Nightmare's weakness(es)

22A isn't the greatest because it cancels the step and you still have to go through activation frames.. it makes it fairly risky to throw out at tip range for the minimal damage it does. It's still a good tool, but I find myself using it less and less with the crazy damage output from many of the characters. For reference, Pat's 66B seems to rough up this move
 
If Pat starts 66Bing in response to your sidesteps, just keep on stepping and 33B his ass. The GS A transition can make it tricky to whiff punish also.
 
Yeah, the benefit of 22A comes from not using it, if that makes any sense. The threat of the move is enough to make people hesitate before attacking
 
Backstep ~> 3B is an outdated strategy now since everyone expects it.. IMO. I haven't used it and haven't seen others use it.
 
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