Tiamat
[11] Champion
Old SC3 NM Guide:
http://www.caliburforum.com/forums/showthread.php?t=30889
Notation and Terms:
FC= from crouch state
WR/WS= While Rising or While Standing. They mean the same thing.
GB= GuardBreak
JF= Just Frame
NC= Natural Combo
NCC= Natural Combo on Counterhit
RO=Ring Out
NH= Normal Hit (rarely used)
CH= CounterHit
NTC= Night Terror Charge
GS= Grim Stride, a crouch dash, 236
NSS= Night Side Stance, B+K
Step G= Cancel Sidestep with Guard
Backstep G= Cancel Backstep with Guard
"Body attack"= this means the attack does not use the weapon, which is useful against many auto-GIs
Nightmare Gameplay Guide:
A) Interrupts
Standing Interrupts:
1K, 66K/66K6, 6K, 3K, 4KK, 11K, 9K
FC Interrupts:
FC K, 66K/66K6, 6K, WS K, WS
Anti-Step:
throw, agA, 66A, 88AB, 3AA, WS AA
"Body attack":
Mids:
11K, WS K, WS , 66K, 4KK
Highs and Lows:
1K, 6K, GS A
B) Mixups
Close Range Mixup:
1K, throw, 11K, 3B
Mid Range Mixup:
1K, 11K, 3B
Far Range Mixup:
11B, 6B:B, 33B/33B6
FC Mixup:
FC K, throw, FC throw, WS K, WS
Post-GI Mixup:
A+K, bA6, 66B
C) Whiff Punish
Distance Whiff Punish:
33B/33B6
Sidestep Whiff Punish:
3B/3, 33B/33B6
Step 2G Whiff Punish:
WS
FC Whiff Punish:
WS , FC 3B
D) Frametraps
On hit:
11K, WS K, 9K
On CH:
1K/FC K, 66K6
On Block:
1[A]/1[A]6, aA, a:G+A, 2B+K
a) SC Block Traps:
3, 66B, NSS bA
b) NSS Block Traps:
[A], NSS [A]
E) Okizeme/Wakeup
1K, 11B, 3B, 1[A], GS B
Attack Use Detail:
Highs:
K: i14, advantage on normal hit
6K: i14, fast high interrupt. disadvantage on normal hit, knockdown on CH
agA: shortcut with aG+A, +0 on block, small advantage on block further out. 66B+K now a viable option to beat 2As after it is blocked. step, B+K, backstep G, and many other moves are good after this is blocked. This may be nightmare's best move.
6A: only use is if in crouch state and cannot do agA, or need counterhit RO to opposite side that agA RO on. otherwise never use this, agA is faster, way better on block, better on hit, it is just all around better
66A: use this move at far range. Enemy can step right to dodge if close, but at mid/far range 66A tracks both sides. 66A is a good wall combo starter from far range. It also has very quick recovery on guard
bA/bA6: This is a retreating attack for good damage, and also a good move after GI. It is unsafe on guard and has no sidestep tracking.
Mids:
3K: fastest mid, safe on block, +0 frames on hit and CH
4KK: this is not hit confirmable, so it is risky if opponent knows to duck second hit after blocking first hit. if they are hit by first hit they must block second hit. use when you are very sure the opponent will attack at a bad time
66K/66K6: i16, fastest hitting TC attack. 66K is negative frames on normal hit. 66K6 normal hit frametrap to GS A or GS KK. GS A should beat most 2As after normal hit 66K6. CH 66K is +2, CH 66K6 is frametrap for GS B. 33K/33K6 does 2 extra damage, but the TC is very slightly later (which is bad)
WS K: great move, i15, about -5 on block, hit is +4 or more frames
11K: has TC but not as fast as 66K, tracks your left side a bit, about -5 on block, knockdown on CH. good safe mid
33B/33B6: ranged whiff punisher, tracks Nightmare's right side at mid/far range
3B/3[B|: 3B hit can mixup 1A tech trap with 44B. 3 does more guaranteed damage than 3B. no launch on far hit
6B:B - use at the range where 3B will far hit. at that range it will be pretty safe on guard and do way more damage than 3B tip hit.
66B: quick recovery on block, good pushback, good soul gauge damage, high damage on hit
2A+B: this is nightmare's best combo ender, giving him a soul charge for great okizeme mixups
2B+K: slow guard break with extremely short range. advantage on guard and puts nightmare and the opponent in crouch state. notable for pressure near walls and ring edges
GS B/GS B6/GS : Good after knockdowns. Mix up GS B6 and GS
Lows:
1K: i15, -4 normal hit, +2 on CH, -14 on guard. 1K and WS K are good frametraps on CH, only loses to fast AA or amy 6BB. CH 1K > WS will trade with fast 2A. this is one of Nightmare's best moves because it is fast and puts him in crouch state for good mixup on CH
11B: great range, tracks nightmare's right side, negative on normal hit, knockdown on CH.
1A: use as a whiff punisher near walls to get wallcombos, or just whenever you think you can hit it really
1[A]: great after knockdown, 1aK to hit jump and GI
NTC Upgrades:
CH effect:
4KK
WS
GB effect:
3B/3
6B:B
4[K]B:B
NSS bA/NSS b:A
NSS A+B
66B
other effects:
If you continue to hold A+B after the counterattack is triggered by a weak attack the counterattack will come out after a delay. During this delay you are 100% invulnerable.
Damage increases:
66B: 36>38
3B: close hit 26>30, far hit 16>22
NSS bA: 32>36, JF hit 42>46
NSS A+B: 26>28
6B 41>45
4[K]B 60>64
Non-GB dmg increases:
WS B and 4K initial hit 16>20
66A: 34 > 38
GS A: 16>18
GS B: 30>34
44BB: first hit dmg 30>34, total 60>64
NTC conditions:
you keep the charge
+ after opponent is hit
+ after opponent blocks your attack
+ after GIing opponent
you will lose NTC if the following occurs:
- you get GIed
- you get hit
- you block an attack
- your throw is broken
- time runs out
NTC GB block frames:
3B and NSS A+B are +0 on block
66B is +4
NSS bA is +5 or 6
3 frametrap to NSS A+B, only fast high moves can beat it. fast highs will lose to NSS bA and NSS [A]
6B:B and 4[K]B:B frames are negative frames on guard
Combos:
NC:
a[B ] > NSS K (side hit/near wall or ring edge/character specific)
NSS [A] > NSS K
NSS [A] (far hit) > NSS b:A
3AA
BB
6B:B
4[K]K
4[K]B:B
44BB/44B
GS KK
A2AA (the 2AA part)
NCC:
AA
3A2A6 > GS KK
WS AA
BBB
4KK
22AB
Normal Hit Combos:
1A6 > GS KK
1aK > GS KK (must hit jumping opponent)
33B > 2A+B (not too far)
33B > 236KK (RO combo)
33B > 66B (far distance combo + tech trap, some characters can left tech to evade)
33B6 > GS B
33B6 > BT B+K (best damage, delay the BT B+K slightly for better damage)
33B6 > GS A+B (far hit only)
3B > 1A6 > (if tech catch, use GS KK here)
3 > NSS bA/NSS b:A
3 > GS KK (can also do this from 3B also but some characters can escape with right tech even if 2P Nightmare)
WS > NSS bA/NSS b:A
FC B+G > BT 2K
FC B+G > BT 2B (combo + tech trap all direction vs Amy only)
66B > 33B6 > GS KK (time GS KK right as they are hitting the floor, 78 dmg)
4A > 2A+B (not too far)
GS B6 > GS KK
running K (low slide kick) > 1K
4A+B > BT B+K (only on far range hit)
2[K] > 2A+B (fails during wall combo if they tech right)
2[K] > GS KK (character dependant or need 2P NM)
CH Combos:
WS [B| > NSS A+B > 2A+B
WS [B| > NSS A+B > GS KK (RO/wall)
WS [B| > NSS A+B > 1[A] (they must block or be hit by the 1[A], so you can mixup)
CH GS A > 4KK > 33B6 (not too far away)
CH NSS K > 33B/3B (1P Nightmare)
CH NSS K > 2A+B (2P Nightmare only)
GS B6 > GS B6
GS > NSS bA/NSS b:A
normal or CH combos:
WS [B| > GS KK
WS [B| > NSS A+B
NTC combos:
NH 4KK
NH WS [B ] > NSS A+B > 2A+B/66B/etc
Trade hit combos:
WS B > 2A+B/66B
GS A > 33B
3B > 44B
33B > 44B
Wall Combos (w=wallsplat):
- B+G (w) > 2A+B (92 dmg)
- FC B+G (w) > G > 4KK > 44B (67 dmg)
- FC B+G (w) > G (turn around) > 4KK (wall) > 4KK (wall) > 2A+B (73 dmg)
- FC B+G (w) > A+G/B+G for back grab, don't grab immediately or will miss (89 dmg)
- 1A6 GS KK (w) 44B[B| (character specific, 95 dmg)
- NSS [A] > NSS b:A (w) > 44B (104 dmg, 92 if no JF)
- CH 66K6 (w) > GS [B ] > NSS bA (w) > 2A+B
- 66B+K (wall) > WS [B ] > NSS A+B > 2A+B (88)
- 66B > 33B6 > GS KK (wall) > 2A+B (depending on distance from wall options change greatly)
- CH/NTC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > iWR K (70 dmg throw setup)
- CH/NTC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3B (launch) > 2A+B (77 dmg)
- CH/NTC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3A2A6 > GS KK (w) (83)
- CH NTC A > 4KK (w) > iWS B NSS A+B GS KK (w) (70 dmg) > 4KK/1K (throw setup)/2[K]/1[A]
wall combos can change a lot based on the angle from the wall and how they air control, these are just ones I consider pretty stable
WALL TRAPS:
FC B+G > W > 4KK x 2 > 2[K] guaranteed, if they press G you reset (test vs cass)
NTC/CH WS [B| > NSS A+B > GS KK > W > 2[K] guaranteed and if they press G you reset (test vs cass). this also applies to any starters into this because the GS KK after NSS A+B is a reset of sorts. CH 11K, CH 66K6 are good starters
GS B6 GS KK > 2[K] is guaranteed unless you hit them from too close to the wall or from an odd angle, in which case they can side roll the stomp
raw, non guaranteed GS KK pickup > 2[K] setup is strong
Tech Traps:
guaranteed+all means they cannot block it and will suffer a ground hit, but if they tech in any way, they will be launched
IMPORTANT NOTE: Tech traps and Combos are often better if performed with 2P nightmare. When selecting which player side you are when entering Versus mode, regardless of controller port you are using, try to grab the spot on the right which is the 2P spot. If you do this your tech traps and combos will be more consistent. For example if 2P NM performs CH NSS K > 2A+B against 1P NM, 1P NM will not be able to escape. However if 1P NM hits 2P NM with this, 2P NM will be able to escape.
CH NSS K > 2A+B and
2[K] > GS KK are always combos on NM if performed with 2P. if 1P Nightmare does these "combos" they can be escaped with side ukemi/tech
Thanks to GREVEN for the information below, keep in mind he has tested this with 1P NM, so some things that he says don't work WILL work if you are 2P NM
3B :
chars who need delay on 1A, other are guaranteed with no delay
Amy, Cervantes, Hilde, Maxi, Misturugi, Nightmare, Setsuka, Siegfried, Talim
CH 3B:
chars who can roll 1A(delayed) to the left, other are guaranteed
Algol, Amy, Cassandra, Seung-Mina, Sophitia, Xiang, YunSung
Step left 3B :
chars who eat 66B in tech trap
Astaroth, Cervantes, Hilde, Kilik, Maxi, Misturugi, Rock, Setsuka, Talim, Voldo, Yoshimitsu
chars who eat 1A delayed:
Algol, Nightmare, Siegfried, Tira, Zassalamel
chars who eat a mixup between 1A(left) and delayed version(right), 66B can be used insted but techable:
Amy, Cassandra, Yvy, Raphael, Seung, Sophitia, Taki, Xing, Yunsung
chars who eat the mixup but with the other tech:
lizzard
Step right 3B :
chars who can roll left the 1A (u can catch them with iWS A, every other are trapped by 1A)
Cassandra, mitsu, seung, Sophitia, Xiang, yunsung
3B (front, no tech) :
chars who eat 4A+B (but can stand and JI)
Nightmare, Rock, Zassa
chars who get trapped if launched with the tip of 3B
astaroth, kilik
if they do not tech after 3B, 44BB is unblockable
NSS A+B :
chars who get trapped by 66B
Cervanted, lizz, mitsu, night, rock, sieg, talim, voldo, yoshi
chars who get trapped by 66B delayed
asta, hilde, maxi, setsu
remaining chars who get trapped by GS B
algol, amy, taki
remaining chars who get trapped by GS B delayed
Raphael, setsu
remaining chars who get trapped by 1A delayed
cassandra, kilik, seung, sophitia, xiang, yunsung, zassa
remaining chars who cant get trapped (use 2A+B or what u want)
Yvy, tira
33B :
chars who get trapped by 66B
Asta, cervantes, hilde, lizzard, maxi, mitsu, night, rock, setsu, sieg, talim, voldo, yoshi, zassa
remaining chars who get trapped by GS B
Algol, amy, kilik, raph, taki, tira, yunsung
remaining chars who get trapped by 1A delayed
cassandra, ivy, seung, sophi, xiang
2A+B :
chars who evade 3B by rolling right
hilde, seung
FC A+G :
chars who get trapped by 33B, others can tech right
algol, asta, kilik, seung, taki, yunsung, zas
ivy can tech either side, or back tech to evade v_v
CH GS A > 4KK :
chars who can tech right to evade 33B (unless close)
cervy, hilde, maxi, mitsu, night, setsu, sieg, voldo, yoshi
CH NSS K > iFC grab
tech trap vs all characters
2[K] :
chars who can tech 2A+B and GS KK with right tech
asta, cervy, hilde, lizz, night, rock, setsu, sieg, talim, voldo, yoshi
GS B will trap right tech vs some of those characters
Other Traps:
running K (low slide kick) > 2[K]. if they press G they get hit, they must sideroll on ground to evade (thanks to LAU for this trap)
Just Frames:
NSS b:A (fastest input) - Significantly increases damage
aA (fastest input) aka iagA - Difficult, fastest input JF, about +2 on guard. This may be buffered from blockstun or hitstun with a:G+A (in this case it will be i15). Damage higher and knockdown different than normal agA, can wallsplat from juggles unlike normal agA
a:G+A (slowest input) - Slower than iagA (duh) but is a minimum of +7 on block, otherwise same properties as iagA
6B:B - (press right when 6B hits/is blocked).
4[K]B:B - (press right when the B hits/is blocked)
Post-GI Mixup:
A+K (unblockable, strong knockdown)
bA6 (unblockable, higher damage than A+K and can RO)
66B (punishes re-GI)
a (near wall, unblockable)
66B+K (near wall, punishes re-GI)
Frametrap/Mixups:
GS A normal hit: throw will always result in right side throw for 65 damage. pretend it's a command grab XD. they cannot BT 2A you out of this if you are quick. for duckers use 3B/3. 3B will trade with fast BT 2As, giving you free 44BB in this situation.
WS K hit: you are +4 so 1K will trade with amy 6B. 4KK will beat fast 2A. 66K will beat all attacks
9K normal hit: +5 or more frames, if far hit or hits croucher is even more advantage
agA +0: step, 1K, B+K, bA are also good options. 236A will TC/GI many moves, and also will CH backstep and step if they do not guard.
66K6/33K6: on normal hit, GS KK trade with Taki's A. GS A also beat even maxi 2A after normal hit. if they try to step or backstep GS A will counterhit (they cannot even step or backstep G). on counterhit GS is absolute frametrap
1[A] blocked: see okizeme section
NTC 3B/3 blocked: see okizeme section
OKIZEME:
A+G > iFC grab: catch both side roll for mixup. GS B blockable if they sideroll left and block. otherwise do 1[A] stuff. creativity is good here
2A+B > iFC grab: catch both side roll
FC A+G: 33B tech trap character specific. mixup with 1[A] and sometimes 11B.
FC B+G: BT 2K guaranteed, but you can turn around and do 66B and they cannot escape having to block it. maybe mixup with a dash grab will work sometimes, or 11B
A+K: techable knockdown. they are forced to block GS B and 66B. they will be stuck in 1[A]'s range though so i would normally suggest you go for that
1aK (hits standing opponent): untechable knockdown
GS KK: untechable knockdown, not strong
9B: forward dash or GS and try to mixup
CH 11K: very strong knockdown
right side throw: GS B they cannot block if they roll. do this and 1[A] and you should be fine
About 1[A]:
This is probably Nightmare's best okizeme move. 1[A]6 on block is frametrap to GS B that can only be beaten by fast high moves, which will lose to other moves you can do. This allows you to do 1[A] > throw if in range, or 1[A]6 into WS B/throw mixup.
1aK is to stop enemy from using GI and/or jump attacks to beat 1[A]. do not forget 1aK (hits jumper) GS KK is a combo. Observe how fast the opponent reacts to the 1[A] and jumps, and match that with how early you release the 1aK.
If enemy is close enough and have time, they may try to hit you out of 1[A] with 2A or a similar move. to beat this, release the 1A early, or use other moves like 3B or GS B
About NTC 3B/3:
Usually this will be blocked after 2A+B ends a combo. The basic mixup is to do either
3 > NSS A+B or
3B > throw (use 1K instead of throw if it will kill the opponent)
Opponent cannot tell easily (if at all) which version of 3B you did, which allows you to mixup. Only very fast high moves can beat NSS A+B, but they lose to NSS [A] and NSS bA.
If the opponent likes to GI the NSS A+B, use 3 > GS > WS to punish for big damage. If they did not GI but continued blocking, can use WS and throw as a mixup after 3 > GS.
1.03 Patch Downgrades:
no more flapjack head pickup to unduckable throws
4A > iFC grab > dash back grab (this is quite difficult imo) 101 dmg
BT 2K > iFC A+G > 6(dash) A+G (back throw)
Running K low slide kick > iFC grab must be blocked or will be free back grab. if they try to block the FC grab, 2[K] cannot be evaded. iFC grab to backthrow/2[K] is literally a 50/50 mixup here
Update Log:
9/9/08
- Added 4A > iFC grab combo
- Added OKIZEME section
9/18/08
- Added "Nightmare Gameplan Guide"
- changed "Notable Attacks" to "Attack Descriptions"
- 6B:B and 66A added to "Attack Descriptions"
- small updates to "Just Frames" section
10/17/08
- changed some matchup placements
- frametrap/mixup section under construction
- added patch victims, under construction
10/30/08
- major edit of tech trap section
10/31/08
- wall traps added
- added 3[B| GS KK to combo section
- fixed link to SC3 guide
1/6/08 and 1/8/08
- various, somewhat major edits (yes I am too lazy to note them all down)
5/28/09
- wallcombo section update
10/02/09
- just frame section updated
01/20/10
- NTC replaces SC and is added to "Notation and Terms" section
http://www.caliburforum.com/forums/showthread.php?t=30889
Notation and Terms:
FC= from crouch state
WR/WS= While Rising or While Standing. They mean the same thing.
GB= GuardBreak
JF= Just Frame
NC= Natural Combo
NCC= Natural Combo on Counterhit
RO=Ring Out
NH= Normal Hit (rarely used)
CH= CounterHit
NTC= Night Terror Charge
GS= Grim Stride, a crouch dash, 236
NSS= Night Side Stance, B+K
Step G= Cancel Sidestep with Guard
Backstep G= Cancel Backstep with Guard
"Body attack"= this means the attack does not use the weapon, which is useful against many auto-GIs
Nightmare Gameplay Guide:
A) Interrupts
Standing Interrupts:
1K, 66K/66K6, 6K, 3K, 4KK, 11K, 9K
FC Interrupts:
FC K, 66K/66K6, 6K, WS K, WS
Anti-Step:
throw, agA, 66A, 88AB, 3AA, WS AA
"Body attack":
Mids:
11K, WS K, WS , 66K, 4KK
Highs and Lows:
1K, 6K, GS A
B) Mixups
Close Range Mixup:
1K, throw, 11K, 3B
Mid Range Mixup:
1K, 11K, 3B
Far Range Mixup:
11B, 6B:B, 33B/33B6
FC Mixup:
FC K, throw, FC throw, WS K, WS
Post-GI Mixup:
A+K, bA6, 66B
C) Whiff Punish
Distance Whiff Punish:
33B/33B6
Sidestep Whiff Punish:
3B/3, 33B/33B6
Step 2G Whiff Punish:
WS
FC Whiff Punish:
WS , FC 3B
D) Frametraps
On hit:
11K, WS K, 9K
On CH:
1K/FC K, 66K6
On Block:
1[A]/1[A]6, aA, a:G+A, 2B+K
a) SC Block Traps:
3, 66B, NSS bA
b) NSS Block Traps:
[A], NSS [A]
E) Okizeme/Wakeup
1K, 11B, 3B, 1[A], GS B
Attack Use Detail:
Highs:
K: i14, advantage on normal hit
6K: i14, fast high interrupt. disadvantage on normal hit, knockdown on CH
agA: shortcut with aG+A, +0 on block, small advantage on block further out. 66B+K now a viable option to beat 2As after it is blocked. step, B+K, backstep G, and many other moves are good after this is blocked. This may be nightmare's best move.
6A: only use is if in crouch state and cannot do agA, or need counterhit RO to opposite side that agA RO on. otherwise never use this, agA is faster, way better on block, better on hit, it is just all around better
66A: use this move at far range. Enemy can step right to dodge if close, but at mid/far range 66A tracks both sides. 66A is a good wall combo starter from far range. It also has very quick recovery on guard
bA/bA6: This is a retreating attack for good damage, and also a good move after GI. It is unsafe on guard and has no sidestep tracking.
Mids:
3K: fastest mid, safe on block, +0 frames on hit and CH
4KK: this is not hit confirmable, so it is risky if opponent knows to duck second hit after blocking first hit. if they are hit by first hit they must block second hit. use when you are very sure the opponent will attack at a bad time
66K/66K6: i16, fastest hitting TC attack. 66K is negative frames on normal hit. 66K6 normal hit frametrap to GS A or GS KK. GS A should beat most 2As after normal hit 66K6. CH 66K is +2, CH 66K6 is frametrap for GS B. 33K/33K6 does 2 extra damage, but the TC is very slightly later (which is bad)
WS K: great move, i15, about -5 on block, hit is +4 or more frames
11K: has TC but not as fast as 66K, tracks your left side a bit, about -5 on block, knockdown on CH. good safe mid
33B/33B6: ranged whiff punisher, tracks Nightmare's right side at mid/far range
3B/3[B|: 3B hit can mixup 1A tech trap with 44B. 3 does more guaranteed damage than 3B. no launch on far hit
6B:B - use at the range where 3B will far hit. at that range it will be pretty safe on guard and do way more damage than 3B tip hit.
66B: quick recovery on block, good pushback, good soul gauge damage, high damage on hit
2A+B: this is nightmare's best combo ender, giving him a soul charge for great okizeme mixups
2B+K: slow guard break with extremely short range. advantage on guard and puts nightmare and the opponent in crouch state. notable for pressure near walls and ring edges
GS B/GS B6/GS : Good after knockdowns. Mix up GS B6 and GS
Lows:
1K: i15, -4 normal hit, +2 on CH, -14 on guard. 1K and WS K are good frametraps on CH, only loses to fast AA or amy 6BB. CH 1K > WS will trade with fast 2A. this is one of Nightmare's best moves because it is fast and puts him in crouch state for good mixup on CH
11B: great range, tracks nightmare's right side, negative on normal hit, knockdown on CH.
1A: use as a whiff punisher near walls to get wallcombos, or just whenever you think you can hit it really
1[A]: great after knockdown, 1aK to hit jump and GI
NTC Upgrades:
CH effect:
4KK
WS
GB effect:
3B/3
6B:B
4[K]B:B
NSS bA/NSS b:A
NSS A+B
66B
other effects:
If you continue to hold A+B after the counterattack is triggered by a weak attack the counterattack will come out after a delay. During this delay you are 100% invulnerable.
Damage increases:
66B: 36>38
3B: close hit 26>30, far hit 16>22
NSS bA: 32>36, JF hit 42>46
NSS A+B: 26>28
6B 41>45
4[K]B 60>64
Non-GB dmg increases:
WS B and 4K initial hit 16>20
66A: 34 > 38
GS A: 16>18
GS B: 30>34
44BB: first hit dmg 30>34, total 60>64
NTC conditions:
you keep the charge
+ after opponent is hit
+ after opponent blocks your attack
+ after GIing opponent
you will lose NTC if the following occurs:
- you get GIed
- you get hit
- you block an attack
- your throw is broken
- time runs out
NTC GB block frames:
3B and NSS A+B are +0 on block
66B is +4
NSS bA is +5 or 6
3 frametrap to NSS A+B, only fast high moves can beat it. fast highs will lose to NSS bA and NSS [A]
6B:B and 4[K]B:B frames are negative frames on guard
Combos:
NC:
a[B ] > NSS K (side hit/near wall or ring edge/character specific)
NSS [A] > NSS K
NSS [A] (far hit) > NSS b:A
3AA
BB
6B:B
4[K]K
4[K]B:B
44BB/44B
GS KK
A2AA (the 2AA part)
NCC:
AA
3A2A6 > GS KK
WS AA
BBB
4KK
22AB
Normal Hit Combos:
1A6 > GS KK
1aK > GS KK (must hit jumping opponent)
33B > 2A+B (not too far)
33B > 236KK (RO combo)
33B > 66B (far distance combo + tech trap, some characters can left tech to evade)
33B6 > GS B
33B6 > BT B+K (best damage, delay the BT B+K slightly for better damage)
33B6 > GS A+B (far hit only)
3B > 1A6 > (if tech catch, use GS KK here)
3 > NSS bA/NSS b:A
3 > GS KK (can also do this from 3B also but some characters can escape with right tech even if 2P Nightmare)
WS > NSS bA/NSS b:A
FC B+G > BT 2K
FC B+G > BT 2B (combo + tech trap all direction vs Amy only)
66B > 33B6 > GS KK (time GS KK right as they are hitting the floor, 78 dmg)
4A > 2A+B (not too far)
GS B6 > GS KK
running K (low slide kick) > 1K
4A+B > BT B+K (only on far range hit)
2[K] > 2A+B (fails during wall combo if they tech right)
2[K] > GS KK (character dependant or need 2P NM)
CH Combos:
WS [B| > NSS A+B > 2A+B
WS [B| > NSS A+B > GS KK (RO/wall)
WS [B| > NSS A+B > 1[A] (they must block or be hit by the 1[A], so you can mixup)
CH GS A > 4KK > 33B6 (not too far away)
CH NSS K > 33B/3B (1P Nightmare)
CH NSS K > 2A+B (2P Nightmare only)
GS B6 > GS B6
GS > NSS bA/NSS b:A
normal or CH combos:
WS [B| > GS KK
WS [B| > NSS A+B
NTC combos:
NH 4KK
NH WS [B ] > NSS A+B > 2A+B/66B/etc
Trade hit combos:
WS B > 2A+B/66B
GS A > 33B
3B > 44B
33B > 44B
Wall Combos (w=wallsplat):
- B+G (w) > 2A+B (92 dmg)
- FC B+G (w) > G > 4KK > 44B (67 dmg)
- FC B+G (w) > G (turn around) > 4KK (wall) > 4KK (wall) > 2A+B (73 dmg)
- FC B+G (w) > A+G/B+G for back grab, don't grab immediately or will miss (89 dmg)
- 1A6 GS KK (w) 44B[B| (character specific, 95 dmg)
- NSS [A] > NSS b:A (w) > 44B (104 dmg, 92 if no JF)
- CH 66K6 (w) > GS [B ] > NSS bA (w) > 2A+B
- 66B+K (wall) > WS [B ] > NSS A+B > 2A+B (88)
- 66B > 33B6 > GS KK (wall) > 2A+B (depending on distance from wall options change greatly)
- CH/NTC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > iWR K (70 dmg throw setup)
- CH/NTC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3B (launch) > 2A+B (77 dmg)
- CH/NTC WS [B| > NSS A+B > GS KK (w) > 4KK (w) > 3A2A6 > GS KK (w) (83)
- CH NTC A > 4KK (w) > iWS B NSS A+B GS KK (w) (70 dmg) > 4KK/1K (throw setup)/2[K]/1[A]
wall combos can change a lot based on the angle from the wall and how they air control, these are just ones I consider pretty stable
WALL TRAPS:
FC B+G > W > 4KK x 2 > 2[K] guaranteed, if they press G you reset (test vs cass)
NTC/CH WS [B| > NSS A+B > GS KK > W > 2[K] guaranteed and if they press G you reset (test vs cass). this also applies to any starters into this because the GS KK after NSS A+B is a reset of sorts. CH 11K, CH 66K6 are good starters
GS B6 GS KK > 2[K] is guaranteed unless you hit them from too close to the wall or from an odd angle, in which case they can side roll the stomp
raw, non guaranteed GS KK pickup > 2[K] setup is strong
Tech Traps:
guaranteed+all means they cannot block it and will suffer a ground hit, but if they tech in any way, they will be launched
IMPORTANT NOTE: Tech traps and Combos are often better if performed with 2P nightmare. When selecting which player side you are when entering Versus mode, regardless of controller port you are using, try to grab the spot on the right which is the 2P spot. If you do this your tech traps and combos will be more consistent. For example if 2P NM performs CH NSS K > 2A+B against 1P NM, 1P NM will not be able to escape. However if 1P NM hits 2P NM with this, 2P NM will be able to escape.
CH NSS K > 2A+B and
2[K] > GS KK are always combos on NM if performed with 2P. if 1P Nightmare does these "combos" they can be escaped with side ukemi/tech
Thanks to GREVEN for the information below, keep in mind he has tested this with 1P NM, so some things that he says don't work WILL work if you are 2P NM
3B :
chars who need delay on 1A, other are guaranteed with no delay
Amy, Cervantes, Hilde, Maxi, Misturugi, Nightmare, Setsuka, Siegfried, Talim
CH 3B:
chars who can roll 1A(delayed) to the left, other are guaranteed
Algol, Amy, Cassandra, Seung-Mina, Sophitia, Xiang, YunSung
Step left 3B :
chars who eat 66B in tech trap
Astaroth, Cervantes, Hilde, Kilik, Maxi, Misturugi, Rock, Setsuka, Talim, Voldo, Yoshimitsu
chars who eat 1A delayed:
Algol, Nightmare, Siegfried, Tira, Zassalamel
chars who eat a mixup between 1A(left) and delayed version(right), 66B can be used insted but techable:
Amy, Cassandra, Yvy, Raphael, Seung, Sophitia, Taki, Xing, Yunsung
chars who eat the mixup but with the other tech:
lizzard
Step right 3B :
chars who can roll left the 1A (u can catch them with iWS A, every other are trapped by 1A)
Cassandra, mitsu, seung, Sophitia, Xiang, yunsung
3B (front, no tech) :
chars who eat 4A+B (but can stand and JI)
Nightmare, Rock, Zassa
chars who get trapped if launched with the tip of 3B
astaroth, kilik
if they do not tech after 3B, 44BB is unblockable
NSS A+B :
chars who get trapped by 66B
Cervanted, lizz, mitsu, night, rock, sieg, talim, voldo, yoshi
chars who get trapped by 66B delayed
asta, hilde, maxi, setsu
remaining chars who get trapped by GS B
algol, amy, taki
remaining chars who get trapped by GS B delayed
Raphael, setsu
remaining chars who get trapped by 1A delayed
cassandra, kilik, seung, sophitia, xiang, yunsung, zassa
remaining chars who cant get trapped (use 2A+B or what u want)
Yvy, tira
33B :
chars who get trapped by 66B
Asta, cervantes, hilde, lizzard, maxi, mitsu, night, rock, setsu, sieg, talim, voldo, yoshi, zassa
remaining chars who get trapped by GS B
Algol, amy, kilik, raph, taki, tira, yunsung
remaining chars who get trapped by 1A delayed
cassandra, ivy, seung, sophi, xiang
2A+B :
chars who evade 3B by rolling right
hilde, seung
FC A+G :
chars who get trapped by 33B, others can tech right
algol, asta, kilik, seung, taki, yunsung, zas
ivy can tech either side, or back tech to evade v_v
CH GS A > 4KK :
chars who can tech right to evade 33B (unless close)
cervy, hilde, maxi, mitsu, night, setsu, sieg, voldo, yoshi
CH NSS K > iFC grab
tech trap vs all characters
2[K] :
chars who can tech 2A+B and GS KK with right tech
asta, cervy, hilde, lizz, night, rock, setsu, sieg, talim, voldo, yoshi
GS B will trap right tech vs some of those characters
Other Traps:
running K (low slide kick) > 2[K]. if they press G they get hit, they must sideroll on ground to evade (thanks to LAU for this trap)
Just Frames:
NSS b:A (fastest input) - Significantly increases damage
aA (fastest input) aka iagA - Difficult, fastest input JF, about +2 on guard. This may be buffered from blockstun or hitstun with a:G+A (in this case it will be i15). Damage higher and knockdown different than normal agA, can wallsplat from juggles unlike normal agA
a:G+A (slowest input) - Slower than iagA (duh) but is a minimum of +7 on block, otherwise same properties as iagA
6B:B - (press right when 6B hits/is blocked).
4[K]B:B - (press right when the B hits/is blocked)
Post-GI Mixup:
A+K (unblockable, strong knockdown)
bA6 (unblockable, higher damage than A+K and can RO)
66B (punishes re-GI)
a (near wall, unblockable)
66B+K (near wall, punishes re-GI)
Frametrap/Mixups:
GS A normal hit: throw will always result in right side throw for 65 damage. pretend it's a command grab XD. they cannot BT 2A you out of this if you are quick. for duckers use 3B/3. 3B will trade with fast BT 2As, giving you free 44BB in this situation.
WS K hit: you are +4 so 1K will trade with amy 6B. 4KK will beat fast 2A. 66K will beat all attacks
9K normal hit: +5 or more frames, if far hit or hits croucher is even more advantage
agA +0: step, 1K, B+K, bA are also good options. 236A will TC/GI many moves, and also will CH backstep and step if they do not guard.
66K6/33K6: on normal hit, GS KK trade with Taki's A. GS A also beat even maxi 2A after normal hit. if they try to step or backstep GS A will counterhit (they cannot even step or backstep G). on counterhit GS is absolute frametrap
1[A] blocked: see okizeme section
NTC 3B/3 blocked: see okizeme section
OKIZEME:
A+G > iFC grab: catch both side roll for mixup. GS B blockable if they sideroll left and block. otherwise do 1[A] stuff. creativity is good here
2A+B > iFC grab: catch both side roll
FC A+G: 33B tech trap character specific. mixup with 1[A] and sometimes 11B.
FC B+G: BT 2K guaranteed, but you can turn around and do 66B and they cannot escape having to block it. maybe mixup with a dash grab will work sometimes, or 11B
A+K: techable knockdown. they are forced to block GS B and 66B. they will be stuck in 1[A]'s range though so i would normally suggest you go for that
1aK (hits standing opponent): untechable knockdown
GS KK: untechable knockdown, not strong
9B: forward dash or GS and try to mixup
CH 11K: very strong knockdown
right side throw: GS B they cannot block if they roll. do this and 1[A] and you should be fine
About 1[A]:
This is probably Nightmare's best okizeme move. 1[A]6 on block is frametrap to GS B that can only be beaten by fast high moves, which will lose to other moves you can do. This allows you to do 1[A] > throw if in range, or 1[A]6 into WS B/throw mixup.
1aK is to stop enemy from using GI and/or jump attacks to beat 1[A]. do not forget 1aK (hits jumper) GS KK is a combo. Observe how fast the opponent reacts to the 1[A] and jumps, and match that with how early you release the 1aK.
If enemy is close enough and have time, they may try to hit you out of 1[A] with 2A or a similar move. to beat this, release the 1A early, or use other moves like 3B or GS B
About NTC 3B/3:
Usually this will be blocked after 2A+B ends a combo. The basic mixup is to do either
3 > NSS A+B or
3B > throw (use 1K instead of throw if it will kill the opponent)
Opponent cannot tell easily (if at all) which version of 3B you did, which allows you to mixup. Only very fast high moves can beat NSS A+B, but they lose to NSS [A] and NSS bA.
If the opponent likes to GI the NSS A+B, use 3 > GS > WS to punish for big damage. If they did not GI but continued blocking, can use WS and throw as a mixup after 3 > GS.
1.03 Patch Downgrades:
no more flapjack head pickup to unduckable throws
4A > iFC grab > dash back grab (this is quite difficult imo) 101 dmg
BT 2K > iFC A+G > 6(dash) A+G (back throw)
Running K low slide kick > iFC grab must be blocked or will be free back grab. if they try to block the FC grab, 2[K] cannot be evaded. iFC grab to backthrow/2[K] is literally a 50/50 mixup here
Update Log:
9/9/08
- Added 4A > iFC grab combo
- Added OKIZEME section
9/18/08
- Added "Nightmare Gameplan Guide"
- changed "Notable Attacks" to "Attack Descriptions"
- 6B:B and 66A added to "Attack Descriptions"
- small updates to "Just Frames" section
10/17/08
- changed some matchup placements
- frametrap/mixup section under construction
- added patch victims, under construction
10/30/08
- major edit of tech trap section
10/31/08
- wall traps added
- added 3[B| GS KK to combo section
- fixed link to SC3 guide
1/6/08 and 1/8/08
- various, somewhat major edits (yes I am too lazy to note them all down)
5/28/09
- wallcombo section update
10/02/09
- just frame section updated
01/20/10
- NTC replaces SC and is added to "Notation and Terms" section