page
[11] Champion
I decided to test a few things with the idea of making some sort of "Pyrrha Must Die" video, only starring Nightmare instead of Maxi.
Spent a little bit in training mode to test out my initial theories and found that things aren't as dire as they seem.
First up, 11aa. Everyone hates it. Well, guess what. Nightmare never has to deal with this, as long as he can block the 11a. After blocked 11a Nightmare can nss transition and 11aa will whiff completely, giving him free nss a+b, 2a+b (if you try to back step normally then the second a will ch, which is why nss transition is needed). If Pyrrha charges then it doesn't matter. Nightmare can either back up and get his nss a+b, 2a+b anyway, or just interrupt with nss a+b, 2a+b and get ch damage. And the interrupt timing is basically the same timing for punishing 11aa on whiff, so it's not even difficult.
Next, 66b BE. As most of you know by now this move is pure gimmicks outside of combos. Eventually everyone will figure it out. After blocking 66b you can quick step the BE every single time. It takes a tiny bit of practice to get the timing down, since 66b forces crouch, but after that it's easy. If Nightmare steps to his left then he gets free a back throw. If he steps to his right then he gets a free side throw.
This is also a case where jg is your least viable option. Because the second hit of 66b BE is a guard crush your jg will get you minimal advantage, netting you only 4k/6k. You can 4k BE, but a more reliable and damaging meter alternative would be to simply GI the 2nd hit and 3(b), b:a. You can also CE between the hits, but that's overkill unless it'll win you the round.
Most are it comes.
Spent a little bit in training mode to test out my initial theories and found that things aren't as dire as they seem.
First up, 11aa. Everyone hates it. Well, guess what. Nightmare never has to deal with this, as long as he can block the 11a. After blocked 11a Nightmare can nss transition and 11aa will whiff completely, giving him free nss a+b, 2a+b (if you try to back step normally then the second a will ch, which is why nss transition is needed). If Pyrrha charges then it doesn't matter. Nightmare can either back up and get his nss a+b, 2a+b anyway, or just interrupt with nss a+b, 2a+b and get ch damage. And the interrupt timing is basically the same timing for punishing 11aa on whiff, so it's not even difficult.
Next, 66b BE. As most of you know by now this move is pure gimmicks outside of combos. Eventually everyone will figure it out. After blocking 66b you can quick step the BE every single time. It takes a tiny bit of practice to get the timing down, since 66b forces crouch, but after that it's easy. If Nightmare steps to his left then he gets free a back throw. If he steps to his right then he gets a free side throw.
This is also a case where jg is your least viable option. Because the second hit of 66b BE is a guard crush your jg will get you minimal advantage, netting you only 4k/6k. You can 4k BE, but a more reliable and damaging meter alternative would be to simply GI the 2nd hit and 3(b), b:a. You can also CE between the hits, but that's overkill unless it'll win you the round.
Most are it comes.