DeathInMyEyes
DIME
Below is a list of ALL of Nightmare's launches and stuns (or stance-transitioning attacks that guarantee another attack), followed by the best possible tech traps. Any notes are in parentheses. If there is nothing in parentheses, the move catches all sides, and may deal oki.
I use some original abbreviations:
NO/FO/LO/RO/BO - Catches only normal, foward, left, right, or backward directions.
NW - The opponent must land Near Wall without a wall splat or ring out.
FYI: All of these have only been tested against Nightmare. I haven't gotten around to testing them against other characters...YET.
CH [A]
none
agA
none
CH a
none
A2A
1K (forward only, all if near wall)
3K (forward only, all if NW)
66K (forward only, all if NW)
A2AA
none
AAB
Grab {NW only, all but right)
1A
1K
1aK
Grab
CH 3A
33B (all but right)
3B (NO, becomes a force block if they tech to the left)
3A (all but left)
6B (NO)
WR B (NW, NO)
2K
3K (NW)
11K (NW)
3AA
none
3A2A
none
CH 6A
none
8_9 A
none
4A
1A (all but left, force block if fully charged)
FC A+G/B+G
66B (NO)
236B {all but left)
33B (delayed, NO)
3B (delayed, NO)
3A (NO)
3[K] (NO)
9K (NO)
8B (NO)
6B (NO)
1B (all but right)
2[K] (NW, NO)
22_88AB
3B
33B (all but right)
FC 3B (all but left)
2[K] (NW, NO)
236KK (NO)
11K (NO)
66A
1A (catches all sides, helps to dash forward)
66B (NO)
33B (all but right, must dash forward a bit to catch left)
6B (NO)
66B+K (NW, NO, only last hit catches)
3A+B (NO)
44A
1A (NW)
CH WR AA
none
BBB
Grab (all but left, catches left and becomes a right side throw if first B whiffs)
Ba
33B (NW, all but right)
6B (NO)
6 GS A+B
6~FC 3B (NO)
6~FC A+G/B+G (NW)
6~WR B (NW, NO)
6~WR K (NW, NO)
6~FC 6B (easier if done from FC, NO)
CH 1B
none
1
none
CH 1
none
3B
66B (NO, must delay if CH)
3B (NO, delay if CH, infinite tech trap near wall)
33B (all but right, delay if CH)
1A (delay/charge if CH)
236B (NO, delay if CH)
44BB (NO, CH only)
3
NSS A (all but right)
NSS A+B (doesn't work at all, but it should)
6B:B
none
8_9 B
1K (NW, NO)
3K (NW, all but right)
4B
1K (randomly guaranteed near wall)
22_88B
WR B (NW, NO)
33B
1A
66B (NO)
236B
44BB (catches all directions: right if close, left if distanced)
33B (NO, infinite tech trap)
3B (NO)
22_88B
8B (NO)
A+B
6~BT A+B
6~BT 2K
6~FC A+G/B+G (becomes a pick-up if done fast enough, delay for toss)
FC A+G/B+G
3A+B (all but right)
66B+K (NO, first hit catches to left but other hits whiff)
NSS A+B (all but right)
66B
BBB (Last B is a tech trap; they must land NW)
44B
1K
WR B (NO)
WR K (NO)
44BB
3K (NW)
1K (NW)
44B
NSS A
NSS A+B (NW, all but right)
236 KK (NO)
44BB (First B blocked/whiffed, second B launches)
66B (all but left)
66A+B (all but left)
4[K]
236B
33B (all but right)
3B (NO)
44BB
4A+B (all but right)
22_88B
A+B (NW)
WR B
none
CH WR B
44BB (all sides; right if close, left if distanced)
3[K] (NO)
66B (NO)
33B (all but right)
3B (NO)
22_88B (somtimes whiffs to the right depending on 22 or 88 input)
4B (all but left)
66A+B (all but left)
2B+K (not a tech trap, but a very nifty force block for all directions)
FC 3B
none
2[K]
66B (NO)
3[K]
236 B (all but left)
2[K] (NO)
1A (NO)
33B (NO)
3B (NO)
3[K]
none
4KK
none
4KK (after CH GS A or similar stun)
33B (NO)
3B
4[K]K
none
4[K]B:B
none
CH 6K
33B (NW, NO)
3B (NW, NO)
1A (NW)
66B (NW, NO)
66B+K (NW, NO, first hit catches left but other hits whiff)
236 B (NW, NO)
CH 8_9K
1K (all but right)
CH 11K
33B (NO)
3B (NW, NO)
3A (NW, NO)
6B (NO)
22K
none
44K
none
BT 2K
none
Full Run K
none
A+K
Grab
(-6 on a BT opponent)
CH A+K (BT opponent)
Grab (NW)
2B+K
none
66B+K
none
A+B
none
3A+B
Grab (NW)
2A+B
Grab (catches all but backwards)
4A+B
33B (all but left)
3B (guaranteed oki if done fast enough, tech trap is LO)
FC3B (all but right)
6B (NO)
11K (tip range)
3A (tip range, all but left)
66A+B
FC 3B (NO)
WR B (NW, NO)
33B (NO)
FC A+G/B+G (NW, NO)
NSS [A]
none
CH NSS [A]
none
NSS bA
none
NSS K
none
CH NSS K
1A (NO, Force Block if fully charged)
2A (slight delay if they tech to the right)
33B (all but right)
236KK
11k (all but left)
1B (all but right)
11B (all but right)
3A (all but left)
FC A+G/B+G
4[K] (NO, slight charge only; I was unable to test if the second K knocks down)
NSS A+B
66B
33B
3B (all but right)
NSS A+B (all but right)
236B
66B+K (NO)
3A (all but left)
A+B
FC A+G/B+G (pick up if done immediately, slight delay for toss)
3[K]
WR B (NO)
CH GS A
none
GS B
6 GS B (all but left, infinite tech trap near wall)
NSS A (NW)
1K (NW, all but right)
3K (NW, NO)
CH GS B
none
GS KK
none
GS A+B
none
A+G
Grab (becomes a right side throw if they tech left)
B+G
none
FC A+G
33B (all but right)
6B (all but right)
3B (all but right, NW)
3A (FO)
FC B+G
3K (FO)
1K (FO)
FC 3B (all but left, does not catch large characters in AT)
I use some original abbreviations:
NO/FO/LO/RO/BO - Catches only normal, foward, left, right, or backward directions.
NW - The opponent must land Near Wall without a wall splat or ring out.
FYI: All of these have only been tested against Nightmare. I haven't gotten around to testing them against other characters...YET.
CH [A]
none
agA
none
CH a
none
A2A
1K (forward only, all if near wall)
3K (forward only, all if NW)
66K (forward only, all if NW)
A2AA
none
AAB
Grab {NW only, all but right)
1A
1K
1aK
Grab
CH 3A
33B (all but right)
3B (NO, becomes a force block if they tech to the left)
3A (all but left)
6B (NO)
WR B (NW, NO)
2K
3K (NW)
11K (NW)
3AA
none
3A2A
none
CH 6A
none
8_9 A
none
4A
1A (all but left, force block if fully charged)
FC A+G/B+G
66B (NO)
236B {all but left)
33B (delayed, NO)
3B (delayed, NO)
3A (NO)
3[K] (NO)
9K (NO)
8B (NO)
6B (NO)
1B (all but right)
2[K] (NW, NO)
22_88AB
3B
33B (all but right)
FC 3B (all but left)
2[K] (NW, NO)
236KK (NO)
11K (NO)
66A
1A (catches all sides, helps to dash forward)
66B (NO)
33B (all but right, must dash forward a bit to catch left)
6B (NO)
66B+K (NW, NO, only last hit catches)
3A+B (NO)
44A
1A (NW)
CH WR AA
none
BBB
Grab (all but left, catches left and becomes a right side throw if first B whiffs)
Ba
33B (NW, all but right)
6B (NO)
6 GS A+B
6~FC 3B (NO)
6~FC A+G/B+G (NW)
6~WR B (NW, NO)
6~WR K (NW, NO)
6~FC 6B (easier if done from FC, NO)
CH 1B
none
1
none
CH 1
none
3B
66B (NO, must delay if CH)
3B (NO, delay if CH, infinite tech trap near wall)
33B (all but right, delay if CH)
1A (delay/charge if CH)
236B (NO, delay if CH)
44BB (NO, CH only)
3
NSS A (all but right)
NSS A+B (doesn't work at all, but it should)
6B:B
none
8_9 B
1K (NW, NO)
3K (NW, all but right)
4B
1K (randomly guaranteed near wall)
22_88B
WR B (NW, NO)
33B
1A
66B (NO)
236B
44BB (catches all directions: right if close, left if distanced)
33B (NO, infinite tech trap)
3B (NO)
22_88B
8B (NO)
A+B
6~BT A+B
6~BT 2K
6~FC A+G/B+G (becomes a pick-up if done fast enough, delay for toss)
FC A+G/B+G
3A+B (all but right)
66B+K (NO, first hit catches to left but other hits whiff)
NSS A+B (all but right)
66B
BBB (Last B is a tech trap; they must land NW)
44B
1K
WR B (NO)
WR K (NO)
44BB
3K (NW)
1K (NW)
44B
NSS A
NSS A+B (NW, all but right)
236 KK (NO)
44BB (First B blocked/whiffed, second B launches)
66B (all but left)
66A+B (all but left)
4[K]
236B
33B (all but right)
3B (NO)
44BB
4A+B (all but right)
22_88B
A+B (NW)
WR B
none
CH WR B
44BB (all sides; right if close, left if distanced)
3[K] (NO)
66B (NO)
33B (all but right)
3B (NO)
22_88B (somtimes whiffs to the right depending on 22 or 88 input)
4B (all but left)
66A+B (all but left)
2B+K (not a tech trap, but a very nifty force block for all directions)
FC 3B
none
2[K]
66B (NO)
3[K]
236 B (all but left)
2[K] (NO)
1A (NO)
33B (NO)
3B (NO)
3[K]
none
4KK
none
4KK (after CH GS A or similar stun)
33B (NO)
3B
4[K]K
none
4[K]B:B
none
CH 6K
33B (NW, NO)
3B (NW, NO)
1A (NW)
66B (NW, NO)
66B+K (NW, NO, first hit catches left but other hits whiff)
236 B (NW, NO)
CH 8_9K
1K (all but right)
CH 11K
33B (NO)
3B (NW, NO)
3A (NW, NO)
6B (NO)
22K
none
44K
none
BT 2K
none
Full Run K
none
A+K
Grab
(-6 on a BT opponent)
CH A+K (BT opponent)
Grab (NW)
2B+K
none
66B+K
none
A+B
none
3A+B
Grab (NW)
2A+B
Grab (catches all but backwards)
4A+B
33B (all but left)
3B (guaranteed oki if done fast enough, tech trap is LO)
FC3B (all but right)
6B (NO)
11K (tip range)
3A (tip range, all but left)
66A+B
FC 3B (NO)
WR B (NW, NO)
33B (NO)
FC A+G/B+G (NW, NO)
NSS [A]
none
CH NSS [A]
none
NSS bA
none
NSS K
none
CH NSS K
1A (NO, Force Block if fully charged)
2A (slight delay if they tech to the right)
33B (all but right)
236KK
11k (all but left)
1B (all but right)
11B (all but right)
3A (all but left)
FC A+G/B+G
4[K] (NO, slight charge only; I was unable to test if the second K knocks down)
NSS A+B
66B
33B
3B (all but right)
NSS A+B (all but right)
236B
66B+K (NO)
3A (all but left)
A+B
FC A+G/B+G (pick up if done immediately, slight delay for toss)
3[K]
WR B (NO)
CH GS A
none
GS B
6 GS B (all but left, infinite tech trap near wall)
NSS A (NW)
1K (NW, all but right)
3K (NW, NO)
CH GS B
none
GS KK
none
GS A+B
none
A+G
Grab (becomes a right side throw if they tech left)
B+G
none
FC A+G
33B (all but right)
6B (all but right)
3B (all but right, NW)
3A (FO)
FC B+G
3K (FO)
1K (FO)
FC 3B (all but left, does not catch large characters in AT)