Soulcalibur VI/Nightmare/Introduction

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Introduction

A big baddie with a big mutated arm and a big sword, what’s not to like? As expected from his giant weapon and stature, Nightmare has threatening damage with dominant mid-range attacks and added pressure from his stance mix-ups. Use of his unique Night Terror Charge, which gives him access to Soul Charge moves without meter, allows him to really keep the enemy on the back foot. He also has armored attacks and his aGI bubble to keep his turn. When not initiating offense and catching the enemy with aGIs he suffers from both a lack of fast attacks and in particular some of the worst punishment in the game, including no standing i12 punisher (which makes a huge amount of otherwise unsafe attacks safe against him).

As per the archetype, he is a "high-risk, high-reward" character. To get the most out of Nightmare you will have to be willing to play high stakes when the situation calls for it. Patience is paramount, you will need to pick your spots and wait for the right moment attack. Knowing your range and spacing is essential.

Strengths Weaknesses
  • High Damage combos and moves
  • Strong guard gauge pressure
  • Long attack range
  • Farthest possible ring out distance in game
  • Possesses one of the best horizontals in the game (iagA, iabA)
  • High risk, high reward
  • His only i12 move only hits crouching opponents
  • Limited fast attacks to deal with pressure
  • Horrendous at poking
  • Whiffs the hardest in the cast
  • High risk, high reward

Unique Mechanics

Night Terror Charge

After landing certain attacks Nightmare enters Night Terror Charge (NTC), granting him access to one Soul Charge attack. He will glow with a red aura in this state. The state will end after this attack but he can re-enter by landing certain attacks.

See Strategy for a full breakdown.