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== Key Moves == | == Key Moves == | ||
=== A === | |||
{{MoveData | |||
|name=Jade Slicer | |||
|input=2A | |||
|image=SCVI_Nightmare_2A.png | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ntm-15 | |||
|description=A little on the slower end when it comes to pokes, what it lacks in speed it makes for in range and being a low that also covers a wide area making it difficult to step. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Quick Neck Buster | |||
|input=agA | |||
|image=SCVI_Nightmare_agA.png | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ntm-6 | |||
|description=The best and arguably most versatile tool in your arsenal, boasts amazing range, damage and lends itself to a number of situations where this move will be useful such as whiff punishment, anti-step, Guard Crushing, Combo Extensions and Enders. | |||
}} | |||
}} | |||
=== B === | |||
{{MoveData | |||
|name=Double Avenger | |||
|input=6BB | |||
|image=SCVI_Nightmare_6BB.png | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ntm-36 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ntm-37 | |||
|description=One of the best whiff punishers in Nightmare's toolset when comparing it's speed to it's great range, is very linear and can be easily stepped if used carelessly. Has armour properties, should it be triggered you will blast the opponent away and be gifted with Terror Charge. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Shadow Buster | |||
|input=2B | |||
|image=SCVI_Nightmare_2B.png | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ntm-40 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ntm-41 | |||
|description=A relatively fast mid range attack that is excellent for spacing, keep out and Okizeme. | |||
}} | |||
}} | |||
=== K === | |||
{{Navbox-SCVI}} | {{Navbox-SCVI}} | ||
[[Category:Soulcalibur VI]] | [[Category:Soulcalibur VI]] |
Revision as of 22:52, 11 May 2021
Introduction
A big baddie with a big mutated arm and a big sword, what’s not to like? As expected from his giant weapon and stature, Nightmare has threatening damage with dominant mid-range attacks and added pressure from his stance mix-ups. Use of his unique Night Terror Charge, which gives him access to Soul Charge moves without meter, allows him to really keep the enemy on the back foot. He also has armored attacks and his aGI bubble to keep his turn. When not initiating offense and catching the enemy with aGIs he suffers from both a lack of fast attacks and in particular some of the worst punishment in the game, including no standing i12 punisher (which makes a huge amount of otherwise unsafe attacks safe against him).
As per the archetype, he is a "high-risk, high-reward" character. To get the most out of Nightmare you will have to be willing to play high stakes when the situation calls for it. Patience is paramount, you will need to pick your spots and wait for the right moment attack. Knowing your range and spacing is essential.
Strengths | Weaknesses |
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Unique Mechanics
Night Terror Charge
After landing certain attacks Nightmare enters Night Terror Charge (NTC), granting him access to one Soul Charge attack. He will glow with a red aura in this state. The state will end after this attack but he can re-enter by landing certain attacks.
See Strategy for a full breakdown.
Nightmare #SCVI_NTM |
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Key Moves
A
B