Strategy/Playstyle Discussion + general Q&A

I have some data somewhere on CH 88AB. You wanna use that one instead of 22AB if you want more consistent followups. Usually 2A+B will work but it's character AND range specific. fun stuff. I'll see if I can dig up that info...there was some talk about it back on CF maybe a month ago


Fish: A+K doesn't work after NSS A+B, not enough time. you can get a:G+A though if you are pro like that, and it can front wallsplat too
 
I think I researched CH 88AB before Tiamat, I just can't remember what findings I had lol....

I think I found that FC 3B works well, and you found 3AA if the opponent knows which side to tech.
 
I found out earlier that this combo can do anywhere from 119 to 126 damage if landed properly. It is very hard to pull off though and depends a lot on wall position and everything, but it's 1A6 GS KK (wall) 4KK 4KK 2A+B. Don't know if this has been tried before but it is a very hard combo to execute properly, because the characters positions have to be just perfect.
 
I'll try it out later. You probably need to be somewhat at an angle to get that combo and even then it's probably character specific. Still, I'll check it out.
 
I'll try it out later. You probably need to be somewhat at an angle to get that combo and even then it's probably character specific. Still, I'll check it out.

Yeah I know, the angle has to be weird and I only tried it out on Cervantes, so it probably is character specific; but it worked for him.
 
can anyone give me some hints about what to do with nighty's close game? im often at a disadvantage because his good moves are kinda slow...

only his 1K is quick enough for up close... then from there....
so if this oppenent is really close i should 6K or 6A CH them back and get at them?
i've been having trouble with tira lately and i cant seem to do shit when shes hella up close...
 
can anyone give me some hints about what to do with nighty's close game? im often at a disadvantage because his good moves are kinda slow...

only his 1K is quick enough for up close... then from there....
so if this oppenent is really close i should 6K or 6A CH them back and get at them?
i've been having trouble with tira lately and i cant seem to do shit when shes hella up close...

Work on stopping their approach. What will work for me is if they're rushing you, use FC 3B which seems to work pretty well. Also, if they are rushing in for a very close attack or a grab, it might work to use A+K when they get close enough. That is a little risky though. But 6K and 1K are god for NM at close range. After landing 1K I would try to use WS and if it gets blocked use NSS K 2A+B.
 
Careful with FC 3B, it's really unsafe on block. 3K, 6K, 1K, 11K, 66K6, agA, 6A are all good up close, aB and bA6 can be used as well. 7B and 9K can get you out of trouble when you anticipate a low. Don't count on WS ~ NSS K too much, most 2As will beat it, but 2A will whiff if you WS and do nothing. And watch when you WS after 1K hits, NH 1K is negative on hit, most moves will beat your WS attempt.
 
oh yeah... i totally forgot about aB.... its a fairly quick move and can transition into NSS... then i can [A],[A],K or something...

kool thanks guys. ^_^
 
aB sucks. the end.

to be serious though, anti pressure with nightmare all revolves around 1K

PANDA: you MUST be able to hit confirm for 1K normal hit and counterhit. look for the red flash, if counterhit do another 1K, or WS B, throw (and other options as needed). if normal hit, block, step, or GI. you absolutely must be able to do this with nightmare to play him well
 
Oh yeah, also the combo that goes CH/SC WS A+B > GS KK (wall) > 4KK (wall) > 3B > 2A+B can be started off differently for more damage. If you use 1[A]6 GS KK (wall) > 4KK > 3B > 2A+B it works just the same and does almost 130 dmg I believe.
 
anything with a stun involved like CH WS or CH GS A is gonna get damage scaled A LOT for the rest of the combo, that's just how it is =[

1A GS KK (w!) > 4KK you need to be at a pretty dumb angle for it to work. still possible to land in match play, just would have to pay extra attention to positioning
 
It's a shame too, because 1A~GSKK (w) > 4KK is fucking juice for wall tech traps. Good luck trying to get correct positioning for that ish, though. lol
 
Strategy/Playstyle Discussion.

everything nightmare does is manly, that said, anyone actually GI with GS A+B before? and does A+B GI on s-lows ?


i did before...and he actually stops from the GS and does the explosion thingy
fcking pwnage.


oh btw. im ADDING everyone here on NightMare's soul arena for those who have a PSN ID, because i need experience training. ^_^

see ya online
 
It is the best. You could use GS B for the same damage amount but GS KK is better, especially when near walls to possibly start combos, or near an edge for a good ring out. I would only use GS B afterwards for mixups to another GS move, possibly GS A if your opponent stands up immediately and tries to attack.
 
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