Nightmare Punishment guide
What to expect from this guide.
I'm going to teach you how to properly punish a move when you block them.
I won't be talking about how to interrupt the revenge mechanic. That's character specific + lows and break attacks.
I won't talk about i13 or faster punishers.
This guide will be only roughly on some frame punishes since frame data isn't out for nightmare yet.
How this guide will work.
This guide will be using SC6's notations. If you don't know them already then here is a good place to learn [8wayrun.com] them. Although the post contains notations for SC5 as well, just ignore those.
This guide will work as the following example
Move's notations = Generic move to punish them. And how to find your own to punish them.
If a notation has a - through it, that mean's you need to duck or sidestep right there.
BB would be B-B for exmaple.
Punishment
3[ B ] = Whatever your fast launcher is, typically 3B. Or a slow move with TC.
WR B = 2A or 1K. Try to go for a slow TC move if you have one.
1A6 = WR A or 2A. Just about any slow move can punish this that isn't a vertical.
66B = No generic move can be used here, you need a long range move that's probably around i16. That's assuming the nightmare did max range.
66B6 = 2A or AA. Around a i16 non-vertical should work here.
6A-A = Duck into most damaging WR move.
4K-K = Duck into damaging WR move.
GS B6 = 2A or AA. Around a i16 non-vertical should work here.
B-B = Sidestep into most damaging 8-wayrun move.
A-A = 2A. Just a i14 for this punish
66A6 = 2A or AA. Around a i16 non-vertical should work here.
3AA = No genereic move can be used here, you need probably around a i16-i18 long ranged move.
66K6 = 2A or AA. Around a i16 non-vertical should work here.
4A+B = 2A or AA. Around a i14 medium ranged attack for here.
2A+B = 3B, BB or AA. Around a i16 should work here.
Extra
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