MammothMan
WR B, NSS A+B, GS KK, W!, 4KK, 33B, GSB
I'm all for giving credit where it's due, but this is the Nightmare forum, not the RTD forum.
This, right here. Please keep this on topic or I'll have to start deleting posts.
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I'm all for giving credit where it's due, but this is the Nightmare forum, not the RTD forum.
There's more than one way to make a guy crouch with NM - ag:A. You talk about apps good step? Kill it. Use it enough and he will have to duck. You have better low pokes than App, use them. See how he handles 1A_[A] at mid range. NM loses a strong tool in throws but the way people here are going on - you'd think it was unwinnable. I think the NM players who find him difficult are overly dependent on throws - there's more than one way to play NM. He has great whiff causing tools himself - play him at his own game maybe.
I don't even play NM well but if I did, I'd take this opportunity to learn NM a completely different way - who knows? What annoys me is nobody seems to think that way - it's all 'this is too good' 'NM can't do this and that' and on a strategy board - that's annoying. It's an even matchup really but it takes NM out of his comfort zone - that's not the end of the world guys!
I think he means the arguments you have for NM vs Apprentice tactics, but I will not put words in anyone's mouth...Arguing that in a strategy thread I would sooner see things you can and should do, rather than this doesn't work over and over is a poor argument?
Sorry didn't mean to ignore you. NM 6B and 11B are good wakeup(when opponent is laying down) pokes. His A+B will deflect light attacks, but it's a guessing game when you use the move. Everything about NM is risk = reward, and like you mentioned already, his ringout game is very good and usually will yield atleast 1 win. When people become more concerned about their location in the ring is when NM will punish with high and low grapples OR his powerful Mids.. such good Mids..I have a bit of a question... Does this game have a lot of poking? I know N.M. would have to because he's slow. And if so, what are some of the moves I should know about? Keep in mind I do read the front page.
Well I did say I don't play NM - so I don't expect what I suggested to be right, I was just brainstorming ideas...
However, as a Siegfried player, if throws aren't cutting it I will ag:A my opponent every time they don't duck - if they are stubborn this can be 3/4 times every 5-10 seconds. Spam it then 3B them when they duck - that's what I'd do.
Though I feel with the apprentice, you still have to throw now and again for two reasons:
To keep the apprentice player on his toes and to ensure he is conservative with his force - which caps his damage a little bit & limits the number of power waves and force blasts significantly as he or she will be concious to save force for breaks - especially against a character like NM. In this matchup I would only use throws to say to my opponent 'hey, I've still got a great throw game - keep breaking'.
In this matchup there is a balance to be found between throws and ag:A BUT NM is a throw/mid type because he requires your opponent to twitchduck to kill them. Throws won't do that vs. Apprentice, so your best tool aside from throws is ag:A. The reward is smaller for equal risk, but I know I don't like blocking ag:A, neither should your opponent.
Again, just speculation - I know Siegs ag:A gets more love due to his keepout game, but I'd imagine it crosses over here.
Actually I've had some good runs with it. Most people will wake up into standing guard, but not if you train them to start guarding against 11B. This comes in handy in round 3 and later for good chip damage or a ring out on JF6B is an absolutely abysmal move to use on wake up imo. Only if they decide to attack on wake up after an A+G will it do any good, but if they decide to stay down, you're at -28, or if they get up and block it, you're still royally boned at -28.
3B is shorter range than 6B :)Yea, but if you train them to block low using 11B like that, it'd be better to hit them with 3B. The short bounce launch can give an opportunity for a combo, wall smash, or ring out. Plus, if they block it on reaction (As they could with 6B), you'll only be at -14, rather than -28.