How To Deal With Nightmare. (No Music Edition)(SCVI)

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Published on ● Video Link: https://www.youtube.com/watch?v=kei-ez9xVno



Soulcalibur VI
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Guide
Duration: 14:49
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Same as the main guide, though without the music tracks for people that jive like that.
"HOW THE HELL DO YOU DEAL WITH NIGHTMARE?" Is the question I look to answer in this session of this potential new series of anti-character guides for DOA6 and SCVI!
If you're having a little difficulty with the FGC notation terminology, check out here: https://www.youtube.com/watch?v=TlCcAiNLzps&t=110s

*Note that Nightmare's agA/abA are actually +2 on block due to relatively a somewhat recent patch

If you're having a little difficulty with the FGC notation terminology, check out here: https://www.youtube.com/watch?v=TlCcAiNLzps&t=110s

If you're interested in learning how to play Nightmare, click here: https://www.youtube.com/watch?v=O0k6MBceWPA&t=3s

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*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha

*Additional Notes
- Nightmare's on block punishment is abysmal; his fastest strike is i13, and he doesn't exactly have an i20 launcher either
- Nightmare's low game isn't really strong
- Nightmare's guard gauge damage is strong however
- Nightmare is basically "Slow and Unsafe" for quite a bit of his moveset
- Quick lows can annoy Nightmare in close range
- Nightmare has a large throw range
- 3AA is -20 on block and can be launch punished by i20 launchers
- NSS~aB is a dangerous whiff punisher to look out for during the neutral game
- Nightmare's Critical Edge is an armoured revenge attack that can GI all high and mid attacks. It loses to lows, throws. However, sidestep and launch punish it. If Nightmare charges up the CE fully, it will become unblockable (i.e. Don't stand there and block)
- Do not let Nightmare intimidate you
- Do not fight Nightmare if he has his back to the Ring Edge; if you find yourself fighting Nightmare with his back to the Ring Edge, break 4A+G throw

*Dangerous Moves
- 3(B)
- agA/agB
- 236B
- NSS~K
- NSS~b:A
- NSS~aB
- Anything From Terror Charge or Soul Charge
- 3AA
- Flapjacks
- 4A
- 66B/66A+B
- 1(A)
- Anything with the Soul Wave revenge property

For Directional Notation

7 8 9

4 5 6

1 2 3

Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.

For Input commands:

A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack

Legend:

W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input

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#SCVI #Nightmare #HowToDealWithNightmare







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