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    Nightmare by Allyourbase

    Version: 5.0 | Updated: 09/27/03 | Search Guide | Bookmark Guide

    Kick Ass With Nightmare: A Comprehensive FAQ
    Version 5.0
    Created: 3:52 PM 11/4/02
    By Allyourbase
    Contact: maverick236@hotmail.com
    Soul Calibur forum handle: "Omnislash"
    Legal Stuff
    Nightmare, Siegfried and other characters mentioned in this FAQ are the
    property of Namco. Soul Calibur and Soul Calibur 2 are the expressed trademarks
    of Namco. This FAQ is the expressed intellectual property of Allyourbase (AKA
    Emmanuel Lopez) and any infringement on copyright laws is bad. Readers may save
    or print out this FAQ as long as it is done only for private use. If you would
    like to post this FAQ on your site, please email me and let me know what you
    intend to do. Any attempt to post this FAQ without giving me credit is
    obviously against the law. So don't try it, or else you will get dropkicked!
    This FAQ appears in:
    - GameFAQs.com
    - FAQs.IGN.com
    If found anywhere else, I will personally email you demanding you take it down.
    If not, keep in mind there are harsh penalties for copyright infringement.
    To make sure the text is properly formatted check below
    If the above text lines up, you're free to go!
    Table of Contents
    I.    Introduction/Why I made this FAQ
    II.   Version History
    III.  Getting to Know Nightmare
    IV.   Why Be Nightmare?
    V.    Movelist
    VI.   Move Analysis
    VII.  Advanced Tactics
    VIII. Character-specific Strategies
    IX.   Closing Remarks
    X.    Thanks and Dedications
    I first started playing Soul Calibur when the original came to arcades in 1997.
    Although the game "Soul Blade" had been out on Playstation for a while, I was
    more of a Tekken geek at the time. My initial reaction to SC1 was, "Oh look,
    Tekken with swords." I was in for a pleasant surprise. Instead, Namco was able
    to take some ideas from Tekken and turn it into a whole new game.
    My first choice of character was Nightmare, because he looked so damn scary
    wielding a huge sword with an eyeball in it. And so I learned and progressed,
    experiencing both triumph and defeat.
    A while passed before I could play SC again, because I didn't have a Dreamcast.
    When I heard SC2 was coming to arcades in July 2002, I felt a strange euphoria.
    Now I'm not exactly the greatest Nightmare player in the world, but I feel this
    guide is an accurate compilation of everything good Nightmare players say and
    do. This guide should be your stepping stone towards getting a better
    understanding of how Nightmare operates and how to make him an effective
    fighter for you.
    Version History
    10:40 AM 9/26/03 - Added "FC/WS Out of Stances" section.
    8:19 AM 9/8/03 - Just because somebody's in school doesn't mean they have to
    study all the time right? I'm waiting for class to start, so I'll go ahead and
    start the section "BT Just Frames."
    3:59 PM 9/7/03 - I've completed the "Nailing the 1FS" and "The Not-So-Secret
    3[B]:2G Trick." I've also updated the movelist to include the moves added in
    the console versions.
    7:30 PM 9/5/03 - As promised, there are a whole slew of updates. The question
    is, are you ready?
    9:36 PM 8/26/03 - I had to wait forever in line to get it, but I finally have
    the U.S. PS2 version. Mmm... English voice acting.
    7:26 PM 5/16/03 - You heard right, I took my last final exam today! No school
    for the summer! Two more months till the SC2 U.S. release. I wonder if they
    have any more new features to add?
    3:05 PM 5/06/03 - Revised the entire FAQ to comply with the new stuff in the
    console version of SC2. FYI, I have the PS2 version. It's sooo much fun!
    3:07 PM 4/26/03 - Started the "WS [B]/3[B] Punishment" section.
    3:34 PM 4/13/03 - Work commences on V4.0.
    2:18 PM 3/31/03 - I've completed the "Got You Step" section. Now to move onto
    the tougher strat. Eh... I'll try to be quick and thorough this time.
    5:00 PM 3/19/03 - War... is here. Let us all take the time to wish the men and
    women serving in the armed forces a speedy and safe return home.
    3:21 PM 3/14/03 - Finally completed the "Nightmare Can Combo Too" section. I
    will now focus on the other sections I promised I'd put in there.
    7:51 PM 3/10/03 - Sorry the updates are so far and few now. I'm still working
    the kinks out of the sections and finding more guaranteed combos. I'm sure I'll
    get this done sometime...
    8:17 PM 2/5/03 - Man, evening classes are such a killer. I'll try to get some
    work started on the "Got You Step," "Nightmare Can Combo Too" and "Character
    Specific Strategies." In the meanwhile, my main focus is to correct some
    factual errors I might have made.
    6:17 PM 1/24/03 - Finished the sections "8WR Buffering", "Soul Charge
    Strategies" and "iFC/iWS Setups", along with some other sections I probably
    forgot to name. With school hogging all my free time, I anticipate a major
    slowdown in FAQ work.
    12:24 PM 1/10/03 - Started working on the "Advanced Tactics" section.
    4:03 PM 1/5/03 - Whew! That was one of the most spectacular comeback victories
    I've ever seen! The Niners rock! Finished the "Move Analysis" section!
    1:43 PM 1/4/03 - NFL playoffs start. I'll try my best to write and watch the
    games. Go Niners!
    10:35 AM 1/1/03 - Happy New Year! I feel so trashed. I think I'll go back to
    7:03 PM 12/30/02 - No actual update. Today is Kristin Kreuk's birthday. Isn't
    this a holiday somewhere? No?!? Well, it should be!
    1:58 PM 18/9/02 - Final exams are coming around the corner. Yes! More free time!
    7:16 PM 12/5/02 - Expect work to slow down for the holidays. At least finals
    are around the corner, so I should have a lot of free time. It's getting tough
    to do move analysis. Your friends only want to be punching bags for so long.
    5:57 PM 11/17/02 - No real reason to say anything. Just finished watching
    "Smallville." Thank god they rerun that show every Sunday. Kristin Kreuk...
    damn... that girl is too gorgeous for words. [drools] Oh sorry, back to work!
    8:58 PM 11/16/02 - Thanks go out to Donny Chan for finding out Nightmare's
    voice acting for me. Thanks dude! If you're a Cassandra fan (like me), or want
    to learn her (also like me), I suggest scoping out his Cassandra FAQ at
    7:26 PM 11/13/02 - I have completed Version 1.0 of "Kick Ass With Nightmare: A
    Comprehensive FAQ." I will now move on to V2.0, complete with "Move Analysis."
    Bon apetit!
    2:52 PM 11/12/02 - Whew! Completed the whole entire movelist! Wrote the
    "Closing Remarks" section before the "Stance Roulette For Dummies" section.
    Isn't that doing things backwards?
    6:05 PM 11/11/02 - Let's take a moment to honor the soldiers who have fought to
    protect our country and to honor those who out right now doing the same thing.
    4:25 PM 11/4/02 - "Kick Ass With Nightmare: A Comprehensive FAQ" is born. I
    think I spent enough money to know just about everything there is to know about
    Night. Get the coffee ready! This will take a long ass time...
    Getting to Know Nightmare
    [the following information was taken from <http://www.soulcalibur.com>]
    Age: Unknown
    Weapon: Soul Edge Zweihander
    Weapon Name: Soul Edge (Male)
    Discipline: Original
    Birth Place: Unknown
    Birth Date: Unknown
    Parents: Unknown
    Other Family: Unknown
    Height: 5' 6"
    Weight: 209 lbs
    Blood Type: Unknown
    1P - Nightmare wears a full suit of dark blue armor, with the visor down. The
    most noticeable thing is the blood-red hair on the back of his head and the
    horns on his helm. Otherwise, he looks like any other knight running around
    with a big-ass sword and a mutated right arm. A big-ass sword with a demonic
    eyeball in it anyway.
    2P - This costume looks more like Siegfried, who Nightmare was before he came
    into possession of Soul Edge. He only wears the bottom half of his armor along
    with a light purple outer tunic. His sword doesn't look like Soul Edge, but
    rather a mutated version of a Zweihander. Night's chest is exposed and you can
    see there's a freaky lookin' eyeball on his chest. Yuck...
    3P (console only) - This costume IS Siegfried from SC1. Surprised? I'm not.
    It's nice, but I was hoping something more original would be in the console. Oh
    Voice Acting
    Note: Thanks to Donny Chan for finding these out for me.
    Japanese version - Hiyama Nobuyuki (Nobuyuki also voiced Nightmare and
    Siegfried in the original SC game)
    English version - Ted D'Agostino
    Character Story
    At one time, Nightmare committed countless cold-blooded murders while under the
    control of Soul Edge. All who knew of him feared his crimson gaze and his
    strange, one-eyed, giant blade.
    Originally, he was the leader of a group of brigands known as the Black Wind,
    whose stronghold was located in the Black Forest near the Roman Empire. It was
    news of his father's death that drove him from his marauding lifestyle,
    resolving to find his father's killer.
    Hearing word of a sword known as Soul Edge, he became convinced that he could
    slay his father's murderer if he found this ultimate weapon. He searched
    through the battlegrounds in every region he traveled. Eventually, he came
    across a sword in a Spanish harbor that emitted a strange aura beside the
    corpse of its owner, who appeared to be a pirate. The dead body returned to
    life, covered in flames, as if to protect the sword. Upon defeating the
    apparition, he reached for the hilt of the mysterious blade.
    It was then that he heard the voice of Soul Edge, the sword that feeds on souls.
    It told him that if he used the souls absorbed by the sword, he would be able
    to resurrect his father. Accepting his new goal, the man's body began to surge
    with the evil energy of the sword. The energy became a beautiful pillar of
    light that pierced the evening sky and dissipated into the atmosphere.
    From that moment on, the man became Nightmare, the evil knight who would strike
    fear into every corner of Europe.
    Having determined that the power Soul Edge had at that moment was insufficient
    to revive his father, Nightmare attacked village after village to nourish the
    blade. Not satisfied, he sought out those with strong souls to feed the evil
    The killings ended three years later, when Nightmare came across three
    sacrifices for his blade. One of them wielded a spirit sword called Soul
    Calibur, which possessed an aura that was the polar opposite of the evil power
    emitted by Soul Edge. The battle between the swordsmen took place in a vortex
    of hellfire and evil energy summoned by Soul Edge. After a raging battle, the
    evil sword shattered, and both Nightmare and Soul Edge fell into the collapsing
    With Soul Edge severely weakened, Nightmare regained some of his humanity.
    Along with lucidity came the horrifying memories of the sins he committed, as
    well as the fear and anger of those who were slaughtered by him. Moreover, he
    realized that he had been the one who murdered his father.
    Expelled from the void into an unfamiliar place, Nightmare disappeared into the
    night-the evil sword still in his grip. But Soul Edge was weaker now, and
    splinters of itself were left in Nightmare's footsteps.
    He knew Soul Edge must never fall into the hands of another man. He set off to
    go as far away as possible from human settlements.
    Yet each morning, he awakened to the sight of people slain by him during the
    night. While he slept, Soul Edge took over his mind and flesh, and he was
    burdened by this new guilt. Nevertheless, he did not choose to take his own
    life and end things easily. He knew that if he died, the sword would only find
    a new host to continue its evil ways. The only solution was to find a place
    where the evil could be imprisoned forever.
    Initially, the balance of power between him and the sword were equal. But as
    time wore on, his control over his body became irregular, and the sword held
    sway over him for slightly longer periods of time.
    The number of those who fell victim to the blade continued to grow. The sword
    healed itself gradually by feeding off the victims' souls. After four years,
    the sword had nearly recovered to full strength.
    The fragments of itself lost during its escape...The evil energy dispersed as
    the Evil Seed-Soul Edge's shattered companion blade-the other Soul Edge...
    With dominant control over its host body, Soul Edge, once again in the form of
    "Nightmare," began to pursue the fragments of itself that it had lost. It was
    on a quest to restore itself completely!
    But at the same time, he continued to fight the evil sword's plans with the
    little sanity left within him.
    Why Be Nightmare?
    Flat-out, simply stated, Nightmare (or Siegfried) is awesome. He has great
    power and is fairly easy to use, like Mitsurugi. Both are usually stereotyped
    as "beginner characters." Don't let that fool you. Despite their short learning
    curves, it's not impossible for either to be viable for high-level play. A
    short learning curve just means you'll have more time to perfect your play.
    Nightmare has the edge over Mitsurugi in terms of power, and you won't feel
    like a doofus when playing as Night.
    Nighty's range is up there with Kilik and Astaroth's; only Ivy can out-reach
    him. As such, he is a force to be reckoned with. In addition, he also has the
    tools necessary to survive close-quarters skirmishes to a limited degree.
    Night's wakeup game is among the best in the game; he has the firepower to
    dispense a beatdown on grounded opponents. Finally, Nightmare has a great ring
    out game, which can give you the psychological edge when fighting around the
    edges. If you're not sold on that, here's a final tidbit; Nightmare looks and
    plays intimidating. Now are you satisfied?
    Before we dive into the movelist, I would advise you to visit
    <http://www.guardimpact.com> to get a feel for game basics. Also, this will
    make my notations seem less foreign. Before we continue, I must define some
    Nightmare specific terms.
    NBS - Night Back Stance. This is where Nightmare has his sword behind his back.
    NBSR - Night Back Stance Running. Same as NBS, except Nightmare is running.
    NLS - Night Lower Stance. Nightmare is kneeling with the sword on the ground.
    NSSl - Night Side Stance Left. Nightmare is standing with the sword resting by
    his hip. In this stance, the sword in on his left side.
    NSSr - Night Side Stance Right. Same as NSSl, except the sword's resting by his
    right side.
    Name                Position             Command          Escape        Misc.
    Hilt Impact         front                G+A               A            RO
    Soul Devour         front                G+B               B
    Calamity Fall       left                 G+A_G+B           A_B          RO
    Unholy Terror       right                G+A_G+B           A_B          RO
    Witch Hunt          back                 G+A_G+B           n/a          #1
    Flap Jack           front L              FC,G+A_G+B        A_B          RO
    #1: Only Voldo and Astaroth can escape.
    Standard Attacks
    Name                    Command              Range            Misc.
    Evil Eye                a6                   h                CFS; CONSOLE ONLY
    Slash                   A                    h                G-cancel
    Slash                   [A]                  h                ends in NSSr
    Slash Cross             A,A*B                h,h,M            delay last hit
    for GC
    Slash Cross             A,A*[B]              h,h,M            ends in NLS
    Quick Back Spin Slash   agA                  h                RO
    Quick Back Spin Slash   ag[A]                h,L              RO; ends in NSSl
    Double Grounder         A2AA                 h,L,L
    Double Grounder         A2a4                 h,L              ends in NBS
    Spin Slash              6A                   h                RO
    Spin Slash              6[A]                 h                RO; ends in NSSr
    Right Slasher           66A                  h
    Dark Bite               3A                   h                GI's h/m attacks;
    Leg Hack                2A                   l                recovers crouching
    Shadow Slicer           1A                   L                can RO; delay by
    Backspin Slash          4A                   h                G-cancel
    Baskspin Slash          4[A]                 h,L              ends in NSSL;
    Splitter                B                    M                G-cancel
    Splitter                [B]                  M                G-cancel; ends in
    Splitter                b7                   n/a              attack cancels
    into NBS
    Mail Splitter           B,B                  M,M
    Armor Breaker           bgB                  M
    Armor Breaker           bg[B]                M                ends in NLS
    Armor Breaker           bgBB                 M,SM
    Armor Breaker           bgB[B]               M,SM             ends in NBS
    Break Kick              bgBK                 M,m
    Fake Slash              b7                   n/a              ends in NBS
    Gauntlet Buster         b6                   m
    Rampart Buster          b4                   M                recovers
    crouching; SCUB; GC-L1
    Buster Grounder         B2A                  M,L              delay second hit
    by [A]
    Buster Grounder         B2a4                 M                second hit
    cancels into NBS
    Piercing Strike         6B                   m                GC-L2
    Thrusting Strike        6B:B                 m                CONSOLE ONLY
    Piercing Fake           6b4B+K               n/a              ends in NLS
    Rook Splitter           66B                  M                recovers
    crouching; SCUB
    Sky Splitter            3B                   M
    Sky Splitter            3[B]                 M                ends in NBS
    Shadow Buster           2B                   M                recovers crouching
    Shadow Buster           2[B]                 M                ends in NLS
    Thrust Throw            1B                   M                SCUB; #2
    Midnight Launcher       4B                   M                G-cancel
    Midnight Launcher       4[B]                 M                G-cancel; GC;
    SCUB; ends in NBS
    Dive                    44B                  M                recovers
    crouching; GC-L1; SCUB
    Dive                    44[B]                M                ends in NLS
    Fatal Dive              44BB                 M,SM             recovers
    crouching; GC-L1; SCUB
    Fatal Dive              44B[B]               M,SM             ends in NBS
    Earth Divide            236B                 UB-M             G-cancel
    Dark Kick               K                    h                G-cancel
    Jade Crusher            6K                   h                knockdown on CH
    Rush                    66K                  m
    Rush                    66[K](2_8)           m                ends in NBS; #3
    Rush Splitter           66KB                 m,M
    Rush Splitter           66K[B]               m,M              ends in NBS
    Rush Crusher            66kK                 m,h
    Dropkick                66kB                 h                ends in
    knockdown; GC; SCUB
    Axle                    3KK                  m,L              recovers crouching
     = Headbutt             B                    m
    Grind Low Kick          1_2K                 L                recovers crouching
    Headbutt Tackle         4KK                  m,m
    Headbutt Tackle         4K[K](2_8)           m,m              ends in NBS; #3
    Jade Smasher            44K                  m                causes bounce stun
     = Breaker              A                    h                GI's h/m attacks
     = Breaker              2_8A                 m
    Stomping                236KKKKK             L,L,L,L,L        #4
    Earth Trample           236[K]               UB-L             #5
    Blaze Wind              A+B                  M,M,M            ends in NSSr
    Blaze Storm             A+BA                 M,M,L
    Dark Soul Impact        3A+B                 L                GC-L2
    Flying Edge             2A+B                 M                SCUB; [2] remains
    in knockdown
    Spin Kick               A+K                  h
     = Combo                K                    h
     = Slash                A                    h
     = Slash                [A]                  h                ends in NSSr
     = Slash Cross          AA*B                 h,h,M            delay last hit
    for GC
     = Slash Cross          AA*[B]               h,h,M            ends in NLS
     = Double Grounder      A2AA                 h,L,L
    Night Back Stance       B+K                  n/a              ends in NBS
    Night Lower Stance      4B+K                 n/a              ends in NLS
    NBS Running Stance      66B+K                n/a              ends in NBSR; #6
    Night Side Stance Right 8B+K                 n/a              ends in NSSr; #7
    Leg Hack                FC A                 l
    Shadow Buster           FC B                 M
    Shadow Buster           FC [B]               M                ends in NLS
    Grind Low Kick          FC K                 L
    Maelstrom               WS A                 Sm
    Maelstrom               WS [A]               Sm               ends in NSSr
    Maelstrom               WS AA(2)             Sm,l             pressing 2
    cancels second hit
    Rising Night Kicks      WS K                 m,m
    #1: Shifts to non-escapable throw on successful GI.
    #2: Shifts to throw on clean hit; changes position on successful throw
    #3: Hold 2 to twirl into foreground, 8 to twirl into background.
    #4: Alternate command is 2K,K,K,K,K when opponent is grounded.
    #5: Alternate command is 2[K] when opponent is grounded.
    #6: See section on Night Back Stance for NBSR attacks.
    #7: When character is facing right. In 2P position press 2B+K.
    Night Back Stance (NBS) Attacks
    Name                    Command              Range            Misc.
    Annihilation            A                    h,m
    Annihilation            [A]                  h                ends in NSSr
    Carving Edge            2A_bA                L
    Carving Edge            2[A]_b[A]            L                ends in NSSl
    Terror Stomper          B                    M
    Knee                    K                    m                remains in NBS
    Knee Rush               K,K                  m,h
    Running                 [6]_66               n/a              goes to NBSR
     = Blood Bath           A,A                  h,h
     = Blood Bath           [A]                  h                ends in NSSr
     = Hell Slayer          B                    M                RO
    Night Lower Stance      4B+K                 n/a              ends in NLS
    Night Side Stance Left  2B+K                 n/a              ends in NSSl; #1
    Night Side Stance Right 8B+K                 n/a              ends in NSSr; #1
    #1: When character is facing right. In 2P position, reverse commands.
    Night Lower Stance (NLS) Attacks
    Name                    Command              Range            Misc.
    Leg Hacker              A                    l
    Leg Hacker              [A]                  l                ends in NSSr
    Death Horn Charge       B                    m
    Death Horn Charge       [B]                  m                ends in NBS
    Cannonball Splitter     6B                   m,m,m            GC-L2
    Death's Claw            K                    m                GI's h attacks
    Death's Claw            [K]                  m                GI's h attacks;
    ends in NSSl
    Rook Splitter           A+B                  M                GC-L1; SCUB
    Night Back Stance       B+K                  n/a              ends in NBS
    Night Side Stance Left  2B+K                 n/a              ends in NSSl; #1
    Night Side Stance Right 8B+K                 n/a              ends in NSSr; #1
    #1: When character is facing right. In 2P position, reverse commands.
    Night Side Stance Right (NSSr) Attacks
    Name                    Command              Range            Misc.
    Cross Grounder          AA                   L,h
    Double Grounder Alpha   A2A                  L,L
    Cannonball Lifter       B                    M
    Cannonball Lifter       [B]                  M                ends in NBS
    Spinning Retreat        bA                   M                CFSc
    Night Front Kick        K                    h                DOSc; RO
    Reaver                  A+B                  m                GC-L1
    Reaver                  [A+B]                m                ends in NSSl;
    Night Back Stance       B+K                  n/a              ends in NBS
    Night Lower Stance      4B+K                 n/a              ends in NLS
    Night Side Stance Left  2B+K                 n/a              ends in NSSl; #1
    #1: When character is facing right. In 2P position, reverse commands.
    Night Side Stance Left (NSSl) Attacks
    Name                    Command              Range            Misc.
    Cross Grounder          AA                   L,h
    Double Grounder Alpha   A2A                  L,L
    Cannonball Lifter       B                    M
    Cannonball Lifter       [B]                  M                ends in NBS
    Helm Shear              bA                   M                RO
    Night Front Kick        K                    h                DOSc; RO
    Reaver                  A+B                  m                GC-L1
    Reaver                  [A+B]                m                ends in NSSl;
    Night Back Stance       B+K                  n/a              ends in NBS
    Night Lower Stance      4B+K                 n/a              ends in NLS
    Night Side Stance Right 8B+K                 n/a              ends in NSSr; #1
    #1: When character is facing right. In 2P position, reverse commands.
    8WR Attacks
    Remember, these attacks can only be executed if you go into 8WR run first. In
    case you forgot, 8WR can be done by tapping and then holding the direction you
    want to go. For example, to 8WR backwards, the command is 4,[4].
    Name                    Command              Range            Misc.
    Right Slasher           6A                   h
    Rook Splitter           6B                   M                SCUB
    Sliding                 6K                   L
    Dropkick                6kB                  h                ends in
    knockdown; GC; SCUB
    Axle Winder             any direction,A+K    L
    Alternate Cross         3_9A                 m                input affects hit
    Sky Splitter            3_9B                 M
    Sky Splitter            3_9[B]               M                ends in NBS
    Rush                    3_9K                 m
    Rush                    3_9[K]               m                ends in NBS
    Rush Splitter           3_9KB                m,M
    Rush Splitter           3_9K[B]              m,M              ends in NBS
    Rush Crusher            3_9kK                m,h
    NBS Running             6B+K                 n/a              ends in NBSR
    Night Back Stance       3_9B+K               n/a              ends in NBS
    Night Side Stance Right 2B+K                 n/a              ends in NSSr; #1
    Night Side Stance Left  8B+K                 n/a              ends in NSSl; #1
    Reverse Advance Slash   8A                   h
    Reverse Advance Slash   8[A]                 h                ends in NSSl
    Reverse Advance Slash   8A[A]                h,h              ends in NBS
    Reverse Advance Slash   8AAB                 h,h,M
    Reverse Advance Slash   8AA[B]               h,h,M            ends in NLS
    Reverse Revenge         8AA6B                h,h,m            RO
    Armor Pierce            2_8[B]               M                ends in NLS
    Break Kick              2_8BBK               M,m
    Armor Pierce            2_8BBB               M,M,L
    Armor Pierce            2_8BB[B]             M,M,L            ends in NLS
    Armor Breaker           2_8bgBB              M,L
    Armor Breaker           2_8bgB[B]            M,L              ends in NLS
    Break Kick              2_8bgBK              M,m
    Gauntlet Buster         2_8b6                m
    Rampart Buster          2_8b4                M                GC-L1; SCUB
    Buster Grounder         2_8B2A               M,L              delay second hit
    by [A]
    Buster Grounder         2_8B2a4              M                second hit
    cancels into NBS
    Spin Kick               2_8K                 h
     = Combo                K                    h
     = Slash                [A]                  h                ends in NSSr
     = Slash Cross          AA*B                 h,h,M            delay last hit
    for GC
     = Slash Cross          AA*[B]               h,h,M            ends in NLS
     = Double Grounder      A2AA                 h,L,L
    Advancing Slash         2A                   h
    Advancing Slash         2[A]                 h                ends in NSSl
    Advancing Slash         2A*[A]               h,h              ends in NBS
    Advancing Slash         2A*AB                h,h,M            RO
    Advancing Slash         2A*A[B]              h,h,M            ends in NLS
    Revenge                 2A*A6B               h,h,m
    Backspin Slash          1_4_7A               h                G-cancel
    Backspin Slash          1_4_7[A]             h                G-cancel; ends in
    Shadow Impact           1_7B                 L
    Darkside Kick           1_7K                 m
    Dive                    4B                   M                recovers
    crouching; GC-L1; SCUB
    Dive                    4[B]                 M                ends in NLS
    Fatal Dive              4BB                  M,SM             recovers
    crouching; GC-L1; SCUB
    Fatal Dive              4B[B]                M,SM             ends in NBS
    Jade Smasher            4K                   m                causes bounce stun
     = Breaker              A                    h                GI's h/m attacks
     = Breaker              2_8A                 h
    #1: When facing right. In 2P position, reverse commands.
    Move Analysis
    Hilt Impact             G+A                  escape: A
    Nightmare grabs his opponent and bashes them over the head with Soul Edge's
    hilt twice. If you're close to the edge, you can ring out. A good mixup against
    chronic blockers, and extremely dangerous on the edges of the arena.
    Soul Devour             G+B                  escape: B
    The other basic throw. Night smashes his victim over the head before grabbing
    them by the throat and throwing them a considerable distance.
    Calamity Fall           G+B_G+A from left   escape: A_B
    Nightmare does his best impersonation of a professional wrestler with this side
    Russian Leg Sweep. Side throwing happens a lot more often than in Tekken, so
    take it when the oppurtunity presents itself.
    Unholy Terror           G+B_G+A from right  escape: A_B
    A nasty looking throw, Nightmare grabs his victim and impales them on Soul
    Edge. Then he throws the sword over his head with his opponent still attached.
    Witch Hunt              G+A_G+B from back   escape: none
    Night's back throw is nothing to holler about. He stabs the victim in the back
    and shoves them away violently.
    Flap Jack               FC G+A_G+B          escape: A_B
    Nightmare grabs his opponent's feet and sends them flipping through the air.
    You'll fall in love with this throw for many reasons. First, it serves as an
    excellent attack after a ducked throw attempt. Second, few people know how to
    break this move and fewer still can readily ancipate it. Finally, it sets up
    Nightmare's excellent wakeup game well. A final note: you can grab fallen
    opponents, although you'll only flip them over for little damage.
    Standard Attacks
    Evil Eye (console only) a6
    Nightmare smashes his opponent in the face with the hilt of Soul Edge. This
    causes Crumple Fall Stun on hit. A fairly slow move that doesn't cover step all
    too well. Use sparingly.
    Slash                   A
    Slash                   [A]
    A simple high-hitting horizontal slash. Nightmare has quite a range on his
    horizontal slashes. Use this primarily to zone out opponents and to herd them
    into Nightmare's ideal range. If you hold A, you will spin and shift into NSSr.
    You can also cancel the attack by pressing G, which is great against GI-happy
    opposition and for all-purpose fakeouts. It's a great tool to draw whiffed GI's.
    Slash Cross             AA*B
    Slash Cross             AA*[B]
    Two horizontal slashes followed by a huge vertical chop. Nightmare has the
    slowest A attack in the game and the last vertical is fairly easy to sidestep.
    I'd leave this out of my moveset.
    Quick Backspin Slash    agA
    Quick Backspin Slash    ag[A]
    Nightmare spins around while whipping his sword out in front of him. This is
    the alternate command for Nightmare's 4A. It will not produce a crumple fall
    stun like 4A, but it does knock people back a ways and RO's to the right.. This
    is a 1FS command, so you'll have to hit those inputs like mad. An easier way is
    to hold guard, press A, release G, re-tap and quickly hit A_[A]. (Thanks to the
    great Srayer for this technique)
    Double Grounder         A2AA
    Double Grounder         A2Aa4
    One high slash, followed by two slashes at ankle level. Around the edges, the
    two low slashes will ring out. If you immediately press 4 before the second low
    slash comes out, Nightmare will cancel into NBS. I use this after opponents
    expect me to throw AA*B. To note, the NBS cancel works great on people who try
    and anticipate the followup.
    Spin Slash              6A
    Spin Slash              6[A]
    No Nightmare playing worth mentioning doesn't have this move in his/her
    arsenal. Nightmare spins around, knocking his opponent down with a horizontal
    slash. Hold down A to shift into NSSr. Spin Slash is marvelous at keeping
    opponents out of Nightmare's face. You can pull it out as they charge in and
    knock them away from you. It RO's to the right.
    Right Slasher           66A or 8WR,6A
    Easily confused with Spin Slash, Right Slasher is a slower and more powerful
    variation. If it's blocked, you get minimal frame disadvantage, so you can use
    it to bait people into attacking and eating CH.
    Dark Bite               3A
    Nightmare hits his opponent with a swift uppercut from his deformed hand. Dark
    Bite also auto-GI's high and mid-hitting horizontal attacks. On a successful
    auto-GI, Nightmare grabs his opponent and spikes them like a football.
    Touchdown! As great as it sounds, Dark Bite isn't all that great. It has horrid
    recovery and the damage is pathetic, even after the auto-GI throw.
    Leg Hack                2A
    A horizontal slash directed at the opponent's feet. Leg Hack is best used to
    get in crouching position. From there, you can launch into Night's FC/WS
    attacks, notably WS K, WS [B] or AA(2) and FC G+A_G+B.
    Shadow Slicer           1A
    Nightmare does a low spin slash similar to the second hit of his A2AA. It's
    tempting to use this on grounded opponents, but it will only hit them if they
    roll to the side. It's also great for cutting down people who attempt to 8WR
    toward you.
    Backspin Slash          4A or 8WR,1_4_7A
    Backspin Slash          4[A] or 8WR,1_4_7[A]
    The alternate command for agA. Holding A will shift Nightmare into NSSl. This
    causes crumple fall stun on hit, allowing you to initiate a combo. As such,
    avoid excercising the stance shift option in order to exploit your now falling
    foe. Try cancelling for added spice!
    Splitter                B
    Splitter                [B]
    Splitter                b7
    One, singular vertical slash. If you press G, you cancel the attack altogether.
    Holding down B will put you in NLS and hitting 7 before the slash comes out
    cancels into NBS. Your B slash will hit grounded opponents due to the sheer
    size of Soul Edge. Of course, there are better alternatives..
    Mail Splitter           BB
    Two large vertical slashes. Pretty much the standard BB combo every character
    has. On CH, the second slash is guaranteed.
    Armor Breaker          bgB or 8WR,2_8bgB
    Armor Breaker          bg[B] or 8WR,2_8bg[B]
    It looks like Nightmare's regular B, but with a little more startup time
    because the first B is G-cancelled. Holding B will shift Night into NLS.
    Armor Breaker          bgB
    Armor Breaker          bgB[B]
    A vertical slash followed by a lifting slash that looks like 2/3 of Siegfried's
    BBB attack from SC1, except the last lifter hits special mid and not low. That
    would make sense, since... uh... Nightmare was Siegfried before becoming
    possessed by Soul Edge. Holding B after the lifter shifts Night into NBS. This
    is a much better pressuring tool than BB because it has a variety of options in
    terms of cutting the string short and shifting into stance.
    Break Kick             bgBK or 8WR,2_8bgBK
    A vertical chop followed by a kick. Use this when opponents are anticipating
    another vertical slash. The kick is fast and will most likely throw off an
    opponent's GI timing if you've conditioned them thoroughly. This is a much
    better pressuring tool due to its speed.
    Gauntlet Buster        b6 or 8WR,2_8b6
    It resembles a regular B slash except it comes out faster and won't hit
    grounded opponents. I prefer using this as a poking tool, since it's faster
    than Nightmare's regular B attack. It causes a Forced Crouch State on hit or
    block, nifty for forcing mixups.
    Rampart Buster        b4 or 8WR,2_8b4
    Think of Rampart Buster as a slower, more powerful version of Night's regular
    vertical slash. This is so dirty post-GI, especially if the opponent whiffs the
    re-GI attempt. Also nice as a SCUB. Eek!
    Buster Grounder       B2A or 8WR,2_8B2A
    Buster Grounder       B2a4 or 8WR,2_8B2a4
    Nightmare does a vertical slash followed by a sweeping low horizontal. Pressing
    4 before the second attack comes out causes Night to cancel into NBS. Delaying
    the second hit can mess up GI timing. Use it well. Oh yeah, tapping 4 will
    cause Nighty to cancel the last hit into NBS for more fakery. Nice...
    Piercing Strike       6B
    Piercing Fake         6b4B+K
    A lunging strike that can ring out near the edges. Nightmare reaches for this
    one, making it his longest-reaching B attack. Don't abuse this move because it
    is well-telegraphed and a savvy player can GI or step it. It's best used to
    interrupt a long-ranged player's strings or as a surprise attack. If you
    immediatlely press B+K, Nightmare will cancel the stab and shift into NLS.
    Nifty for scaring people.
    Thrusting Strike      6B:B
    Similar in appearance to the last hit of 8WR 2_8AA6B. Nightmare will feint a
    6B, but hesitate and use this instead. This requires a JF input. Time the
    second press right before Nightmare is fully crouched.
    Rook Splitter         66B or 8WR6B
    Non-Nightmare players fear and loathe this move with a passion, and rightfully
    so. Nightmare sidesteps and delivers a crushing vertical slash. In Version A,
    this move had awesome tracking and sidestepping capabilities for a B attack and
    was highly abusable. As such, it made for a very cheap Nightmare. With Version
    D out, the tracking and sidestepping properties of the move were toned down,
    but nevertheless, it's still a viable component of your arsenal. Rook Splitter
    recovers crouching and also becomes unblockable after a level 3 Soul Charge
    ([A+B+K] in case you forget). Best used to punish charging opponents, step
    obvious vertical attacks or to tag impatient risers. No Nightmare player would
    be caught not using this move. Remember, don't abuse Rook Splitter because a
    well-timed GI or step will but you in a heap of trouble.
    Sky Splitter          3B or 8WR,3_9B
    Sky Splitter          3[B] or 8WR,3_9[B]
    Another of Nightmare's go-to moves. Night does a massive uppercut with his
    sword. Holding B will shift him into NBS. This is a move you will use quite
    often, primarily because it covers Night's front well, goes under high attacks
    and can hit fallen opponents. Keep in mind this move will not lift if done at
    its maximum range. Don't be too careless in throwing this out; Nightmare is
    wide open if it's blocked unless you know the not-so-secret 2G trick. More on
    this later.
    Shadow Buster         2B
    Shadow Buster         2[B]
    Vertical chop that leaves Night crouching. If you hold B, he will shift into
    NLS. Great for wakeups, FC/WS setups and getting into stance. Seriously, once
    you master the art of iFC/iWS (more on that later), you'll only use these
    attacks sparingly.
    Thrust Throw          1B
    Nightmare does a quick stab with his sword. On a clean hit, he will lift his
    sword over his head, sending the still-impaled victim flying. Ouch! If
    Nightmare's back is to the edge, he will throw his opponent out of the ring!
    Outside of this circumstance, there's very little reason to use Thrust Throw...
    unless of course, you're playing a total buffoon.
    Midnight Launcher     4B
    Midnight Launcher     4[B]
    Replacing Night's old 4B headbutt is a nifty whirling sword uppercut. To shift
    into NBS and Guard Crush hold down the B button. Midnight Launcher lifts 'em
    pretty high and if you do it by the edge of the arena, ring out is possible.
    Works best on wakeup with its tracking or post-GI. Throw in the G-cancel for
    more mind games! Gotta love those!
    Dive                  44B or 8WR,4B
    Dive                  44[B] or 8WR,4[B]
    Leaping high into the air, Night comes down hard with a big ass vertical chop.
    He skys like Mike and is able to leap over low attacks like Ivy's 1A. If you
    hold down B, Nightmare will shift into NLS. It's well-telegraphed, so it's
    better to leave this move out.
    Fatal Dive            44BB or 8WR,4BB
    Fatal Dive            44B[B] or 8WR,4B[B]
    Similar to Dive except Nightmare follows it up with a low lifting slash.
    Holding B will shift him into NBS. As with Dive, it's well-telegraphed putting
    it into "leave out" category. However, if the first hit connects, the second is
    guaranteed. Plus, it tracks fairly well. Surprise!
    Earth Divide          2,3,6B
    Nightmare's standing unblockable. It's got a horrid startup time and tracks
    like crap. If you wind up doing this, you can press G to cancel the attack.
    Since's a total waste of time, avoid using Earth Divide at all costs.
    Dark Kick             K
    A regular standing K. Night's regular K works best when used to interrupt
    combos or delivering the last finishing blow. If an opponent gets in close, you
    can use this to lock them down and buy yourself some time.
    Jade Crusher          6K
    THE Nightmare interrupt. Night punches his opponent in the face with his
    grotesquely mutated right hand. If you don't incorporate this move into your
    arsenal, you will have headaches against speedier characters. On CH, Jade
    Crusher will cause the opponent to be knocked back quite a distance. The space
    created by CH is invaluable to Nightmare's game. Trust me, skillful use of this
    move is what seperates the wannabes from the pros.
    Rush                 66K or 8WR,3_9K
    Rush                 66[K] (2_8) or 8WR,3_9[K](2_8)
    Nightmare charges in with his shoulder. Holding K will shift you into NBS.
    (Console note: You must tap 2 or 8 to do the spin. This wasn't the case in the
    arcade version.) This attack is fairly safe when it's blocked, so you can set
    up a blockstun trap and bait people into eating CH like tacos.
    Rush Splitter        66KB or 8WR,3_9KB
    Rush Splitter        66K[B] or 8WR,3_9K[B]
    A shoulder charge followed by Night's 3B. Holding B will shift into NBS. On CH,
    the followup B is guaranteed. Unlike the regular 66K, this one leaves Nightmare
    vulnerable if it's blocked. The tradeoff is good because a CH 66K means the
    followup B is guaranteed. Mad ouchies everywhere.
    Rush Crusher         66kK or 8WR,3_9kK
    Shoulder charge followed by a Jade Crusher. This is much safer than Rush
    Splitter on block, since the big fist will knock people backwards. The timing
    on the second K is almost a JF, although you can always get it if you mash the
    second K. On CH, the second K is guaranteed.
    Dropkick             66kB or 8WR,6kB
    Not the most effective move, but certainly the most entertaining. Nightmare
    does his rendition of a pro wrestler with a spectacular running dropkick. He
    ends up grounded whether the kick hits or not. I mostly like to use this move
    to show off and elicit laughs from my audience. It is a SCUB, meaning you can
    use it to take out turtles. Against more experienced competition, it's best
    left out of your bag of tricks. Fear the dropkick! [laughs maniacally]
    Axel                 3K,K
     = Headbutt          B
    Nightmare does a sidekick, a low sweep and has the option of ending the string
    with a headbutt. By itself, the intial 3K is pretty speedy, thus making it
    viable as an interrupt. The second K will put you into FC, which is highly
    invaluable because of the mean FC/WS moves Night's got at his disposal. It's
    better to stick with the first two hits rather than finish the whole string. If
    the second hit is CH, the headbutt is guaranteed.
    Grind Low Kick      1_2K
    Just a plain old ducking kick that leaves Nightmare in FC. Grind Low Kick is
    best used to set up FC/WS moves or to poke. Avoid doing 2K, especially when the
    opponent is down. Otherwise, you'll wind up stomping. You will learn to love
    this move when fighting faster characters like Cassandra or Taki up close.
    Headbutt Tackle     4KK
    Headbutt Tackle     4K[K](2_8)
    Nightmare does a headbutt and a shoulder charge. When the headbutt hits, the
    followup shoulder charge is guaranteed. If you hold K after the shoulder
    charge, Night will spin and shift into NBS. Tapping 2 or 8 will determine the
    direction of the spin. The headbutt is a great interrupt move when in close.
    When I say up close, I mean REAL close. The range of the heabutt
    itself isn't as hot, but the shoulder ram followup makes up for it. A good and
    safe move to use in close, even if it's blocked. (Console note: You must tap 2
    or 8 to spin into NBS. Otherwise, Night will shift without the spin.)
    Jade Smasher        44K or 8WR,4K
     = Breaker          A
     = Breaker          2_8A
    After rearing back, Nightmare lunges forward with a fierce-looking punch from
    his mutated arm. Afterwards, you have the option of throwing out an A or 2_8A.
    Each of these slashes will auto-GI high and mid attacks. On hit, the punch
    causes bounce stun, setting up some small juggle oppurtunities. On block, you
    get some guard stagger, but I'm not sure what is guaranteed after that.
    Personally, I don't use this move too often. In the future, I'll look into it.
    Stomping            236KKKKK or 2KKKKK (when opponent is down)
    Probably Nightmare's funniest move. He steps forward and proceeds to stomp the
    crap out of his hapless foe. Stomping is an excellent wakeup attack, but it's
    best to cut the stomping short no matter how funny it is. But if you're certain
    you're playing against a scrub, go ahead and stomp them a mudhole! Otherwise,
    it's better for post-round humiliation.
    Earth Trample      236[K] or 2[K] (when opponent is down)
    It's just one powered-up stomp that does as much damage as the regular stomps
    combined. Earth Trample is an unblockable low. I love to set this up after I've
    knocked the opponent down. I just run up, charge this baby up and watch them
    get "deer-in-the-headlights" effect. Toe Hopping Stun results from a successful
    stomp. Stomp away!
    Blaze Wind         A+B
    Nightmare spins his sword in front of him three times before ending in NSSr.
    SC1 veterans will recognize this as Siegfried's move. It covers Night's front
    well, advances him forward and is pretty speedy as well. Nice to throw out
    occasionally, but don't get too predictable with it.
    Blaze Storm        A+BA
    Similar to Blaze Wind, but instead of ending in NSSr, Nightmare passes the
    sword behind his back for a low hit. Otherwise, the move has the same
    properties, and thus the same uses. Mix in with Blaze Wind for the best results.
    Dark Soul Impact   3A+B or 8WR,1_7B
    Night thrusts his sword at his foe's feet. Dark Soul Impact knocks down on hit,
    hits grounded opponents and can ring out if by the edge. This attack is best
    utilized as a surprise attack, especially when you've fooled the other player
    into expecting a 6B stab. Make sure you'll score a hit though, because if
    blocked or stepped, Nightmare will be in a vulnerable position.
    Flying Edge        2A+B
     = grounded        [2]
    Another old move with a new command. Nightmare falls down with his blade
    extended, resulting in a devastating vertical blow. Holding 2 will keep
    Nightmare in the grounded position, nice if you want to set up a WS attack.
    Flying Edge becomes unblockable after a Soul Charge, so consider breaking this
    out against stubbornly defensive people.
    Spin Kick          A+K or 8WR,2_8K
     = Combo                K
     = Slash                A
     = Slash                [A]
     = Slash Cross          AA*B
     = Slash Cross          AA*[B]
     = Double Grounder      A2AA
    Night throws out an advancing spin kick followed up by a whole plethora of
    options. Since Spin Kick links into most of Nightmare's standard combos,
    there's no excuse for predictability. Don't go crazy with Spin Kick combos,
    because the next hit after the kick is high. A smart opponent can easily
    duckand punish. On CH, AA is guaranteed after the A+K/8WR 2_8K.
    Night Back Stance   B+K
    Puts Nightmare into Night Back Stance or NBS for short.
    Night Lower Stance  4B+K
    Puts Nightmare into Night Lower Stance or NLS for short.
    Night Back Stance Running 66B+K
    Puts Nightmare into Night Back Stance Running or NBSR for short.
    Night Side Stance Right  2B+K
    Puts Nightmare into Night Side Stance Right. This command only applies if
    Nightmare is in the 1P position onscreen.
    Night Side Stance Left   8B+K
    Puts Nightmare into Night Side Stance Left. This command only applies if
    Nightmare is in the 1P position onscreen.
    Leg Hack            FC A
    Same as Nightmare's standing 2A. I like using this against people who attempt
    to run in while I'm crouching. Great for keeping people out of range.
    Shadow Buster       FC B
    Shadow Buster       FC [B]
    A smashing vertical slash identical to 2B. Holding B will shift Nightmare into
    NLS. Besides that, not much else. 2B is a much better FC/WS setup anyhow.
    Grind Low Kick      FC K
    Same as Night's standing 1_2K. Anyone seeing a pattern here? Nice to use when
    everyone's expecting Nightmare's ground throw. That's eeeeeviiiil!
    Maelstrom           WS A
    Maelstrom           WS [A]
    Nightmare does a whirling slash that hits mid. Holding A will put you in NSSr.
    This move was slowed down in the console version.
    Maelstrom           WS AA (2)
    The same as the other variations except Nightmare does two spinning slashes.
    Pressing 2 after the second A will cancel the second attack altogether.
    Remember this; it's an excellent option when facing GI-happy opponents or just
    to fake people out altogether. In fact, cancelling leaves you crouching so you
    can pull out more FC/WS trickery.
    Sky Splitter        WS B
    Sky Splitter        WS [B]
    Nightmare does a rising vertical slash similar to his 3B, except this one
    doesn't hit grounded. This move is invaluable for punishing a ducked high or a
    blocked low. Holding B will put you into NBS. Learn to love this move; it'll
    come in handy more than once.
    Rising Night Kicks  WS K
    These two karate kicks hit mid and is damn fast. You can also bust this out
    from knockdown position, so it shines as a good surprise attack. Words will not
    express how valuable this move is against a conditioned opponent. If you can
    instill a healthy fear of Night's ground throw, you can annoy them with FC
    grabs and FC K's to no end. In addition, Rising Night Kicks is invaluable in
    fending off close-range assaults, especially botched throw attempts. Thus, you
    should try to get a feel for WS K's maximum range so you can throw it out when
    Night Back Stance (NBS) Attacks
    Annihilation        A
    Annihilation        [A]
    Nightmare whirls Soul Edge over his head twice, hitting high and then mid. If
    you hold A, Annihilation only hits high and will put Nightmare into NSSr.
    Annihilation is best used to zone out rush-happy opponents. The range is decent
    and does an excellent job pushing people out. Note: You cannot do this move
    while in NBSR.
    Carving Edge        2A_bA
    Carving Edge        2[A]_b[A]
    A whirling, low-hitting slash. Holding A will shift you into NSSl. If you're
    too close while in NBS, I seriously recommend Carving Edge to train people to
    duck while still discouraging step. It'll do you a ton of good, even if it's
    Terran Stomper      B
    Nightmare brings Soul Edge down for a crushing vertical blow. Chances are you
    will use this move quite a bit because it hurts a lot and has solid blockstun.
    Don't get too happy with it though, because it does take a bit of time to come
    out. At midrange, Terran Stomper is solid interrupt and will beat out a lot of
    incoming attacks. If you land 3[B] up close, this is guaranteed damage. Note:
    You cannot do this move while in NBSR.
    Knee                K
    Simply put, Night throws out a knee while still remaining in NBS. Along with
    Carving Edge, another useful move when in close, due to its sheer speed. In
    fact, it's the fastest of all of Nightmare's stance-based moves. Thus, it's a
    major asset for keeping slap-happy characters like Talim out of your way.
    Knee Rush           KK
    An extension of the Knee, Nightmare follows up the initial knee with a high
    kick. If the knee hits, the kick is guaranteed. The last kick does hit high, so
    it can be ducked. Stick with the Knee, it'll do you more good.
    Night Back Stance Running 8WR any direction
    Puts Nightmare into Night Back Stance Running, or NBSR for short.
    Night Lower Stance  4B+K
    Puts Nightmare into Night Lower Stance or NLS for short.
    Night Side Stance Right  2B+K
    Puts Nightmare into Night Side Stance Right. This command only applies if
    Nightmare is in the 1P position onscreen.
    Night Side Stance Left   8B+K
    Puts Nightmare into Night Side Stance Left. This command only applies if
    Nightmare is in the 1P position onscreen.
    Night Back Stance Running (NBSR) Attacks
    Note: You can still perform NBS K,K and NBS 2A_[A] while in NBSR.
    Blood Bath          AA
    Blood Bath          [A]
    Nightmare charges in with two sweeping horizontal blows. Holding the first
    horizontal slash will put him into NSSr. I gotta tell you, nothing's scarier
    than a man charging at you preparing to swing his big-ass sword. Keep in mind,
    this sucker can ring out quite a distance.
    Hell Slayer         B
    Charging in while in NBS, Night delivers a massive sword uppercut. By the edge,
    Hell Slayer will ring out like no one's business and will also tag grounded
    opponents. So if you're far away from a grounded foe, charging at them and
    making them pay might be something to consider.
    Night Lower Stance (NLS) Attacks
    Leg Hack            A
    Leg Hack            [A]
    Identical to Nightmare's 2A_FC A, except you can shift into NSSr by holding A.
    Invaluable against run-ins, and even on block will put Nightmare in a safe
    position to resume his offensive.
    Death Horn Charge   B
    Death Horn Charge   [B]
    Nightmare rushes forward with a stab. Holding B will put you into NBS. I like
    this move because it does an excellent job of pushing opponents out and is
    pretty safe to throw out because of the solid blockstun it provides. Mix in
    with other NLS attacks to cut down the opposition. Be wary of smart stepper
    Cannonball Splitter 6B
    Not exactly abuseable, but it has its uses. Nightmare somersaults forward while
    bringing his sword down for a tremendous vertical blow. Actually, opponents can
    be hit while Night is somersaulting forward. At midrange, this move can stuff
    run-ins because it covers so much ground. Up close, it's not the best option
    since Nightmare can be hit out of his somersault with a fast attack. Get a feel
    for your opponent's tendencies and this move will find a way to annoy the hell
    out of them.
    Death Claw          K
    Death Claw          [K]
    A twirling uppercut I've heard mixed reviews about. Holding K will shift you
    into NSSl. Some Nightmare players prefer his old NLS K because of its awesome
    interrupting ability. Others maintain Death Claw is better because it auto-GI's
    attacks and has more options with the stance shift. Personally, I believe this
    move shines in close and will catch a lot of people off guard with its odd
    startup time.
    Rook Splitter       A+B
    Same as Night's 6,6B. It doesn't give Nightmare crazy evasion like 66B does,
    although it does sidestep verticals. Oh well, nice to toss in occasionally. And
    it does become unblockable after a lvl3 Soul Charge like 6,6B.
    Night Back Stance   B+K
    Puts Nightmare into Night Back Stance or NBS for short.
    Night Back Stance Running 66B+K
    Puts Nightmare into Night Back Stance Running or NBSR for short.
    Night Side Stance Right  2B+K
    Puts Nightmare into Night Side Stance Right. This command only applies if
    Nightmare is in the 1P position onscreen.
    Night Side Stance Left   8B+K
    Puts Nightmare into Night Side Stance Left. This command only applies if
    Nightmare is in the 1P position onscreen.
    Night Side Stance Left (NSSl) and Right (NSSr) Attacks
    I put these two stances together since they share identical attacks. Both of
    these stances are identical, save for a few minor differences in attack levels.
    Each of these stances has a time and place; NSSr is not necessarily better than
    NSSl and vice versa.
    Cross Grounder          AA
    A sweeping low slash followed by a spinning back slash. I advice against
    completing this string because the last hit can easily be ducked because of its
    startup lag. Still, best used against run-ins or people unfamiliar with
    Nightmare's style.
    Double Grounder Alpha  A2A
    Same as Cross Grounder, except the final slash goes low. This is a step better
    than Cross Grounder because it forces opponents to keep blocking low at the
    risk of eating a low slash that can possibly Ring Out. Watch out for the WS
    attack after the last hit is blocked though. On CH, both slashes are
    guaranteed. The NSSl variation RO's to the right and NSSr RO's to the left.
    Cannonball Lifter      B
    Cannonball Lifter      [B]
    Nightmare spins around before bring his sword up high with a fierce vertical
    blow. Holding B will put you into NBS. A solid option if you anticipate a
    horizontal attack to break.
    Spinning Retreat       bA
    Nightmare spins away from his opponent while whipping his sword out in a
    horizontal arc. Similar to NBS B~A_2A, it's a decent tool to create some space
    and to stuff run-ins. Holding NOTE: This move hits mid in NSSr and high in
    NSSl. Also, Nightmare does not spin away from his opponent when this move is
    performed in NSSl.
    Night Front Kick       K
    Impersonating a cheerleader to the best of his ability, Nightmare breaks out
    with a high kick. Night Front Kick can RO on regular hit. On CH, it will cause
    crumple stun, making a 3[B] -> NBS B combo guaranteed. Cool...
    Reaver                 A+B
    Reaver                 [A+B]
    Nightmare brings the sword high over his head before bringing it down with a
    crushing blow. Holding A+B will shift Nightmare into the opposite NSS. For
    example, if you do [A+B] from NSSr, then you will shift into NSSl and vice
    versa. This creates very solid blockstun for you and you can probably get in a
    CH NSS K if you're lucky.
    Night Back Stance   B+K
    Puts Nightmare into Night Back Stance or NBS for short.
    Night Back Stance Running 66B+K
    Puts Nightmare into Night Back Stance Running or NBSR for short.
    Night Side Stance Right  2B+K
    Puts Nightmare into Night Side Stance Right. This command only applies if
    Nightmare is in the 1P position onscreen. NOTE: You cannot do this command if
    you are already in NSSr.
    Night Side Stance Left   8B+K
    Puts Nightmare into Night Side Stance Left. This command only applies if
    Nightmare is in the 1P position onscreen. NOTE: You cannot do this command if
    you are already in NSSl.'
    8WR Exclusive Attacks
    These attacks can only be done from 8WR. Some of Nightmare's regular attacks
    have 8WR equivalents. To find them, look up the move in question under the
    "Standard Attacks" Section.
    Axel Winder              A+K
    The best of Nightmare's 8WR moves, and probably the one your opponents will
    come to fear. Nightmare does a spinning sweep that knocks opponents down and
    also hits grounded opponents. It's the Swiss Army Knife of moves! Use after a
    successful knockdown to tick away life or to knock down impatient risers. Any
    Nightmare player worth his salt swears by this move.
    Alternate Cross          3_9A
    Nightmare's old 3A from SC1. He slaps his opponent with the flat edge of the
    sword. You can ring out with this depending on which side you hit them towards.
    Holding 3 will hit them into the background and 9 will hit them into the
    foreground. Best used when mixed in with Nightmare's other, more popular 8WR
    Advancing Slash          2A
    Advancing Slash          2[A]
    Nightmare performs a horizontal slash while moving to the side. Holding A will
    put you into NSSl. This, along with 6A and agA form the core of Nightmare's
    containment arsenal. Keep in mind this command only applies to the 1P position.
    Reverse commands if you're on the 2P side.
    Advancing Slash          2A*A
    Advancing Slash          2A*[A]
    Nightmare does two high-hitting horizontal slashes while moving to the side.
    You can delay the second hit. Holding A during the second hit will shift you
    into NBS. Great for covering lots of ground and stuffing possible run-ins.
    Whenever possible, throw this out to keep people out of your face.
    Advancing Slash          2A*AB
    Advancing Slash          2A*A[B]
    Two horizontal slashes punctuated with a thunderous vertical blow. Holding B
    will put you into NLS. You can use this to punish people who run in, expecting
    you to do just 8WR,2A*A_[A]. Going to NLS opens up further options while still
    giving you the initiative.
    Revenge                  2A*A6B
    Two horizontal slashes followed with a forward thrust. Nothing special compared
    to the regular Advancing Slashes, although it does ring out nicely. You'd
    probably want to use this if you want to create some space between you and your
    Reverse Advancing Slash  8A
    Reverse Advancing Slash  8[A]
    Looks similar to 8WR,2A but Nightmare spins after doing his slash. Holding A
    will put you into NSSr. It's slower and not useful in containing stepping
    opponents. Still, it has its time and place.
    Reverse Advancing Slash  8AA
    Reverse Advancing Slash  8A[A]
    It's almost the same as the regular Advancing Slash, except you can't delay the
    second hit. Holding A after the second hit will shift you into NBS. On CH, this
    is guaranteed.
    Reverse Advancing Slash  8AAB
    Reverse Advancing Slash  8AA[B]
    Getting tired of seeing moves with similar names? Me too. They really should do
    something about it. Anyways, it's two horizontal slashes ending with a vertical
    chop. Holding B will shift Nightmare into NLS.
    Reverse Revenge          8AA6B
    Same as regular Revenge except for all the spinning Nighty does. Like with the
    regular Revenge, shy away from this unless you're fishing for a ring out or
    trying to play keepaway.
    Armor Breaker            2_8BBB
    Armor Breaker            2_8BB[B]
    Two quick vertical chops and a thrust directed at the opponent's ankles. If the
    second hit is CH, the third is guaranteed. Not too useful, as it is easy to
    Armor Breaker            2_8bgBB
    Armor Breaker            2_8bgB[B]
    An abbreviated version of the above move. It basically skips the first chop and
    goes straight into the second chop and ankle thrust. Holding B will shift you
    into NBS. Excellent for people who jump the gun anticipating the full series.
    On CH, this is guaranteed.
    Darkside Kick            1_7K
    Nightmare's old 4K sidekick can only be done from 8WR in SC2. Not quite the
    powerhouse it used to be, it doesn't even knock down anymore either, except on
    CH. It can RO as well on CH. Use this maneuver to setup some nasty blockstun
    traps. CH 66K[B] anyone?
    Night Back Stance        3_9B+K
    Nightmare spins while getting into NBS. The direction you press will determine
    the direction of the spin. 3 spins Night into the foreground, 9 into the
    background. The spin has some evasive properties, if you quickly input G, you
    spin and quickly return to neutral state.
    NBS Running              6B+K
    Shifts Nightmare into Night Back Stance Running, or NBSR for short.
    Advanced Tactics
    The Not-So-Secret 3[B]:2G Trick
    Before you learn anything else, this is the most important. Normally, Nightmare
    eats an AA or throw after a blocked 3[B]/8WR 3_9[B]. Normally. With this trick,
    you can quickly move out of NBS into a defensive position, putting yourself out
    of harm's way.
    To summarize, you must input 2G at the correct time. Unlike a JF attack, you
    won't get a visual cue telling you that you've done the move correctly. If you
    don't eat a 10-11 frame A, then you're good. Otherwise, keep practicing. The
    8WR version of 3[B]:2G is easier to perform. So if you're going to do 33[B]2G,
    then that's OK. It's just the timing for regular 3[B] is tighter.
    As great as it is, the 2G trick is not a cure-all. This merely makes Nightmare
    less suspectible to highs, mids and throws, but it doesn't protect him from
    lows. Remember that and be prepared to defend appropriately.
    Nightmare Can Combo Too
    Just because Nightmare is a big, hulking powerwhacker doesn't mean he can't
    combo like the best of them. He may not have the combo prowess of Taki or
    Xianghua, but he certainly has some wicked guaranteed stuff up his sleeve.
    Here's a list of guaranteed stuff. If you want the latest combo list visit
    Natural Combos:
    3[B] -> NBS B
    8WR 3_9[B] -> NBS B
    NBS KK
    6B:B:B (console only)
    3KKB (if 2nd hit connects, 3rd is guaranteed)
    8WR 2_8AA
    44K 2_8A
    44[B] -> NLS A+B
    WS [B] -> NBS B
    WL [B] -> NBS B
    NLS [K] -> NSSl K
    NSS [B] -> NBS B
    3A -> 3B_[B]
    66A -> 3B_[B]
    CH required:
    66K[B]/8WR 3_9K[B] -> NBS B
    66K:K/8WR 2_9K:K
    8WR 2_8KAA
    bg[B] -> NLS A+B
    NSS K -> 1B
    NSS K -> 3[B] -> NBS B
    8WR 2_8BBB (if 2nd hit connects, 3rd is guaranteed)
    8WR 2_8BBK (if 2nd hit connects, 3rd is guaranteed)
    8WR 2_8bgBB
    8WR 2_8bgBK
    6K -> 3A+B
    44K -> b6 -> 3B_[B]
    NBSR B -> b6 -> 3B_[B]
    NLS [K] -> NSSl A2A
    NLS [K] -> NSSl B_[B]
    Stun combos:
    4A -> 3[B] -> NBS B (might have to step in a bit after 4A)
    4A -> throw
    236[K] -> 4B
    236[K] -> 3[B]
    236[K] -> 2A+B
    Regretfully, this list is small for the moment. If you have a combo that has
    been thoroughly tested and proven to be guaranteed, email me with the words "NM
    Combo" as your subject line.
    WS [B]/3[B] Punishment
    If you've ever seen Nightmare in a tournament setting, you'll come to realize
    landing the WS [B]/3[B] -> NBS B combination is a large component of his
    offense. The only problem is landing the first part. 3[B] and WS [B] leave
    Nightmare wide open after they're blocked, so you can't go fishing for hits. In
    this section, I'll list moves that Nightmare can easily punish with little risk
    to himself.
    2A+B (l) - WS [B] after blocking
    3AK (l,h) - WS [B] after blocking first hit
    2A+K,2K (L,L) - WS [B] after blocking last hit
    aKB (M,L) - WS [B] after blocking last hit
    FC 1A+BB_2B (M,h_L) - WS [B] after blocking/ducking last hit
    1A (L) - WS [B] after blocking
    BAA (m,h,L) - WS [B] after blocking
    66K (sm x2) - 3[B] or WS [B] after blocking
    WS BB (m,M) - WS [B] after blocking
    PO A+K (m) - 3[B] after blocking
    B[K]A - Duck after second hit and WS [B]
    WRS KA - 3[B] after blocking first hit
    RC A/66A (m,M)- WS [B] after blocking
    3A+K (L,h) - WS [B] after blocking
    BL KK (L,h) - WS [B] after blocking first hit
    RO KK/kBK (M,M) - WS [B] after blocking
    RO KA/kBA (M,l) - WS [B] after blocking
    6A+B - 3[B] after blocking (will not launch)
    Notes: I have only listed the regular variations of moves. If there is an
    asterisk next to a listing, it means that the move also has a variation that
    goes into Preparation Stances.
    1K (L) - WS [B] after blocking
    1A (l) - WS [B] after blocking
    1BB (L,L) - WS [B] after blocking last hit
    6BBB (h,h,m) - 3[B] after blocking last hit*
    4K (h) - 3[B] after blocking
    236B/Prep C B (m) - WS [B] after blocking
    8WR 2_8AA (h,L) - WS [B] after blocking last hit
    8WR 2_8AB (h,m) - WS [B] after blocking last hit*
    8WR 3_99AB (h,L) - WS [B] after blocking last hit*
    FC 3AAB (h,h,L) - WS [B] after blocking last hit *
    FC 3B (L) - WS [B] after blocking *
    Prep A 2B - WS [B] after blocking
    2K (L) - WS [B] after blocking
    2KB (L,M) - 3[B] after blocking
    kB (M,M) - WS [B] after blocking (watch out for kB2!!!)
    66BBB - WS [B] after blocking
    1A - WS [B] after blocking
    44[A] - 3[B} after blocking
    MST K - WS [B] after blocking
    MC-HT 66 (L) - WS [B] after blocking
    CR A+G_B+G (throw) - WS [B] after blocking (will not work if Voldo hops over
    BS 2A+B (L) - WS [B] after blocking
    3A+B (h) - WS [B] after ducking
    CR A+B - WS [B] after blocking
    2A+B - WS [B] after blocking
    1A+K (L) - WS [B] after blocking
    4BK (m,h) - WS [B] after first hit and before second hit
    WS A+BA/ST AA (h,m,h) - Duck first hit and WS [B]
    2A+K/8WR 2_8K (L) - WS [B] after blocking
    WP A+B (h) - 3[B] after blocking
    236B (m) - 3[B] after blocking
    4K (m) - 3[B] after blocking
    66A (m) - 3[B] after blocking
    kB (SM) - 3[B] or WS [B] after blocking
    8WR 2_8KK (L,m) - 3[B] after blocking last hit
    8WR Buffering
    Buffering an attack means to input the command while another action is
    happening. With 8WR buffering, you can perform 8WR attacks while you're in the
    middle of another attack. This technical skill is not exclusive to Nightmare,
    but you'll definitely want to take advantage of it because of Nighty's great
    8WR moves. Let's walk through an example.
    66K into 8WR A+K. To do this right, the sequence would go 6,6K~6,[6]A+K. The
    trick is to do the 6,[6]A+K motion as the 6,6K is coming out. If you did it
    correctly, you should see Nightmare do his shoulder ram followed by his low
    Stance Roulette
    Most characters have stances. Maxi, Mitsurugi, Ivy and Raphael to name a few.
    Stance roulette is shifting into Nightmare's different stances in a seemingly
    random order. Actually, an order known only to you. Unlike Maxi's Pure Soul
    Loops, stance roulette does not follow a preset order. The purpose behind
    shuffling stances is to fake out opponents and to lure them into falling for a
    false opening. So let's start with a simple sequence.
    Example #1: A roulette sequence may go NSSr -> NBS -> NSSr -> NBSR. First, you
    would have to get into NSSr. Now the next three commands are B+K -> 2+B+K ->
    B+K~6,6. If you did it correctly, you should see Nightmare move into each of
    the stances listed. Congratulations! You have successfully done a stance
    shifting sequence!
    Now that you have the basic concept of stance roulette down, we should move on
    to practical applications and theories.
    Example #2: Suppose you're playing against a GI-happy Kilik. You just did [B],
    putting you into NLS. For the most part, you tend to follow NLS with B and have
    been GI'ed during previous attempts. Since you've conditioned your opponent to
    expect this, you can now use some trickery. As the match progresses, you again
    get into NLS and quickly switch into NSSl by hitting 8B+K. Your opponent,
    already expecting the NLS B, attempts to GI. He's already whiffed so you can
    punish him with a CH NSSl K. Surprise!
    Example #3: You're pitted against an Ivy and the match has deteriorated into a
    long range stalemate. You have more life than your opponent and there are only
    15 seconds left in the round. Stance roulette works well in this situation to
    force the opponent to attack on your terms. So now you shift into a seemingly
    random sequence of stances. Your opponent becomes so confused, they don't even
    notice you've shifted into NBSR! You charge and hit 'em with NBSR B. Pow!
    I've done my best to explain the uses of stance roulette. It's really your
    decision whether you want to incorporate it or not. I've seen plenty of great
    Nightmare players who don't use it. Before we leave this section, let's go over
    four key points. If you can remember these words of wisdom, you're on your way
    to maximizing stance roulette's full potential.
    1) Stance roulette has its time and place. It usually doesn't work against
    faster characters like Cassandra or Taki. But it will work. Use wisely and you
    will have tremendous results.
    2) Never shift more than twice and vary the number of shifts you do at any
    given roulette. Nightmare only has about 4 different stances. If you shift more
    than twice, you lose the appearance of weakness and thus, stance rouletting
    loses its fake-out power.
    3) Keep the roulette unpredictable. What I mean by this is rouletting at odd
    intervals. I also mean varying the sequence of the roulette and the number of
    shifts. For example, if you always end your shifting at NBS, then it's much
    easier to be predictable, which is always bad.
    4) Be ready to attack. This means having full knowledge of every stances'
    attacks. It also entails knowing in advance which stance you will attack from.
    Try to get roulette down where you can come up with a sequence in a split
    second. It's fast thinking that seperates a good shift sequence from a bad one.
    Where's the Sword?
    Foreword: Props go out to LAU for discovering this technical movement. Keep it
    "Where's the Sword?" or WTS, is a special subtype of stance roulette than only
    involves two stances. In this case, it involves rouletting between NSSr and
    NSSl. Although Nightmare is only shifting between two virtually identical
    stances, the purpose is still the same: to bait the opponent into attacking.
    Doing WTS is much simpler than conventional stance roulette. All it takes is
    manually shifting into the opposite stance. For example, if you're in NSSr, all
    you have to do is perform alternating shifts into NSSl and NSSr. Thus, you
    would shift as such: NSSr -> NSSl -> NSSr -> NSSl... and so on. If you do it
    right, it looks like Nightmare is shuffling Soul Edge behind his back, hence
    the name "Where's the Sword?"
    There is a special type of WTS that is called Rapid "Where's the Sword?" , or
    rWTS. Basically, rWTS is where Nightmare attempts to shift, but cannot. As a
    result, he appears to twitch spastically forward or backward. To perform this,
    get into an NSS stance and attempt to 8WR shift into the opposite NSS stance.
    For example, enter NSSr from the 1P side. The 8WR command to enter NSSl is
    8B+K. What you want to do is hold 8 and mash B+K. If done correctly, you should
    see Nightmare twitching and repeatedly saying "Got... got... got..."
    The direction in which Nightmare will twitch is determined by which stance you
    are in while attempting to spaz out.
    Forwards: NSSr -> NSSl shifts
    Backwards: NSSl -> NSSr shifts
    As with most technical movements, you're best off applying this in moderation,
    especially against those uninitiated in Nightmare studies.
    Night Back Stance Running (NBSR) Setups
    Night Back Stance Running is a new stance at Nightmare's disposal. Certain
    attacks, such as NBS A_[A] and B, are disabled during NBSR. On the other hand,
    Nightmare can still use NBS K,K and 2A_[A]. NBSR also allows Nightmare to use
    the NBSR A... series as well as NBSR B, which factors greatly into his RO game.
    You can use NBSR to chase down opponents who are too far away or to move into
    his ideal range. The question is: how can I get into NBSR?
    Here are some ideal setups:
    8WR,6B+K -> NBSR - Shifts Nightmare into stance without a hitch. He will
    advance forward and put the sword behind him in one smooth motion. This works
    ideally when closing in on a faraway opponent.
    Stance roulette -> NBSR - You might need a little practice to do this one
    correctly. The trick is to get into NBS with B+K and then quickly hit 6,6 on
    the joystick. You might have to mash the joystick to do it correctly. If that's
    what it takes, go for it. The only problem is you might roulette incorrectly
    and wind up getting into the wrong stance.
    Get into NBS 6,6 -> NBSR - This one is real iffy at times. It really depends on
    the situation and how you shift into NBSR. For example, 3[B], when used up
    close, gives you horrible frame disadvantage on block. Shifting into NBSR from
    there wouldn't be a good idea.
    Night Running Cancel (NRC)
    Nightmare can cancel NBSR by pressing G. In theory, cancelling NBSR - which we
    will refer to from here on as Night Running Cancel, or NRC - can be used like
    Taki's Possession Rush Cancel (PORC). Just to remind you, PORC is often used by
    a Taki player to paralyze an opponent while he/she rushes in. The opponent
    usually freezes up in fear of eating an attack while Taki can run in relatively
    untouched. NRC can be used the same way. Here's how.
    Example #1: NRC -> throw. Probably the most common use of NRC. You can get the
    opponent to freeze because they anticipate NBSR B or something. At this point,
    you can hold G to cancel NBSR and then go for the throw. This tactic works
    especially well around the edges, where NBSR can RO.
    Example #2: NRC -> NBS K. In an attempt to interrupt your attack, the
    opposition might try to poke you out of NBSR. At this point, you can throw out
    NBS K to beat them to the punch. NBS K has great priority so it could cut
    through any poke attempts. If the knee scores, try G-cancelling and going for a
    Soul Charge Strategies
    Every character can power up via Soul Charge. You can perform a Soul Charge by
    holding down A+B+K. Soul Charge has three levels, depending on the length A+B+K
    is held. Each level of Soul Charge causes the character to glow a certain
    color. In a nutshell:
    SC lvl1 = green
    SC lvl2 = yellow
    SC lvl3 = blue
    Using a Soul Charge bestows different modifiers to certain attacks. To list:
    SC lvl1 = automatic CH
    SC lvl2 = Guard Crush (blocked attack causes opponent to stagger)
    SC lvl3 = certain attacks become unblockable (depicted by flame trails on
    character's weapon)
    Here's the list of Night's SC-enhanced moves, taken directly from LAU's post at
    the "Night's Soul Charge Strat" thread:
    Level 1 – moves that causes Guard Crush at this level
    Level 2 – moves that cause Guard Crush at this level
    NSS A+B
    Level 3 – moves that becomes Unblockable
    66B (woohoo!)
    NLS A+B
    NLS 6B
    Usually the best time to perform a Soul Charge is after you've knocked the
    opponent too far away to do anything else. Remember, when you do a Soul Charge,
    you can still walk around or 8WR. At first, your mobility takes a hit but that
    only happens during the first couple of seconds of SC.
    iFC/iWS Setups
    In fighting games, you normally enter the crouching position by holding down on
    the joystick. However, doing so in SC2 will cause your character to 8WR into
    the foreground. Instead, the crouching state is accomplished by holding down
    guard and quickly holding the joystick down. Thus, the input will appear as
    [g2]. This is called Instant Full Crouch, or iFC for short. To further confuse
    you (just kidding), there's also Instant While Standing, or iWS. To go into
    iWS, you first must go into iFC. Then you can quickly return the joystick to
    neutral position while letting go of the guard button simultaneously.
    OK, at this point you must be extremely confused. Well, things are going to get
    crazier. It's possible to enter the iFC/iWS after G-cancelling an attack. To
    start, let's use 4A. To get to iFC from 4A, you would have to input the command
    4a[g2]. If you did it correctly, you should see Nightmare start the animation
    for 4A, cancel and then remain crouching. The timing can be a tad tricky, but
    with practice, it can be done with ease. To do iWS from 4A, you would first do
    4A~[G]~2 and then simultaneously relase the G button while returning the stick
    to neutral.
    Got You Step (GYS)
    Foreword: Giving credit, where credit is due, I must give mad props to LAU for
    discovering the Got You Step.
    Got You Step (which I will refer to as GYS from now on) is a funky special
    movement Nightmare can do. At first, GYS was considered to be a bizarre glitch
    in the game, but its existence was verified with the Version D patch.
    So the first question that must be popping in your head is, "Why the hell is it
    called 'Got You Step'?" Easy! When Nightmare does 8WR 2_8B+K (the spinning
    shift into NSSr/NSSl), he says, "Got you!" Now that we've cleared that up,
    let's move into the sauce of the idea.
    If you input another command IMMEDIATELY after 8WR 2_8B+K, say AAB, Night will
    spin, twitch a little, say "Got you!" and then do AAB. You can do this with
    other regular attacks, but sometimes you'll inadvertently do an 8WR attack or
    MGYS is the super-spazzed-out version of GYS. Nightmare basically spins several
    times while stuttering, "Got... got... got..." and moving in really fast. If
    you look closely, Nightmare is actually moving FORWARD and to the SIDE at an
    incredible rate. It looks extremely bizarre and has probably confused a lot of
    people I've played against. To do MGYS, first you have to take note of which
    side of the screen you're on. 8WR shift into NSSr is highly dependent on which
    side you're on; MGYS works better when you shift into NSSr from 8WR. To
    summarize, it's 8B+K on the 1P side and 2B+K on the 2P side.
    To perform MGYS, hold the appropriate direction and mash B+K like crazy. From
    1P side, the command would be [8]B+K~B+K~B+K~B+K. If you've done it correctly,
    Nightmare will spin like crazy. Let's add some more juice to this, eh?
    While in MGYS, you can mash A, B, or K and get an NSSr attack after the
    spinning stops. For example, if you perform MGYS and then mash B, you'll spin
    several times before busting out with NSS B. Fun, yes? Have fun, but don't
    abuse it!
    Nailing the 1FS
    For some odd reason, doing Nightmare's 1FS moves - agA_[A] and bgB_[B] - became
    a trillion times more difficult in SC2. Thanks to this buffering trick provided
    by Srayer, you can nail those 1FS's with the greatest of ease. Here's how to do
    Start by holding down the G button. Now, quickly input A or B while holding
    down G. Then release G as you hit A or B and quickly hit G again. Finally, hit
    A or B a final time. If you did it correctly, you should see Nightmare do
    either agA_[A] or bgB_[B]. It's much easier to do on a console, since you can
    rock your fingers to and fro while doing the move. In the arcade, you might
    have to use two fingers. In terms of notation, this action will appear as
    Theoretically, you can bust this out from the blocking position. To make it
    even sexier, try using this after G-cancelling a move. Nice! Now get
    practicing, young Padawan.
    BT Just Frame
    A Just Frame, or "JF" for short, is an attack that requires a precise button
    input to execute an attack. For example, 6B:B means the second B must be
    pressed at an exact moment otherwise it will not come out. The majority of
    characters have some sort of JF. BT refers to the backturned state and it comes
    with its own unique set of moves. It is possible perform a move and quickly
    perform a BT attack soon after. Most characters have BT JFs, the most notorious
    being Cervantes.
    Since Cervantes has the most plentiful BT JFs, let's use him as an example.
    8A+Bg:A+B is probably the easiest to perform. When executed correctly,
    Cervantes will wind up for his 8A+B attack, but cancel into his BT A+B. As I
    hinted at earlier, Nightmare has his own BT JFs, namely BT B.
    You can perform his BT JF by G-cancelling 4A and 4B_[B]. Try this out in
    practice mode. Perform either move and cancel at the soonest possible moment
    Nightmare shows his back. Now, quickly cancel with G and tap B. If done
    properly, Nightmare will cancel and do BT B, which turns the opponent around.
    Go ahead and feel free to practice this. It might be difficult at first, but
    eventually you'll get a feel for it. The important thing to remember is you
    only have a certain number of frames in which you can cancel an attack, so work
    on timing everything.
    In time, you'll be able to baffle people by pulling out BT B JFs out of nowhere.
    FC/WS Out of Stances
    As if Nightmare wasn't tricky enough with his stance-based mixups, it's
    possible to add another dimension to his assault by inpcorporating FC/WS
    attacks from his stances.
    By holding down G and tapping/holding down 2, you can put Nightmare into an
    FC/WS state. From there, you can force mixups with his FC grab, which hits low,
    and WS [B] or WS K, which hit mid.
    Keep in mind, you can only do this from a manual stance shift. For example, you
    can enter FC/WS state by shifting with B+K, but you cannot do the same with
    3[B]. In short, you can't have entered the stance through an attack or the
    cancellation of an attack. The lone exception is 6B:4B+K. You also can't do
    this from 8WR-based stance shifts, so 8WR 2_8_3_9B+K are out the question
    Example #1: Let's try shifting from NBS into FC grab. To do this, you'd have to
    press B+K, hold down G briefly, hold down 2 and press G+A. Confusing? In
    notation, this would appear as B+K[g]~[2]G+A. If you did it correctly, you
    should see Nightmare briefly enter NBS and quickly go into his FC grab. Neat
    huh? Let's try something tougher.
    Example #2: Here's something to try out. Try shifting into NSSr and then going
    into WS [B]. To do so, press 2B+K (1P side only), hold down G briefly, tap 2
    and press [B]. This would appar as 2B+K[g]~2[B]. This is a little trickier,
    since you have to hold down 2 a bit longer to register the FC state and then
    let go. I've messed up and done FC [B] several times. If done correctly,
    Nightmare will briefly go into NSSr, then crouch, and then do WS [B].
    The craziness doesn't stop there! You can effectively use this in combination
    with stance roulette! It's entirely possible to do NBS -> NLS -> NSSr -> WS K
    or whathaveyou. The possiblities are limited only the by the scope of your
    Closing Remarks
    This strategy guide should take some of the mystery out of the Soul Calibur 2,
    specifically with Nightmare. Yet this guide is only the tip of the iceberg.
    Don't get me wrong, it's great to have the movelist memorized, but there is no
    substitute for experience. Nothing can be simulated to 100% accuracy. And with
    no actual experience under your belt, it's impossible to detect your strengths
    and weaknesses. Psychological issues also spring to mind. It's a common
    occurence among newbies to experience a sort of panic and forget what they've
    learned. Obviously, such episodes are counterproductive to your goal of being
    the best Nightmare player you can be. The only way to get around this panic is
    to practice and become comfortable with your arsenal and with the arcade
    machine. To sum it up, practice, practice, practice! With time, your game will
    be smooth and seemingly effortless and who knows? People might come to you for
    Nightmare is by no means overpowered. He has his share of weaknesses and
    deficiencies, as does any character. How good you become is dependent on your
    ability to offset Nightmare's weaknesses with his strengths, your command of
    the movelist and your ability to adapt to your opponent's playing style.
    Consider every match a learning experience. At the conclusion of every match,
    win or lose, you should be able to critique your game. Did you mix up your
    attacks adequately or do you feel you got predictable? Were you too linear, or
    did you use sidestep/8WR correctly to gain an advantage over the opposition?
    It's questions like those that can pinpoint your fallacies and prompt you to
    take action to correct them. If you feel you can't just critique yourself
    objectively, grab a buddy or one of the better players out there. Sometimes,
    it's best to get a second opinion. So enjoy, and go show everyone the greatest
    Thanks and Dedications
    To all those who perished in the tragic events of 9/11/2001 - I hope this great
    tragedy opens eyes and makes people cherish life. Your deaths will not be in
    vain. God bless you all.
    To those who continue to protect our safety overseas - We might not ever say,
    but I will. Thank you for sacrificing your time and possibly even your lives to
    defend the rights that make this country great. I wish you all the best as well
    as success and a safe trip home.
    To all my family - They have always been people I could depend on when the
    going gets tough. Trust me, it has been tough. If it weren't for my family, I
    wouldn't be half the decent and law-abiding person I am today. Thank you, I
    love you all!
    Namco - For making such a kick-ass game and a kick-ass character like
    Nightmare. Oh, I definitely have to thank 'em for Cassandra! She sexy.
    Props to the regulars on the Nightmare SC forums.
    To all the greatest Nightmare players: Srayer, Fury, tieTYT. You guys inspire
    me to play a better Nightmare every time I hit the arcade.
    Soulcalibur.com forums, and Guardimpact.com - Excellent resources for beginners
    and experts alike. No SC2 player worth his weight in quarters would not visit.
    I highly recommend it. Check each out at <http://www.soulcalibur.com> and
    Coldplay, Foo Fighters, U2, Elvis Presley, Coldplay, and Garbage - For
    providing a great soundtrack while I went to work on this FAQ. Without these
    awesome bands, I don't know how I'd still be up at 2 in the morning writing.
    Kristin Kreuk - No real reason, except for the fact she's the sexiest woman in
    the world!

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