 22AA6 for a GS mix-up.

[236K BE] GS K BE is the usually the best move to tack on after a low launch for the extra damage and the ring out or wall splat opportunities. The ability to pick the opponent up off the ground is great for rollers or people holding low block, plus you can technically chain GS K BE until you run out of meter if your opponent doesn't know what a ukemi is.

[3B] NM's go to whiff punisher and bouncing launcher. The unsafeness requires you to use the move with caution but using 3[ B] + b:A or GS K BE as a follow-up is worth the risk if the opponent can't punish very well.

[ B] Yup, just a single B. Great to stop people in their tracks when at the tip of close range or mid-range. Mix-up with 6A.

[3K] Same as 1K. NM's best close-range mid poke. i15 and safe.

[1A] The only low that can get any significant damage when it hits aside from 2[K] UB. Obviously unsafe on block, but it does work as a low-hitting, mid-range step-kill (or tech-kill). The strength of this move comes from the ability to get a GS followup with 1A6, and the ability to increase the move's safety with 1[A]. The mind game with 1[A] is great because I want you to block it so some opponents hesitate when used.

Honourable Mentions:

66B, A+B, 22B, 66K, 4K BE, WR B, FC B+G, 33B, 236A, 6K
 
My personal favorites in no order
3B while crouching Don't know why, I just like this move
iwr (B) aB afterwards or A+B. Lots of good things
A2AA in tandem with A2A for mindfuckery
agA so spamable, so safe
NS [A] nice for footsies and spacing
33_99B ->GS follow up with A or don't GS at all if it's blocked. Follow up with GS B if it isn't.
B+G/B+G while crouching. Guess who don't give a fuck they're back is to the ring?
1K this wins matches.
44B combo starter with range
GSK BE all the wall splats. Spam it if you're playing someone new. But if they know how to tech, don't spam it.
fuck it, I'll post eleven cause 3 is such a good one.

This are my favorite moves with NM. But I generally make use of nearly all his moves.
 
I deleted my post here. Top ten moves of March are not the top ten moves of October. I started to put these in order, but after #2 I stopped caring:

1) 3(B) - This is empirically his best move. There's no arguing. 3(B) NSS b:A is one of the absolute best combos in the game. Same can be said of 3(B) GS K BE w!.

2) 33B - For when your opponent is being a retard outside of 3(B)'s effective range. A Nightmare that isn't using this is like a pornstar without testicles: it just doesn't work. Crazy unsafe but GS A transition puts limits on what can punish you.

3) 1/3/4/6K - It's absolutely critical you understand how to properly implement these as they're your primary method of acquiring breathing room when your opponent is in your face.

4) 3A - The only way to keep this move useable is by confusing your opponent as to whether or not you'll finish the string. You're throwing this out to stop step and to hit-confirm into 3(B)~GS on CH 3A because 3A2A requires commitment and isn't that great to begin with. This move has a big role in stopping people trying to TC under...

5) iagA - And you know why this move makes the list.

6) 88_22B - Not only am I including this in Nightmare's top ten moves, I'd put it in the top ten reasons why you should be playing him in the first place. I lol in your stupid face as I mash the fuck out of this input. 80% of the time, you can abuse this move like Lorelei Lee (Google it). Why? Because against this move, if you ain't Greek, you're up shit's creek. It's virtually 100% safe against most of the cast (especially Viola. Viola HATES this move). Most importantly, it breaks guard in 8, so even if it's blocked you're still winning. You also get a fat CH WR B combo after the break.

7) GS B - Safe, but can be stepped. Mostly used after a knockdown to catch people teching left. You should be attempting to engineer your guard breaks in such a manner so as to land this move and put your opponent on the GS B GS B GS K BE trollercoaster.

8) 11B - Safe, does good gauge damage. Also has the safest NSS transition at +2. 44(B) NSS K can't be interrupted, AFAIK. Though the transition is moot since this move hit confirms to 2A+B without it, though the move breaks quickly... 44(B) NSS~trollercoaster is a good thing to have then. Happily, this is also your rightward tech trap.

9) 66B - This move is pure tits. Crazy gauge damage, crazy actual damage (and juggles into iagA), catches right roll for big damage too. The best part about it is that this swinging monster cock of a move is +2 on block, which doesn't sound like much, but a lot of characters that aren't Greek or Natsu will have an almost impossible time interrupting A LOT of your follow-ups to this move with anything other than a 2A/K, and that's what backstep 3(B) is for.

10) Flapjacks - Unlike your standard throws, these actually encourage people to duck, rather than endeavor the VIRTUALLY IMPOSSIBLE task of tapping A or B. Plus they both have ring-outs and the B grab wallsplats.

I feel like I should mention 22A and 2B because they're both pretty decent at what they do, but there were just better things to be mentioned.

After this little write up and honestly having improved a lot in the past month, I'd like to issue a formal apology over bitching for Nightmare buffs.
 
Back