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Nightmare Guide by dfdp5

Updated: 12/17/1998

o                          o
o Nightmare Strategy Guide o
o           by             o
o    dfdp5@hotmail.com     o
o                          o


=== Alignment Test ===


* if the numbers and dots lines up perfectly, then everything is ok. if not
  then switch your font to mono-spaced fonts (ex: courier new) and set the
  size to either 8 or 10. For best view, use good ol' edit.com.

=== Copyright Information ===

Soul Calibur and all character names are trademark of Namco Inc.
Move names and notation are taken from Mr_Mg's Soul Calibur Faq

=== Version Tables ===

1.0      = initial release
2.0      = added more juggles
         = revamped close range offense strats
         = revamped 8-way run strats
         = revamped stances strats
         = added a bit of new stuff into the vs strats section
         = little things
3.0      = retouched some move explanation
           = the [WS] moves
           = [NL],A
           = f,A is faster than b,A... (i don't know how i missed this)
         = adding/correcting some strats
           = changes d,A and d,K comments in defense->interruptor section
           = added A~G~A in defense->keepaway games section
           = added new stuff into the offense->stances section
         = added more custom combos
           = new layout for custom combo section
         = new version tables changes layout (kewl huh!)

=== Table of Contents ===

1. Preface
2. Notations
3. Attributes
4. Movelist Explained
   - general moves
   - throws
   - single moves
     - horizontal slash attacks
     - vertical slash attacks
     - kick button attacks
     - multiple button attacks
     - rising attacks
   - programmed combos
   - night behind stance
   - night lower stance
   - night side stance
   - 8-way run
5. Strategies
   - defensive strategies
   - offensive strategies
   - stances strategies
   - ring position strategies
   - 8-way run strategies
   - juggle/custom combos strategies
   - vs strategies
6. The Siegfried Factor
   - comments on Siegfried
   - differences on movelist
   - differences on strategies
   - bio/story
7. Miscellaneous
   - bio
   - story
   - credits
   - locations

o 1. PREFACE o

Nightmare is my fav character in Soul Calibur... so I decided to write a 
guide for him.  I hope my experience from writing the King strategy guide
helps me out this time....


=== directions ===

ub   u    uf
                Joystick directions.
b    n    f     u - up     d - down
                b - back   f - forward
db   d    df    n - neutral

=== buttons ===

G - Guard                 
A - Horizontal Attack     
B - Vertical Attack
K - Kick

=== attack levels ===

A  - Throws Air      (avoided by not jumping (duh!))
H  - High            (blocked standing or avoided ducking)
M  - Medium          (blocked standing)
SM - Special Medium  (blocked low or medium)
L  - Low             (blocked low or avoided jumping
.  - Moves also hits Grounded Opponents

=== miscellaneous controls ===

[G],u    - Jump
[d]      - Crouch
G+A      - Generic Throw (break with A)
G+B      - Generic Throw (break with B)
A+B+K    - Soul Charge (See Game Elements)
A+B+K,G  - Spirit Charge (See Game Elements)
l - While Walking to your Characters Left
r - While Walking to your Characters Right

=== conditions ===

[x]    - Hold button/direction 'x'
x+y    - Press x AND y at the same time
x,y    - Press x THEN y
x/y    - Press x OR y
x~y    - Press y as soon as you have pressed x but not both at the same time
[WS]   - While Standing up from a crouch
[WC]   - While you are fully crouched
[WL]   - While Laying on the ground
[FD]   - While Laying, Face Down
[FU]   - While Laying, Face Up
[BK]   - With Your Back Facing the Opponent
[AD]   - Auto Deflect
throw  - Any throw (ie, G+A or G+B)
{SG}   - Move Staggers if Blocked
{SS}   - Staggers to the side
{SB}   - Shows Opponents Back
{B*}   - Fall Back Stun on Counter Hit
{C*}   - Crumple Stun on Counter Hit
{D*}   - Double Over Stun on Counter Hit
{d*}   - Fall Down Stun on Counter Hit
{T*}   - Throws on Counter Hit
!      - Unblockable
(CT)   - Move Requires Critical Timing (ie. after a jump you must time the
                 move for when you land, not just any time after the jump)
[NB]   - Night Behind Stance
[NL]   - Night Lower Stance
[NS]   - Night Side Stance
[8W]   - Eight Way Run


Nightmare's pros: long reach, many stances, great inside game( seriously! )
Nightmare's cons: no combos, can't pressure opponents well, some moves are


===== general moves =====

-> deflects intercepts opponent attacks and pushes them away. Good way to 
   create distance between you and the opponent

   high/mid deflect : f+G
   low deflect      : df+G

-> parries intercepts opponent attacks and pushes them to the side, putting
   you closer to the enemy

   high/mid parries : b+G
   low parries      : db+G

Recovery Moves
-> recovery moves allows you to move out of harms way when you are being
   juggled or downed

   air control      : hold any direction in air
   tech roll        : hold G and any direction when you are knocked down
   air tech roll    : hold G and any direction in air; land on feet

3d movements
-> allows you to move the character anywhere

   sidestep         : tap joystick in any direction
   8-way run        : tap stick in any direction, and hold stick in any
                      direction. Move the stick around to move your 
                      character. Move stick to neutral to cancel

-> sequence to get into stances:
   night behind     : B+K or ss,B+K
   night lower      : f+B+K
   night side       : b+B+K 

Guard Cancel
-> cancel the moves you are doing

   guard cancel     : press G in the early animation of the move

Guard Buffering (Guard Buffer)
-> hiding stick sequences...

   guard buffering  : hold G during the joystick movement part of a
                      sequence, release G, and press the buttons

Soul Charge
-> similar to Tekken 3's aggression charge, it makes your moves hit as a
   counter hit when it hits on a normal hit.

   Soul Charge      : press A+B+K. Pressing G will make you lose the charge

Spirit Charge
-> will power up your moves and possibly makes them into unblockables.

   Spirit Charge    : press A+B+K then press G. If you press G again, you
                      will lose the charge.

===== throws =====
* note on damages: total life points in soul calibur: 240 points

Move                Name                    Break      Height     Damage

G+A                 Hilt Impact             A          high       55
- standard throw. Nightmare grabs the opponent and hit them with the hilt
  of soul edge twice. This throw will leave the opponent close to you,
  ready for ground attacks. Use df,B or [B] for that purpose. However,
  if you didn't act in time, the opponent can use rising attacks. This
  throw will also cause a ring out for the opponent, but the opponent's
  back must be really close to the edge. Another interesting properties of
  this throw is that even though the animation doesn't show the characters
  switching playing side, the camera slides so that the characters trade
  sides. This is important to know if you are comfortable playing only on
  one specific side (1p side or 2p side). You won't switch place with your
  opponent though (if you are close to the edge, you're still close to the
  edge after this throw).

G+B                 Nightmare Slasher       B          high       60
- standard throw. Nightmare grabs the opponent and strikes them with soul
  edge twice. This throw leaves the opponent a little farther than Hilt
  Impact, so it's a bit harder to use ground attacks right after this throw.
  It doesn't ring out opponents either.

[WC],G+A/G+B        Flap Jack               A+B        low        30
- Nightmare grabs his opponent's feet and flip them upward. This throw can
  easily trick opponent, but beware of characters with long range weapons
  because the range of this throw is pretty short. Use after ducking a high,
  closed range attack, or after doing moves that leaves you in range and
  ducking, such as [WS],A,A~[d], or d+A, or d+K. Mix it up with rising
  attacks. This throw will also ring opponents out if they are close enough
  to the edge.

[WC],G+A/G+B        Downed Flap Jack                   ground     8
- same as above, but this is a special case if it hits opponent lying on 
  the ground. If it hits opponent's side, it will flip them over. If it
  hits opponent's head area, it will make the opponent stand. However, this
  throw will not ring out opponents.

db,B                Drilling Thrust                    mid  front:32 back:50
- this will result in a throw if the move hit as a clean hit. Great move
  to ring out people, especially when you are cornered. Use when you are
  backed to the edge, and time it so it will hit as a clean hit.

[LEFT],throw        Calamity Fall           A/B        high       60
- left side throw. Nightmare grabs the opponent and does a jumping scorpion
  death drop. This throw leaves the opponent close to you, open to quick
  ground attacks.

[RIGHT],throw       Unholy Terror           A/B        high       70
- right side throw. Nightmare grabs the opponent, sticks the sword in them,
  and slams them to the other side using the sword. This throw leaves the
  opponent a bit farther, but this throw may ring out peoples.

[BACK],throw        Witch Hunt              A/B        high       65
- back throw. Nightmare grabs the opponent and stabs them in the back with
  soul edge, and pushes the opponent down with the sword.

===== single moves =====

=== horizontal slash attacks ===
Move                Name                    Height       Damage       Note

A                   Slash                   H            18
 ^[A]                ^Night Side Stance                               [NS]
- great quick move. The move hits high, but it is fast enough that opponents
  will not have time to duck, unless they telegraph this move. Great move to
  interrupt opponent's attacks. Use the stance change ability for variation.
  Quick recovery, if you didn't change stance.

f,A                 Quick Spin Slash        H      close:33 far:29
 ^[A]                ^Night Side Stance                               [NS]
- much more damaging than A, but comes out slower. The circular nature of
  this move makes it a tool for stopping sidesteppers. It goes from left to
  right, so it should hit opponent who ss'ed to their right. Since this move
  hits high, alternate between df,A and this move to stop ss'ing opponents.
  This move is also a great ring out tool, because when it makes contact
  with opponents, it will push them back. Pressure the opponent to the edge,
  and knock them out with this move. The recovery time is not as quick as
  the preceding move's time.

f,[f],A             Right Slasher           M            43           {SG}
- a version of the preceding move, with a couple of differences. First, it
  hits medium. Second, this move goes from right to left. It will hit 
  opponents who ss'ed to their left. Use guard buffering to hide the
  f,[f] motion. This move also staggers opponent if blocked. It comes out
  slower than f,A, so use with judgement.

df,A                Armet Crusher           M            28           {SG}
- quick medium attack. Tracks sidestepping opponent, but no stance change
  ability. This move will ring opponents out, since if it connects, it will
  bat the opponent to your right. The hit will push the opponent out of the
  ring if they are close enough. Medium recovery time.

d,A                 Leg Slasher             L            17           [WC]
- quick low attack. Switch between A, df+A, and this move for variation on
  attack level. This move leaves you in a crouching position if you hold d.
  Use rising attacks or the low throw (if you are close enough) after this 
  move. This move also tracks. Since it doesn't stagger, use this move as
  an iterruptor of some sort. Quick recovery time.

db,A                Shadow Slicer           L            44
db,[A]              Delay Slicer            L            53
- basically the same move. The 2nd version is delayed. Comes out slower than
  d+A, but does more damage. If blocked, it will push the opponent away, but
  it won't ring out them. Don't use in close range because it's slow. Rather
  fast recovery time, but the execution time is rather slow. 

b,A                 Backspin Slash          H            52           
- another version of f,A, but this one is slower and has shorter range. It 
  swings from right to left, so it's optimized for opponent who ss'ed to
  their left. Sorta like the opposite of f,A, but it does mondo damage. It
  still hits high though.

A~G~A               Quick Backspin Slash    H            35
- a quicker version of b,A Backspin Slash, but with less damage. Much more
  useful than b,A just because it's 2 times faster. The sequence is a bit
  hard to get used to, but it's worth it. If it connect, this move knocks
  opponents a bit far. Maybe far enough for a ring out (need to be

[G],u,A             Diving Leg Slash        L            24           (CT)
- to pull this move, press A right before you land. You can also do this 
  move after you jumped forward or backward. Use backward jumps to trick
  opponents into following you, and use this move when they are close.
  Rather fast recovery time. Medium range.

u,A                 Jumping Backspin Slash  H            49           {SG}
- a little jump followed by a big slash that hits high. This move can hit
  opponents using low attack, as long as the attack is not a technical
  crouch. This move also tracks sidestepping opponents, though it comes
  out rather slow.

=== vertical slash attacks ===
Move                Name                    Height       Damage       Note

B                   Sword Buster            M            23
 ^[B]                ^Night Lower Stance                              [NL]
- good ol' vertical chop. Comes out slow, but has the stance change ability.
  Not a good close-range attack, but good from medium-range on. This move
  hits grounded opponent, and it has quite a range when the opponent are
  on the ground. Medium recovery time.

B,f                 Gun Turret Buster       M            26
- a variation of the good ol' vertical chop. Much faster that the preceding
  move. Use in conjunction with A, df,A, and d,A for variations. This move
  is probably Nightmare's best interruptor against incoming attacks, if the
  opponents are in range. However, this move does not track, so use rarely
  against ss happy peoples. Quick recovery time.

B,b                 Rampart Buster          M            69           [WC]
- this move has a slow start time, which can be good and bad. The slow start
  time will fool opponents who likes to reverse parry (will be explained
  later). However, if you pull this move out of nowhere, then you are in
  big trouble. The opponent can use quick moves (everyone's df,B is quick
  and juggles on counterhit...), or just back out. You can also use this
  move against combo happy peoples. Just stay out of range, and use this
  move. If they started to use their combos, chances are they will walk in
  to this move, or their combo will hit you first. You can always cancel it
  by using guard cancel. Not a great idea against opponent with long range
  weapons, such as Astaroth or Ivy.

f,B                 Piercing Strike         M      close:44 far:50    {SG}
- a straight poke that is similar to db,B, but will not result in a throw if
  it hits as a cleanhit, but more damaging than db,B. Staggers opponents if
  blocked, but leaves the opponent a bit too far for any followups (not sure
  though...). If this move hits, it will knock the opponent back, sometimes
  for a ring out. One major disadvantage is that this move can be ss'ed 
  easily, so use with judgement. To make things worse, this move will move
  you forward, closer to the opponent. If the opponent ss'ed, he/she can
  easily hit you. This move has a rather slow recovery time, so use this
  move carefully!

f,[f],B             Lock Splitter           M      close:56 far:46    {SG}
- big ass, semi quick, chop. It has a sidestep factor into it, but no stance 
  change ability. It tracks opponent well, and it has good damage. Try using 
  this move when you rushed in. If the opponent tried to interrupt you, they 
  will eat this move. This move leaves you in a crouching position briefly, 
  so if you plan to use rising attacks or low throw, do it fast. Medium 
  recovery time, but it staggers blocking opponents.

df,B                Sky Splitter            M      close:38 far:31
 ^[B]                ^Night Behind Stance                             [NB]
- yay! Another move you can use to change stance. Juggles on counter hit.
  Good range. Will actually hit grounded opponent. Use this move for a
  suprise attacks for maximum efficiency. This move recovers fast when you
  switch to the stance, but it recover slow if you don't. If you are close
  to the opponent, switch stance for the quick recovery. Use K from the
  night behind stance if they attacked. This move does not stagger blocking
  opponents, so use carefully!

d,B                 Shadow Buster           SM           23           [WC]
 ^[B]                ^Night Lower Stance                              [NL]
- similar to B, but comes out faster and recovers faster. It's a special mid
  attack, so the chances for this move connecting is rather low. However,
  this move recovers in a crouching position, though only for a moment. Try
  using rising attack after using this move. If you do, use it fast, because
  you're only going to be in the crouching position for like 1/2 second.
  The recovery time is minimal.

db,B                Drilling Thrust         M/throw      32           {SG}
- a rather fast attack, but easily seen. Similar to f,B, but less damage and
  about 1 frame faster. If it connects on cleanhit, it will result in a
  throw. Time it so it will hit on a cleanhit. The throw is also a great
  ring out tool. Just position yourself with your back to the edge, and
  time this move so it will hit as a cleanhit, and say bye bye. Unlike f,B,
  this move does not move you forward, but the range is shorter. Rather
  quick recovery time.

b,B,B               Double Headbutt         M,M          16,22        {SG}
- not exactly a single move. You can do just one headbutt if you choose to.
  Comes out very fast. Do a throw after the 1st headbutt for more variety. 
  Staggers opponent if blocked, and if it hits, it stuns opponents to their
  knee for a short time. Medium recovery time, and most importantly, great
  priority. Too bad the range is very short. Mix it up with f,K, d,K, and
  throws for some really close range offense.

d,df,f,B            Earth Divide            M            71           !
 ^G                  ^Cancel
- Nightmare's only unblockable. Comes out slow. Finishing the unblockable is
  the dumb way to do. What you can do is to start the sequence, and then
  cancel it. Opponents will most likely rush in and tried to attack. If
  you cancel it in time, you have a great opportunity to sidestep and
  attack, or guard buffer f,[f],B. It has quite a long range.

[G],u,B             Diving Cannonball Lift  M            34           (CT)
 ^[B]                ^Night Behind Stance                             [NB]
- almost the same as [G],u,A, but this one is an uppercut slash and will
  juggle. Press B right before you land to execute this move. A great
  companion to [G],u,A. Quick recovery time.

u,B                 Fatal Buster            M            35           {SG}
- a small hop followed by a big chop. Great for going over quick low attack.
  However, use sparingly, because it does have a rather slow startup time
  and a rather slow recovery time.

[WC],B              Splitter Buster         SM           23           [WC]
 ^[B]                ^Night Lower Stance                              [NL]
- a version of the good ol' vertical chop that you do from the crouching 
  position. However, this move hits as a special medium, so it can be 
  blocked from both standing and crouching position, which suck. This
  move will hit grounded opponents. On the plus side, you can use rising
  attacks after this move.

=== kick button attacks ===
Move                Name                    Height       Damage       Note

f,K                 Jade Crusher            H            16           {SG}
- one of Nightmare's best move. Good interruptor, and it comes out fast. The
  downsides is that it hits high and it doesn't track. Great against rushing
  opponents. If it hits as a counterhit, 2 moves are guaranteed afterward:
  df,A+B and db,A. Quick recovery time. Mix this up with b,B, d,K, and
  throws for some really close range offense.

f,[f],K             Shoulder Rush           M            21           {SG}
- another good interruptor. Use guard buffering to hide the dash. This move
  is a technical crouch during it's attack animation, so it will go under 
  high attacks. Rather quick recovery time, but the fact that it staggers
  blocking opponents makes it safe to use this move.

d,df,f,K,K,K,K,K,K  Stomping                L.L.L.L.L.L  10,7,7,7,7,7
- a good okizeme move, but it has barely any range. Use this move after you
  use throws or moves that leaves the opponents close to you. The opponent
  can easily get up after any hit, so try not to overstomp people.This move
  will also hit standing opponent who doesn't block low, but the range is so
  short you practically have to be next to each other.

d,df,f,[K]          Stomp Through the Earth L            26
- a version of the preceding move. It hits only once, but it charges the 
  attack first. I haven't found a good way to use this move... yet.

[G],u,K             Diving Accel Kick       L            17
- a low kick that comes out of a jump. Shorter range than [G],u,A/B, but it
  has a faster recovery time. Use for variations to confuse opponent.

u,K                 Rolling Sobat           M            22           {SG}
- a quick kick move that does decent damage. Medium range. Best used as a
  punisher, after an opponent miss an attack or you are able to parry it.
  This move can only ring out opponent if they are close to the edge. Use
  after a sidestep is possible. Quick recovery time.

b,K                 Darkside Kick           M            22           {SG}
- a quick mid kick that pushes the opponent. A great ring out tool. Use 
  after a sidestep for a better chance of connecting. You can also use it
  after you stagger someone, but make sure you are in range. It is also a 
  technical crouch, so it will go under high attacks. Quick recovery time.

df,K                Side Kick               M            16
- the first hit of Nightmare's df,K,K,B combo. Acts much like Tekken 3's
  Yoshimitsu's df+4. An excellent interruptor, though it lacks in range.
  Comes out extremely fast.

=== multiple button attacks ===
Move                Name                    Height       Damage       Note

A+K                 Spin Kick               H            26
- an useful move in Nightmare arsenal, since it leads out to many combos. 
  However, you can also buffer a throw after this move. On the downside,
  it hits high, but it is fast enough that some might not have the reaction
  time to duck. This move also shift Nightmare to his right. Try doing this
  move after a right sidestep for a bigger sidestep range. Rather quick
  recovery time, and it doesn't stagger. Here is a list of what you can
  do after A+K:

  - A+K -> throw
  - A+K,A -> throw
  - A+K,A,d,A -> df,B
  - A+K, -> b,B -> throw

f,[f],A+B           Flying Edge             M            53           {SG}
 ^[d]                ^End Laying Down                                 [FD]
- huge, vertical sword attack. Slow move. If you choose to end laying down,
  use Nightmare's rising attacks. Good damage and range. Use against rushing
  opponents, but make sure you are pretty far away. Ends up with Nightmare
  face down, where he can still use his rising attacks, provided that his
  head is toward the opponent. Slow recovery time, but it staggers
  blocking opponent.

df,A+B              Dark Soul Impact        L            39           {SG}
- a low poke that has some range. This move is quick, but opponents with 
  good reflex can block it. To make things worse, it can be sidestepped with
  ease. Make sure you are in a safe range if you are trying to do this move.
  On the upside, this move staggers blocking opponent. Medium recovery time.

f,[f],B+K           Drop Kick               H            32           {SG}
- big slow dropkick. Too slow to be useful from close range. Get some 
  distance between you and the opponent first. If this baby hits, it will
  knock the opponent wayyyy far, far enough for a ring out. This move has
  slow recovery time.

=== rising attacks ===
* rising attacks can be done when you are laying on the ground. Just press
  the buttons
Move                Name                    Height       Damage       Note

[WS],A,A            Maelstrom               SM,L         28,38        {SG}
 ^[d]                ^Cancel 2nd Hit                                  [WC]
- rather fast move. Good range. Last hit can confuse opponents. Better yet,
  you can cancel it for variations. If you cancel it, go for the low throw
  if you are in range, or use the other rising moves, or just do this move
  again. Do not be predictable with the cancel. If they are aware of it, 
  then it is a disadvantage to you! It has a medium recovery time, but if
  you are close, then opponents can attack you if they blocked well.

[WS],B              Cannonball Lift         M            22
 ^[B]                ^Night Behind Stance                             [NB]
- a semi quick move that will juggle. It has a good reach. Use after you
  duck a high attack in conjunction with other rising attacks. You can
  also go into the night behind stance from this move. Quick recovery time,
  but if opponents are close, they can still throw/hit you.

[WS],K              Rising Night Kicks      M,M          17,14
- a fast move that hits twice. It has medium range. If you look closely, 
  this move jumps over low attacks. Also, if you are close enough to the
  edge, doing this move will ring out the opponent. Unfortunately, this
  move has a rather long recovery time.

=== programmed combos ===
Move                Name                    Height       Damage       Note

A,A,B               Slash Cross             H,H,M        18,20,35     {SG}
- a fast combo. First 2 hits is high, but comes out fast. The third is the
  slow one, but it staggers blocking opponent. This combo can possibly be
  used in a juggle, but i have to confirm it first. To use this combo to 
  it's maximum, just poke with the first 2 hits, and do the last hit if
  you are sure that it will make contact. If you hold the last button, the
  hit will be delayed, but the damage is pumped up. Last hit have a medium
  recovery time.

A,d,A,A             Double Grounder         H,L,L        18,22,35     {SG}
- a version of the preceding combo. However, in this version, the 2nd and
  3rd hit is low. If the 2nd hit connects, the 3rd will connect so you can
  follow it through. However, if opponents are starting to catch on, you 
  can stop after the 2nd hit, and do a mid attack, such as f,B or df,B.
  This move can ring out an opponent.

B~G,B,B             Helm Divider            M,L          16,32        {SG}
 ^[B]                ^Night Behind Stance                             [NB]
- this is a unique combo, because it started with a chop that is cancelled 
  by G, and quickly follows with a quick chop and a low uppercut. This is 
  great if you want to fake out the opponent. The cancelled chop will trick
  some opponents into attacking, and if they do, the quick chop will get
  them. If they are not careful, the last hit will also hit them. The last
  hit is a sword uppercut that actually hits low. If the last hit connects,
  use the stance change ability to swith into night behind stance, and
  press B for an additional hit. The last hit staggers blocking opponent,
  but it has a rather slow recovery time.

B~G,B,K             Break Kick              M,M          16,21
- an version of the preceding move, but this one ends with a mid kick. Use
  in conjunction with B~G,B,B for variation. The kick is a boot that will 
  knock the opponent backward, maybe for ring out if the opponent is right
  on the edge. The kick also comes out extremely fast, but it lacks range.

B,B                 Mail Splitter           M,M          23,26        {SG}
- 2 big vertical chop that does mucho damage. It will combo if the 1st hit
  is a counterhit. If not, they can block the 2nd hit even though the 1st 
  hit connect. You can also use this move to stagger opponents, especially
  if you are playing a keepaway game, but watch out for those parries. 
  Rather fast recovery time.

B,d,A               Buster Grounder         M,L          23,40        {SG}
 ^[b]                ^Cancel to Night Behind Stance                   [NB]
B,d,[A]             Delayed Buster Grounder M,L          23,49        {SG}
 ^[b]                ^Cancel to Night Behind Stance                   [NB]
- a version of the preceding move, but the 2nd hit is similar to db,A. This
  is a great variation of B,B because it will usually gets those turtles,
  considering the range of the last hit. If they are starting to catch on, 
  cancel the move into the night behind stance and quickly press B for a
  punishing, medium hitting chop.

f,[f],B~A           Cannonball Splitter     M,M          11,11,62     {SG}
- one of nightmare strongest move. If the 1st hit connects, the damaging 2nd
  hit will connect. The big downside of this move is that it is a linear 
  move, which means that it can be side stepped, and to make matters worse,
  this move has a lengthy recovery time. Use only if you are totally sure
  that it will connect.

b,[b],B,B           Fatal Dive              M,L          44,51        {SG}
 ^[B]                                                                 [NL]
- this is another version of [B],[NL],B, but there is a jump before the 1st 
  hit, so this is an excellent move to use over low attacks. However, the 
  first hit is linear, so opponents can ss around it and hit you before the 
  2nd hit comes out. The 2nd hit hits low, and has a rather slow recovery
  time. If you hold the last B, you'll switch to the night lower stance.

df,K,K,B            Accel Headbutt          M,L,M        16,10,19
- a semi quick combo. Can confuse people who does not seen it regularly, 
  but rather useless against experts. Stop at the second hit to cause some
  confusion. If you hold d after stopping on the 2nd hit, you will remain
  crouching, and you can use rising attacks. The recovery time of the last
  hit is rather slow.

A+K,A               Spin Kick to Slash      H,H          26,21
 ^[A]                ^Night Side Stance                               [NS]
- this is a variation of the A+K Spin Kick. Both attacks is high, so only
  use to poke them. Don't abuse this move. This combo may be used in a 
  juggle, but I'm not sure.

A+K,A,A,B           Spin Kick to Slash Cross H,H,H,M     26,21,23,38
 ^[B]                ^Night Lower Stance                              [NL]
- this combo is similar to the A,A,B combo, but it starts with the Spin Kick
  first. Use this combo like you would use the A,A,B combo.

A+K,A,d,A,A         Spin Kick to Grounder   H,H,L,L      26,21,22,35  {SG}
- similar combo to the A,d,A,A combo, but it also starts with the Spin Kick
  first. Use this combo like you would use the A,d,A,A combo.

A+K,K               Spin Kick Combo         H,M          26,23
- in this variation, the Spin Kick is followed by a side kick that is 
  similar to df,K. This combo is a great alternative to the preceding
  combos because of the hit level and decent damage.

=== Night Behind Stance attacks === sequence: B+K or ss,B+K ===
Move                Name                    Height       Damage       Note

d/u,B+K             Side Spin                                         [NB]
- an evasive move. Use to evade attacks (duh!). Ends up back in night
  behind stance.

A                   Night Annilation        H,M   close:26,21 far:26,17
- quick high horizontal slashes. If you got into night behind stance using 
  the ss,B+K version to avoid attacks, use this move right away for some 
  major punishment. The timing of the swings can fool some people into 
  eating the 2nd hit. Rather quick recovery time.

[A]                 Night Shift             H            26           [NS]
- same as above, but hits only once, and you ended up in night side stance.
  Use this as an alternative to the above move. If opponents are expecting
  the A, use this version to get into the night side stance and use A in the
  night side stance for a low hit.

B                   Terran Stomper          M      close:47 far:35    {SG}
- big vertical slash. Does major damage. Use this for an alternative to A,
  since B is a medium hit. This baby will also put them on the ground, and
  near enough so you can get a few d,df,f,K,K,K..., if they don't tech roll
  out of it. Can be used in juggles too. Medium recovery time.

K,K                 Night Knee Rush         M,H          17,20
- this is probably the most important move you need to know about from this
  stance. If you tap just K, you will end up in this stance. However, if you
  tap K, and press down on the stick quickly( K~d ), you will do the mid 
  knee, and quickly end up in the normal stance, then you can throw the
  opponent. An example:

  - df,[B] -> K~d -> throw

f,B+K               Night Lower Stance                                [NL]
- gets into night lower stance

b,B+K               Night Side Stance                                 [NS]
- gets into night side stance

=== Night Lower Stance attacks === sequence: f,B+K ===
Move                Name                    Height       Damage       Note

A                   Leg Hacker              L            28           {SG}
- a quick, sweeping low attack. Good range, and it is a side step killer. 
  Fast recovery time, but you end up in the normal stance after this move.
  However, this move recovers crouching for just a bit.

[A]                 Leg Shift               L            28           [NS]
- same as above, but you end up in the night side stance. Doing [A],[NS],A,
  d,A produces 3 low hits in a row, which is pretty nifty.

B                   Citadel Lift            L            40           {SG}
- a huge sword uppercut that hits low. Will put the opponent up there, but
  it has 2 big weakness. First, it can be sidestepped. Use this move in
  conjunction with the A or [A] so opponents will think twice before ss'ing.
  Second, it has quite a lengthy startup time, and it has a rather slow
  recovery time. Do not abuse this move.

[B]                 Citadel Shift           L            40           [NS]
- a version of the preceding move, but this one will switch you to the night
  side stance. If you do switch, the recovery time is faster. Use A,d,A from
  night side stance for 3 low hits, or if the opponents are expecting that,
  use B from night side stance to put the opponent up there.

B~A                 Cannonball Splitter     M,M          11,11,44     {SG}
- similar to the f,[f],B~A, but this one is from the night lower stance.
  Whenever you have the chance, this is the move you should go for from this
  stance, just because it does major damage. The 2nd hit will hit if the 1st
  one connects. However, it is also linear, so they can ss'ed it. Set them
  up with the low attacks, then bust this one out once in a while.

K                   Night Salute            M            5            {SG}
- this move does not do a lot of damage, but it has quite a reach. Use 
  against rushing opponents once in a while.

A+B                 Lock Splitter Alternative M          49           {SG}
- this is the same move as f,[f],B that is done from this stance. It still
  has the sidestep factor, and it is a great alternative to A.

B+K                 Night Behind Stance                               [NB]
- gets into night behind stance

b,B+K               Night Side Stance                                 [NS]
- gets into night side stance

=== Night Side Stance attacks=== sequence: b,B+K ===
Move                Name                    Height       Damage       Note

A,A                 Cross Grounder          L,H          26,49        {SG}
- a huge low horizontal slash. Good damage. If opponent blocks the first hit
  chances are the 2nd wont hit either. Stop after the 1st hit for variation.
  For some tricky stuff, use the first hit only, hold down on the stick, and
  use rising attacks. Here's a chart to illustrate:

                       /-> A      /-> [WC],G+A/G+B (if in range)
          /-> [WS],A,-+--> A~[d]-+--> [WS],K
  A~[d],-+--> [WS],K              \-> [WS],B
          \-> [WS],B

A,d,A               Double Grounder Alpha   L,L          26,37        {SG}
- 2 huge low horizontal slash. If opponent are expecting the move above,
  this sucker will get them. For some tricky custom combo stuff, just 
  substitute the starting move of the tree above with A,d,A~[d]. Medium
  recovery time.

B                   Cannonball Lift         M            37
[B]                 Cannonball Shift        M            37           [NB]
- a big uppercut swing that has some range, and comes out rather fast. You
  have the ability to move around in this stance by holding [f] or [b]. Try 
  moving around before doing any move in this stance. If the opponent falls
  in range, the do the moves. This sucker will also juggle. Medium recovery
  time. The 2nd version will get you into the night behind stance.

B~A                 Feint Cannonball        M            35           {SG}
- Nightmare redirects the Cannonball Lift into a mid slash. This move may
  take out sidesteppers, since it is a horizontal attack. This move also
  recovers faster. The start time is rather slow, so make sure you are in
  a safe distance from the opponent before using this move. You can use
  the delay to trick opponent into coming in, and this move might hit them.

K                   Night Front Kick        H            37           {D*}
- a high kick. Might look not very useful, until you notice that it will
  double over stun opponent on counterhit. Double over stun is when the
  character fall down slowly while holding their stomach/face. During the
  double over stun, you can use db,B throw because it will hit as a clean
  hit. Since it is a high kick, and it must hit as a counterhit for the
  throw to work, it's pretty hard to use this move, but the reward is well
  worth it. Try using this trick when your back is close to the edge.

B+K                 Night Behind Stance                               [NB]
- gets into night behind stance

f,B+K               Night Lower Stance                                [NL]
- gets into night lower stance

=== 8 Way Run (ARS) attacks ===
Move                Name                    Height       Damage       Note

f/df/uf,A           Right Slasher           H            43           {SG}
- a version of the f,[f],A Right Slasher from the 8-way run. This move is a
  sidestep killers, but it comes out slow. Use when you are in medium/far

d/u,A               Alternate Cross         M            44           {SG}
- this is a move with similar effect to Armet Crusher that is done from the 
  8-way run stance, but instead of batting them to their left, this will 
  punch them to their right. Incredibly useful, because the 8-way run can 
  put you behind the opponent, where they can't block your attacks. Great 
  ring out tool.

b/db/ub,A           Back Spin Slash         H            52           {SG}
- a version of the b,A Back Spin Slash from the 8-way run. Kills opponents
  who sidestepped to their right. The move still comes out slow though.

f,B                 Lock Splitter           M      close:56 far:46    {SG}
- a version of the f,[f],B Lock Splitter that is done from the 8-way run
  attacks. Since the move has a built in left sidestep, this move is
  greatly enhanced if you do it when 8-way running to your left.

f,B~A               Cannonball Splitter     M,M          11,11,62     {SG}
- a version of the f,[f],B~A that is done from the 8-way run stance. This
  version is much much more useful because the 8-way run stance can put
  you in positions so that the opponent can't block, and the move comes
  out fast too.

df/uf,B             Sky Splitter            M            37
 ^[B]                ^Night Behind Stance                             [NB]
- a version of the df,B Sky Splitter done from 8-way run that has similar
  properties. Also much much more effective. 

d/u,B               Sword Buster            M            23
 ^[B]                ^Night Lower Stance                              [NL]
- a version of the B Sword Buster done from 8-way run. It has the same
  properties, but chances of this move connecting is better when it's
  done from 8-way run.

d/u,B,f             Gun Turret Buster       M            26
- a version of B,f done from 8-way run. Still a great quick attack.

d/u,B,b             Rampart Buster          M            69           [SG]
- a version of B,b done from 8-way run. Do this if the opponent likes to use
  ss killers. Just do this move out of the range of the ss killers, if the
  opponent tried to use the ss killers, they should eat this strong move.

d/u,B,n,b           Buster Feint                                      [NB]
- a canceled sword buster. Ends in night behind stance. Great for upsetting
  opponent's timing.

d/u,B~G,B,B           Helm Divider          M,L          16,32        {SG}
 ^[B]                ^Night Behind Stance                             [NB]
- a version of B~G,B,B done from 8-way run. The delay can also fake the
  opponent into parrying. If they do, the parry will whiff, and they'll
  eat the chop.

d/u,B~G,B,K           Break Kick            M,M          16,21
- a version of B~G,B,K done from 8-way run. It has the same properties, but
  it has a better chance of connecting.

d/u,B,B,B           Armour Breaker          M,M,L          23,16,32   {SG}
 ^[B]                ^Night Behind Stance                             [NB]
- 2 big chops like B,B, followed by a huge sword upper similar to Citadel
  Lift( [NS],B ). The last hit is low, so it might hit some people, and on
  counterhit, the last hit will juggle. The recovery time of the last hit 
  is very slow, so hold the last B to switch to night lower stance. If you 
  do this, the 3rd hit won't come out.

d/u,B,B,K           Extended Break Kick     M,M,M          23,16,21   {SG}
- 2 big chops that  ends in a mid boot. A great alternative to the combo 
  above. The mid boot has a faster recovery time than the last hit of the
  combo above.
d/u,B,d,A           Buster Grounder         M,L            23,40      {SG}
 ^[b]                ^Cancel to Night Behind Stance                   [NB]
d/u,B,d,[A]         Delayed Buster Grounder M,L            23,49      {SG}
 ^[b]                ^Cancel to Night Behind Stance                   [NB]
- a version of the B,d,A moves done from 8-way run. Again, this move has a
  better chance of connecting, for obvious reasons.

db/ub,B             Shadow Impact           L              43
- a version of the df,A+B Shadow Impact done from the 8-way run. Since it 
  comes out rather slow, it is not the best choice if you are close, but
  give it a try when you are out of opponent's range. It can also be
  sidestepped, so use sparingly.

b,B,B               Fatal Dive              M,L            44,51      {SG}
 ^[B]                ^Night Lower Stance                              [NL]
- a version of the b,[b],B,B Fatal Dive. Same properties, with a better
  chance of connecting. If you want to use this move against those people
  who like to interrupt sidesteps, make sure you have some distance first.

f,K                 Slide                   L              25
- a low slide. A great move if you don't abuse it. Comes out faster than
  [8WR],db/ub,B. Switch between this and other moves in this stance. Just
  soften them up with the mid attacks, and bust this out.

df/uf,K             Shoulder Rush           M              21         {SG}
- a version of the f,[f],K Shoulder Rush. Same properties, with a better
  chance of connecting. This move is one of the best interruptors out of
  the 8-way run. The range is rather short, but when up close, this move
  is useful.

d/u,K,A             Spin Kick to Slash      H,H          26,21
 ^[A]                ^Night Side Stance                               [NS]
d/u,K,A,A,B         Spin Kick to Slash Cross H,H,H,M     26,21,23,38
 ^[B]                ^Night Lower Stance                              [NL]
d/u,K,A,A,d,A       Spin Kick to Grounder   H,H,L,L      26,21,22,35  {SG}
d/u,K,K             Spin Kick Combo         H,M          26,23
- all are the A+K Spin Kick combinations done from the 8-way run. Same 
  properties, and more useful. 

db/b/ub,K           Rolling Sobat           M            25           {SG}
- a version of the u,B Rolling Sobat. Same properties, more useful.

f,B+K               Drop Kick               H            32           {SG}
- a version of the f,[f],B+K Drop Kick. Same properties, but the usefulness
  is still questionable, because of the slow start time, and the attack
  level. Try it when you are using 8-way run from far.

df/d/db/ub/u/uf,B+K Night Behind Stance Spin                          [NB]
 ^f,B                ^Gun Turret Buster     M            26
- gets you into the night behind stance from 8-way run. If the opponent are
  close when you are about to change stance, use the Gun Turret Buster 
  extensions, especially if they are about to attack.

b,B+K               Night Side Stance                                 [NS]
- gets into night side stance


=== defensive strategies ===

     Defense is a key part of winning games( duh! ). Nightmare has a few
things up his sleeve on defense.

1. Basics 
     The basics are very straightforward. Hold G to block high/mid attacks, 
and hold d+G for low attacks. However, when doing this, note the opponent 
you are fighting against. Soul Calibur physics system allows characters with
big weapons to break down the guard of characters with small weapons. To
make things fair, characters with small weapons are faster, and able to
evade attacks better. Fortunately, Nightmare has one of the bigger weapons, 
and he can block the attacks easily, EXCEPT when Nightmare is facing
Astaroth, the character with the biggest weapon. Astaroth is slow as heck,
so use that to your advantage and pressure him. You can block occasionally,
but remember that he can break it down easily.

2. Deflects
     To deflect high/mid attacks, use f+G, and to deflect low attacks, use
df+G. The deflect system pushes opponent's attacks away, but there is no 
chance for you to retaliate. This system works best against quick attacks,
because quick attacks recovers quickly, and it's hard to retaliate, so it 
is better just to push them away. You can use df+G to deflect mid attacks, 
but it is not recommended. One thing you can use after a deflect is a quick
attacks, such as d,A or b,B or B,f. Make sure to switch attack levels, so
the chances of hitting is better.

3. Parry
     The parry system is different. The system pushes opponent's attacks to 
the side, and leaves the opponent much closer to you than the deflect system
does. You can then choose to strike the opponent, but they are able to do a
reverse parry to it, which is to parry your retaliation attacks.
     Parry works best against slow, power attacks, because those moves have
slow recovery times, and by pushing them to the side, the opponent is open
for throws or strikes. You have more time if you parry opponents attacks,
but you still have to use quick attacks, such as f,K or df,K or df,B.
     If you choose to throw, you might have to dash in a bit. Nightmare
parry opponent attacks to his left, so if you throw, it will be the left
side throw, which does not ring out, but leaves the opponent close to
Nightmare, open for quick ground attacks. To add, Nightmare's throw range
is pretty good.

4. Interruptors
     Another thing you can use to help your close range defense is to use 
Nightmare's quicker moves, to interrupt opponent attacks. These moves are
usually fast, and does little to medium damage. This is (i guess) Soul
Calibur's version of poking. Here's a few moves you can use:

A,A    - 2 high chops, but comes out fast, so opponent might not have time
         to duck. Use just one or both for variation, or complete it by
         pressing B.
df,A   - comes out slower than the move above, but it hits mid. This baby is
         also called "sidestep killer #1", so use this baby against those 
         who likes to sidestep. Use in conjunction with the move above for
         variations. Great ring out tool.
d,A    - quick low chop. If you hold d, you'll end up in crouching position.
         Use rising attacks or low throw after this move. It has a bit long
         recovery time. First choice if you are in medium range. 
B,f    - quick, medium hitting interruptor. Good range, but fast enough to
         be used in close. First choice overall. Enough said.
b,B,B  - 2 mid headbutts. Comes out fast. You can do just one and then throw
         the opponent: b,B,G+A/G+B. A little dash forward may be required.
         Chances for the throw to connect is better if b,B hits as a ch.
f,K    - quick, high hitting interruptor. Second choice if you are really
         close to the opponent. 
df,K,K - a shortened version of df,K,K,B. Shortened because the B has a long 
         recovery time. Short range, because it's a kick attack.
d,K    - quick low kick. The short range attribute is negated by the speed
         and quick recovery attributes. Rising attacks after this move is
         cautioned since you are close, and Nightmare's rising attacks does
         have a short pause after execution. The [WS],A,A is probably the
         best rising attacks after d,K since it has many variety. Third
         choice if you are really close because it's so short in range.
b,K    - semi quick thrust kick. This move is a technical crouch, because
         high attacks will whiff if you do this move.
[WS],K and [WS],B and [WS],A,A
       - rising attacks. Using K and A,A is the faster ones, but B juggles.
         If you use [WS],A,A, you can cancel the 2nd hit and use low throw.

The attacks using the kick button have shorter range that others, but comes
out faster. Practice with these move so you will be comfortable using them.
Use these move to stop opponent when they tried to move in.

5. Weapon Stripping
     Another defensive aspect you can use in this range is Weapon Stripping.
This is done by placing your weapon in the path of the attacking opponent's 
weapon, therefore knocking their weapon away. The best thing about weapon
stripping is that a free hit is guaranteed afterward. Weapon stripping is 
best used when someone is in mid attack. Just use quick attacks to put
your weapon in the path of their weapon. Use vertical attacks to negate
horizontal attacks, and vice versa. This method is not confirmed... yet.

6. Keep Away Games
     Nightmare's long range defense is another thing. A perfect balance 
between offense and defense is a key to winning in Soul Calibur. In this 
range, you should be more offensive than defensive, except when you are 
playing keep away. If you are playing keep away, there are a few moves
that helps you. Here is a list of them:

B,B        - 2 huge chops that has great range. If the 1st his is a counter
             hit, the 2nd will also hit. The 2nd hit has a little sidestep
             built into it. If you press the 1st B and hold it, you can
             switch into the night lower stance, and use attacks from that
             stance. Alternate between these 2 options.
f,[f],B    - one huge swing. This move is an automatic left sidestep. Great
             if the opponent is about to attack. However, this move comes
             out slow, and it has a medium recovery time.
f,A or b,A - these ss killers also has great range. It hits high, so use
             carefully. Use f,A against left sidesteps and use b,A against
             right sidesteps. The b,A comes out slower though.
A~G~A      - fast ss killer move.  It still hits high, but the speed makes
             up for that fact. The sequence is a bit tough, but it's worth
             it to add this move to your keepaway games.
f,[f],A    - this is another ss killers. Has more range than f,A and b,A,
             and it is a mid attack. However, the move comes out wayyy slow. 
db,A       - a rather slow attack, but it has quite a range, and it hits
             low. Use in variation with other moves. It is a horizontal
             swing, so it might hit those sidesteppers. Use the delayed
             version if opponent is starting to catch on. If they didn't
             realize what is happening and tried to advance, they will eat
             the low sweep.
df,A+B     - another low attack, but comes out faster than db,A. However,
             this one is a straight low poke that won't hit sidesteppers.
B,f        - a fast move that can be used in short and long ranges. Useful
             in this range because of it's range.

     This list will grow as I find more moves, or when someone tell me.
The moves I just listed has quite a range for each of them. The key to
Nightmare's long range defense is to use his rangy moves to keep the
opponent away. Alternate between the moves to keep the opponent guessing.
     Another thing you can do is to use 8-way run stance to go around the
opponents. If the opponents did not match up to you, you can go in and
hurt them. However, if they match up to you, they can easily neutralize
your 8-way run. Mix it up a bit for maximum efficiency.

7. 8-way Run/Sidestep
     This section covers sidesteps as well as 8-way run. 8-way run is a 
great way to avoid opponent attacks. Use 8-way run to circle your opponent.
If the opponent does nothing to negate it, you'll end up facing their back,
where they can't block. If so, then use one of Nightmare's 8-way run attacks
to punish them. A few of them have a long reach. It is best to use 8-way run
when you are not too far from the opponent.
     Sidestep is just a shortened version of 8-way run. Sidesteps is best 
used to avoiding incoming vertical attacks. Horizontal attacks are made to
kill sidesteps( at least some of them ). If you succeed in sidestepping an
attack, you can either throw the opponent, or use strikes, like df,B for a
juggle, or use combos like A,A,B or B,B.
     In either sidesteps or 8-way run, keep your thumb on the guard button,
ready to press it at any time. All characters have sidestep killers, and if
you are not ready to block, you'll eat them. Use the guard button if an 
opponent use the ss killers and you are not ready to counter it. You can 
even deflect/parry them, if your timing is good.
     One last thing, press G to stop 8-way run.

8. Killing Sidesteps
     This sections contain little defensive tidbits that I can't put on the
above sections. First, Nightmare have a few moves that can negate sidesteps.
The [NL],A Leg Hacker is a great sidestep killers. This move will take out
opponent no matter where they ss'ed, provided that they are in range, which
this move doesn't have much of.
     The f,A Quick Spin Slash and the b,A Backspin Slash are good sidestep
killers also. They have more range than the Leg Hacker, but both hits high.
Quick Spin Slash goes from left to right, thus hitting left ss'ers first.
The Backspin Slash does the opposite, but comes out a tad slower.
     The d,A and d,K will also hit sidesteppers, but the range is rather
short. However, it comes out fast. These two moves should be your first
choice, provided that you are close enough.
     Last, but not least, df,A Armet Crusher is Nightmare's best ss killers,
and it hits medium and comes out fast!

9. Recovery techniques
     In this game, all characters have a few things they can use to quick
recover: air control, techrolls, and air recovery.
     Air control allows you to escape juggles by rolling to any direction 
while in midair. To do this, press the stick to any direction when you are
in air. Be careful when you do this, because if you rolled into the wrong
place, you can ring yourself out or you open yourself to a longer combo.
     Techroll in Soul Calibur is a bit different that techroll in Tekken 3.
In Soul Calibur, you can only techroll from a half downed state; similar to
a crouching position, but with one knee down. Not all attacks in this game
will cause a half downed position. To perform techroll, hold G and press
the stick to any direction when you are half downed. Be careful where you
roll, because if the opponent attacks to the same place, you'll eat it.
     Air recovery is similar to air control, but you land on your feet. To
do this, hold G and press the stick to any direction. The same rule that
applies to air control also applies to air recovery: watch where you roll!
After a successful air recovery, try to attack/throw your opponent. If the
opponent expect it, switch to defensive mode, and be ready to use the
parry/deflect system, just in case the opponent attack.

10. Ground Recovery
     This section deals with what to do when you are on the ground IF you
did not use techrolls already. One of the thing you can do is to use the
stick to move around. Here is a list of what you can do:

u/[u] - roll to the background (limited)
d/[d] - roll to the foreground (limited)
f     - roll forward
b     - roll backward

     You can also choose to use rising attacks to rise from the ground, but
watch out, because if you miss, you will be wide open. The [WS],A,A has the
longest range, and it is a horizontal swipe. The [WS],B hits opponents who
are also on the ground (if you are in range), and you can switch into the
Night Behind Stance. The [WS],K is the fastest, but it has the least range
of all three.

11. Conclusion
     To sum this up, using the G button to block will probably be your most
used method of defense, but do not forget the other methods. A combination
of all of the methods is the best defense. I can't give you a set pattern
on defense, because I'm not sure what works for me will work for you. In
short, go practice and find your own style! 

=== offensive strategies ===

     If you look at the size of Soul Edge, you would think that Nightmare
is most comfortable playing long-range/keep away offense. That is true,
but I think that Nightmare's close-range offense is also good. Maybe
not as good as others, but sufficient enough.

1. Close Range Offense
     Nightmare's close-range offense consist of fast hitting moves. Some of
those moves are the same moves that is used to interrupt attacking opponent.
The difference is in the way the moves are used. When used defensively, the 
focus of those moves is to interrupt attacks.
     The main focus of offense in this range is to interrupt opponents and
try to push them back out into a range that is favorable to you. To use this
effectively, you need to change attack level constantly. The bulk of your
attacks should consist of medium and low quick attacks, with high attacks
once in a while to stop that df,G repel. Here's my list of attacks that
can be used in this range:

A     - a fast, horizontal slash. It hits high, but it comes out fast
d,A   - a quick, low horizontal slash. It's a great changeup from mid
        attacks that it might just hit. You can choose to use rising
        attacks after this move, since it leaves you crouched if you
        hold [d]
b,B   - if this headbutt connects on a counterhit, you can do a throw after
        it (needs to be confirmed). It has a very short range, but it also
        has a great priority, which makes it great at really close range.
d,B   - this chop hits as a special mid, but it comes out fast. You can use
        rising attacks after this move, but you have to do it fast. However,
        beware of using this move when you are really close. Use it around
        the tip of medium range to get some comfort zone.
B,f   - probably Nightmare's best interruptor. Good range, and still fast
        enough to be used in close range.
f,K   - a good interruptor, even though it hits high. The df,A+B Dark Soul
        Impact is guaranteed if f,K hits as a counterhit.
f,f,K - probably Nightmare's 2nd best interruptor. You can use guard buffer
        to hide the f,f dash, or use the 8-way run version.
df,K  - similar to Tekken 3's Yoshimitsu's df+4. This move has an ok range,
        and comes out extremely fast. You can choose to use it's follow ups
        for variations
b,K   - this mid kick will push the opponent backwards if it hits, and it
        will stagger blocking opponent, on top of that, it's a technical
        crouch, meaning high attacks wont hit you in the animation of this
        move. It does have a medium recovery time, so use carefully.
d,K   - similar to d,A with less range, but it's quicker. You can use rising
        attacks after this move too.
A+K   - another high attacks you can throw in the mix, and this one have a
        few follow ups to it (see the movelist)

     Another thing Nightmare can do is to sidestep at close range, and then
use his u/d,B+K Spin to Night Behind Stance move. If the opponent attacks,
they can whiff and you will end up at their side, or if you are lucky, you
will end up facing their back. You can then proceed to use the moves from
Night Side Stance, or press G to cancel the stance and throw or use any
moves you want. HOWEVER, watch out for sidestep killers that the opponent
may throw out. If you recognize it in time, just hold [G] and you'll cancel
the sidestep/stance and ready to block. Do not overuse the sidestep/spin to
stance tactics, so the opponent won't get used to it.

2. Throws
     Another obvious thing you can do in close range is to throw. Do NOT 
become a throw maniac. Instead use throws in conjunction with your fast 
hitting moves. If your opponent is turtling, throwing is a good way to
get to them. Throws can also catch opponent if they are in the middle of
attack animation, provided you get to them first. This is rather hard to
do if your timing is bad.
     Nightmare has a formidable throw range, so throwing is a big part of
his offense. Try to use throw randomly, so the opponent will have a tough
time guessing when you are going to throw. Nightmare also has a throw from
a crouching position:  [WC],G+A/G+B. This is another good option after
attacks that leaves you in a [WC] position. Learn the range of this throw,
because it will leave you wide open if you missed.

3. Long Range Offense
     At longer ranges, Nightmare is much more formidable. The length of Soul 
Edge makes this possible. At this range, you have more freedom to use almost 
all Nightmare's moves. Always change the height of your attacks to keep 
opponent off guard. One thing to remember is to be careful in selecting which
move to use. Refrain from use slow recovery moves that puts you close to the
opponent if they blocked the move. I will make a list of those moves, as soon
as I know which move are they :o).
     In this range, most of Nightmare's precanned combos can be used safely.
However, remember that Nightmare is not a combo-based character. Besides,
Nightmare has barely any combos. Instead, use combos after you found an 
opening. Nightmare's combos are rather slow for pressuring opponent, but
they are strong, and has good range. Combos from the 8-way run is more 
effective, because you can move to opponent's side, where they can block,
and just pummel them.

4. Stances
     Another way to improve your Nightmare is to combine stances within your
attacks. Nightmare has tons of moves that leads into his stances, and moves
in his stances also leads into other stances. For example, consider these
custom combos:

- The first hits leads into the night behind stance, then the 2nd hit leads 
  into the night side stance. If you do the 3rd and 4th hit, you will do a
  low sweep, and a mid chop that leads into the night lower stance.

- The first hit is a huge vertical mid chop that leaves you in the night
  lower stance, followed by a quick low slash that leaves you in the night
  side stance, followed by 2 low slash. After the 2nd hit, you can move
  around to improve your position for the last 2 hits.

Another thing you can do in a stance is to just switch to other stance
without using the attacks. Consult the movelist to find out how to do it.
     Obviously, stances are great when the opponents are not close. When the
opponents are close, try to push them away using close range games/throws.
However, Nightmare's flow between the stances are excellent, and should be
exploited. Just experiment with his stances and stance attacks to find your
own style of stance flow.

5. Guard Buffering
     This system is pretty much the same thing as guard buffering in VF3. To
use guard buffering, hold [G], do the stick sequence of a move, release G,
and press the button sequence of the move. Moves with a stick sequence, like
f,[f],A, have a little dash before the move comes out. Some opponent can 
notice this, and block/parry/deflect the move. Use guard buffering to hide
the dash.

6. Ground Traps
     Here is a list of Nightmare's moves that will hit grounded opponents:

d,A    - quick low hit. Will hit grounded opponent no matter what (as long
         as they didn't get up first).
db,A   - a rather slow low hit that does more damage than d,A. it's not a
         guaranteed low hit. It will only hit opponent if their head is
         toward you.
df,B   - quick uppercut that does a decent damage. The length of Soul Edge
         makes it possible for this move to connect. If you hold [B], you'll
         switch into the night behind stance. Decent range.
B      - will hit grounded opponent no matter what (as long as they didn't
         get up first). If you hold [B], you'll end up in the night lower
         stance, where Nightmare have a few moves that will hit grounded
         opponents. First choice for ground traps.
[WC],B - same with the move above.
d,B    - similar to the moves aboves, but for a split second after this
         move, Nightmare is in a crouch. If the opponents likes to get up
         fast, use this move, because Nightmare can use rising attacks in
         that split second.
[WS],B - similar to df,B. Decent range.
B,B    - both hits will hit grounded opponents. The 1st hit is fast, but
         there is a delay before the 2nd hit.
d,K    - similar to d,A, but with less range. Execute and recovers faster.
df,A+B - a rather fast stab that can be ss'ed... i think.
[NB],B - slow chop that hits grounded opponent. Use after df,[B].
[NL],A - similar to d,A, but a bit harder to execute. Use after [B].
[NL],B - slow uppercut that hits low. Use after [B], provided they didn't
         get up first.
[NS],A - will only hit if the opponent head is toward you. Hard to set up.
         Use the d,A follow up if it hits.
       - all 3 hits will hit grounded opponent. Harder to set up because it
         is an [8WR] move. Comes out fast, if you manage to use 8-way run in

     If your opponent likes to stay on the ground, then you can use the
slower moves. However, if the opponent is a ground recovery master, stick
to the fast ones.

7. Guard Cancel/Custom Cancels
     This is exactly the same as VF3's guard cancel. To do this, just press
the G button early in the animation of the move. Nightmare even have a move
that is readily available after a guard cancel: B~G,B,B/K Helm Divider/Break
Kick. Guard cancel serves 2 purpose:  to save your hide when you use the
wrong move, and to confuse the heck out of the opponent.
     There are times when you used the wrong moves, such as using high
hitting moves when the opponent is crouching. If you realize this early in
the animation of the move, you can use guard cancel to stop the move, and
use a more proper move. Another perfect time to use guard cancel is when
you are sure that your attack is going to be repelled/parried. This is much
harder to do, because you need to basically get inside your opponent's head.
Observe how your opponent use repels/parries, and try to adjust.

8. Soul Charge/Spirit Charge
     Two new additions into the Soul series is the Soul Charge and the Sprit
Charge. Each serves a different purpose. The Soul Charge is Soul Calibur
equivalent of Tekken 3's Spirit Charge. When you are powered up, your next
hit will connect as a counter hit. The downside to this is that the charging
time is long, and opponents may have a chance to go in and do some damage.
However, if you are far away, you can use the Soul Charge. Just make sure
that your interrupting game is good.
     The Spirit Charge is a great addition to this game, because it will
power up your moves and may even make some of them unblockables. To add to
that, the execution time of the Spirit Charge is fast. It's basically a
cancelled Soul Charge. When you are in Spirit Charge, some of your moves are
unblockable. Here is a list of Nightmare's moves that are unblockable during
the Spirit Charge:

f,[f],B~A (3rd hit only)

The properties of the moves is same as usual, with the exception of the
unblockable properties. Just remember that when you block, you will lose
the Spirit Charge.

=== stances strategies ===

     In this 3rd rendition of Namco's weapon based game, Nightmare, a.k.a. 
the character formerly known as Siegfried, gained 3 stances. They are the
night behind stance, the night lower stance, and the night side stance. 

1. Night Behind Stance
     The night behind stance is one of Nightmare's best stance because of 
the great defensive factors this stance have. Actually, the great defensive
factors is that you can get in this stance from a sidestep. To get into 
this stance, you either press B+K, or press ss,B+K. The first will put 
Nightmare in that stance, but the second adds a little sidestep spin
before getting in the stance.
     Another thing you can do in this stance is to press [b]/[f] to walk
around in this stance. The walk is actually a continuous sidesteps. If
you get into this stance in far range, and you are in a not so favorable
ring position, you can use the walk to change that.
     On the defensive side, you must learn the art of timing to defend
yourself in this stance. You can use [NB],B and [NB],K to stop incoming
attacks. The [NB],B has more range and power, but comes out a bit slower,
while the [NB],K has less range and power, but comes out faster. You can
also use the u/d,B+K spin to escape attacks, but you are still prone to ss
killers. Last, but not least, you can press and hold [G] to end the stance
and block incoming attacks.
     Offensively, keep in mind what you want to do in this stance BEFORE
you get in this stance. Unless your timing skills is great, staying in this
stance is a disadvantage, because you can't block without switching back to
the normal stance. You can also use this stance as a way of getting to the
other stance, especially if you get the Night Stance Roulette down. Switch
to this stance when the opponent is far. If the opponent tried to move in,
switch to other stances and use low attacks to suprise them. 
     In conclusion, this is probably Nightmare's best stance ONLY if you
used it right. So go out there and practice your ass out!

2. Night Lower Stance
     This is Nightmare's "interrupt" stances, since most of the attacks from
this stance is a low attacks. The only downfall of this stance is that you
can't move around. However, that does not diminish the usefulness of this
stance even a little.
     On the defensive front, most of the attacks in this stance are prolly
designed for interrupting attacks. The [NL],A is a quick low horizontal
slash that has a decent range, and it kills sidesteps. The [NL],B is a sword
upper that actually hits low. The [NL],K is far reaching, even though it
looked like that it can be sidestepped. The same goes for [NL],B~A. The
powerful 2nd hit will hit if the 1st hit connect. Too bad the move is so
straightforward that it can be easily sidestepped. The [NL],A+B is similar
to f,[f],A+B. The focus of these attacks is to interrupt, so use these moves
accordingly. Last, but not least, there's always the G button.
     There's not much to say on the offensive front, because the nature of
the attacks from this stance is of defensive nature. However, if your
opponent are suckers for low attacks, feel free to use them.
3. Night Side Stance
     Unlike the Night Lower Stance, this stance is more offensive minded.
However, most of the moves in this stance are best used in long range
battles, which is fortunately Nightmare's specialty. On the plus side,
you can move in this stance, by pressing and holding [b] or [f].
     On the offensive end, the A,A Cross Grounder is a move with a lot of
great ability, if you do only the 1st hit. The A,d,A Double Grounder Alpha
also has some great stuff built into it. Here is a tree of what you can do
off these 2 moves:
                              /-> A      /-> [WC],G+A/G+B (if in range)
      A~[d] -\   /-> [WS],A,-+--> A~[d]-+ -> [WS],K
              +-+--> [WS],K              \-> [WS],B
  A,d,A~[d] -/   \-> [WS],B

If you are quite far from the opponent, you can wait for them to rush in, 
and bust out the B Cannonball Lift, which will put them up there. Use this
move right after you got into this stance for more variations. The [NS],B~A
Cannonball Shift is a great alternative to the Cannonball Lift, since it's a
horizontal slash that covers a lot of ground.
     On the defensive end, you can use almost all of the attacks from this
stance to interrupt incoming opponents. However, if they are close, be ready
to use the [NS],K Night Front Kick. If you time this move right, and it hits
as a counter, it will double over stun opponents and open them to a world of
hurt from you. As always, you can press and hold the [G] button to block.

4. Night Stance Roulette
     This is a cool thing Nightmare has. To use night stance roulette, hold
B+K, and switch the stick position between [f],[b], and neutral. If you hold
[f], you'll end up in night lower stance. [b] ends up in night side stance.
Neutral will leave you in the night behind stance. You have to move the 
stick quickly. If you leave it in one of those position too long, you will
stay in that stance.
     Night stance roulette is best used when you are close to the opponent,
but not too close. One of the best thing to do is to switch randomly between
the stances, but stop at night lower stance, and do the [NL],B Citadel Lift,
since it hits low. Experiment with this to find your own favorite method.

=== ring position strategy ===

     In Tekken, ring position mean jack, because Tekken has an infinite ring
with no ring outs. This is not the case in Soul Calibur. As with Soul Edge
and Soul Blade, getting someone to ring out is an alternative to winning
the old fashioned way, albeit a harder one. Luckily, you can't walk out
of the ring, like you can in VF3.

1. Defensive Strategy
     First, let's talk about ring position from the defensive standpoint.
Managing your own ring position is a major player in defensive strategies.
Many of the characters in Soul Calibur have moves that does extremely well
at pressuring opponents (ie. Maxi). When they got your back close to the 
edge, and their pressuring game is on, it's pretty hard to get out. One of 
the way to get out is to use 8-way run to move into the middle part of the
ring. 8-way run is essentially a beefed up sidestep system. You can use 
8-way run to move to any place in the ring. It will be explained later.
     When you are using 8-way run in a defensive style, there are a few 
things to remember. First, and most obvious, is to find out where you are
in the ring. When you find out, use 8-way run to move to the desired place.
If you are close to the edge, you might want to move away from the edge.
However, if you are trapped in a corner with nowhere to go, 8-way run prolly
won't save you, and you have to fight back. Second, is to see how far the
opponent is from you. If he/she are far enough, the using 8-way run is safe,
but if they are close, then using 8-way run could open you to a world of 
hurt, via sidestep killers. To avoid this, get ready to use the G button to
block those sidestep killers, and/or use 8-way run to get out of the range
of opponent's attacks. However, if you are trapped in the corner, the second
option is not available, and things are harder.

2. Offensive Strategy
     On the other side, 8-way run is a great way to set ring position to
your advantage. This is done by moving around the ring and set the opponent
so that he/she is between you and the edge of the ring. From this position,
you can proceed to pressure the opponent. Unfortunately, Nightmare is a 
little light on the pressure side, since his moves are made for brawling.
However, all is not lost.
     To set this up, the first thing you need to look at is also your 
position in the ring. Generally, you want the fastest way to trap your
opponent. Just see where you are in the ring, and use 8-way run to move
accordingly. However, you can purposely move to a position where an opponent
thinks he can trap you, and use 8-way run to quickly move when the opponent
is about to trap you, and turn the tables on him/her. You can do this by
purposely backing yourself to the edge, and run to your left. If the 
opponent is attacking, unleash the <8wr>,u/d,A Alternate Crush. If that move
connect, it will bat the opponent backward, hopefully close to the edge. 
Then proceed to pressure them.
     The 2nd thing you need to look at is the distance between you and the
opponent. When the opponent is far, he/she might have the time to adjust to
your 8-way movement, and therefore take away your advantage. However, if you
are close, it is harder for the opponent to adjust. If they tried to adjust,
you can use Nightmare's 8-way run attacks to make them think twice; moves 
like <8wr>,u/d,A, which will knock the opponent to their left side, and may
cause a ring out.

3. Ring Out Moves
     Here is a list of moves that will knock peoples out of the ring:

f,A        - knocks them backward
df,A       - knocks them to their left, enough for a ring out if the
             position is right...
f,B        - knocks them backward, but not as far as f,A
f,[f],B~A  - the last hit is the ring out hit. If the kicks connect, the
             big ring out chop will also connect
[NL],B~A   - same as f,[f],B~A
[8W],f,B~A - 3 different sequence, same move. 
[8W],u/d,A - knocks them to their right, enough for a ring out if the 
             position is correct.

More to come...

=== 8-way run strategies ===

     8-way run is the best way to get around the ring to set up your ring
positions, and it is also a good way to attack. Nightmare's 8-way run has
great moves for ring out, or to vary your attacks.

1. Defensive Strategies
     When using 8-way run, know that the opponents have a few tricks up
their sleeve to neutralize your 8-way run. The obvious thing is the ss
killers. To counter these ss killers, hold [G] during 8-way run to stop and
block those attacks. You can also parry/repel those moves, but I have to
check this one out first.
     Another way to stop attacks is to use quick attacks of your own (from
8-way run of course) to hit the opponent first. Here is a list of 8-way run
attacks you can use in this fashion:

[8W],uf/df,B - similar to df,B. Good range. Comes out fast.
[8W],u/d,B,f - similar to B,f. Good range. Comes out extremely fast.
[8W],f,B     - similar to f,[f],B. The sidestep factor can make opponents
               whiff their attacks.
[8W],uf/df,K - similar to f,[f],K. Probably the best interruptor from 8-way
               run besides [8W],u/d,B,f. Medium range, but comes out fast.
[8W],u/d,K   - similar to A+K Spin Kick. Short range, but comes out fast,
               and it has a sidestep factor into it.

More to come. Learn the range of these moves so you can use them properly.
Watch out for parries and repels the opponents might use. Use these attacks
randomly, and if you are close enough, mix it with throws to keep opponents
off balance.
     Another thing the opponent might try to do is to use 8-way run to
adjust to your 8-way run movement. In this case, you can't do anything to
stop it. This is where mind game comes in. You can keep circling around to
for fun, or stop circling, comes in and use your own sidestep killers.

2. Offensive Strategies
     Nightmare has a good amount of attacks from 8-way run, and it is such a
waste not to use them. Just switch between attacks to keep the opponent off
balance. You can also stop 8-way running, by pressing G, and use regular
attacks to further keep the opponent off balance. You can also throw while
8-way running, provided that you are close enough.

=== juggle/custom combos strategies ===

     Here's a list of known Nightmare's juggle( or the ones peoples send
me... huuhuuhuh ):

from df,B on counterhit:
A,A,B ( needs to be tested )
A,d,A,A ( i got this to work once! )

from df,[B] on normal hit:
K,K ( opponent can airtech after the first K )
G,... ( press G to cancel the stance, and you can use the same stuff that
        is listed under the df,B starter... i think )

from df,[B] on counterhit:
A ( 2nd hit might not hit )
[A] ( switch to night side stance )
G,... ( press G to cancel the stance, and you can use the same stuff that
        is listed under the df,B starter... i think )

* you can use [8WR],uf/df,B or [8WR],uf/df,[B] instead of df,B and df,[B]

from f,K on counterhit:

from [NS],K on counterhit:
db,B ( this is the throw version )

from [NS],[B]:

     One thing to remember about juggles is that all characters have the
ability to use air control, which is to move sideways when they are knocked
into the air. The opponent can also use air recovery to land on their feet
when they use air control. If they did it correctly, your juggle will miss
and you will be wide open.
     On the other hand, you can use these things yourself. Just becareful
when you are using these tools. You can easily ring yourself out or open
yourself to more combos.
     Nightmare can create a lot of custom combos because a lot of his moves
staggers opponent. Think about this when you are creating custom combos.
Moves that staggers are great for custom combos, but make sure that they
have quick recovery time. For example, df,[B] is great, even though it does
not stagger, because you can quickly do a move after you get into the stance.
However df,B is not, because it has a noticeable recovery time. Experiment
with the moves to find your own custom combos (and e-mail them to me!).
     Here is a list of some custom combos:

- f,[A] -> [NS],A~d -> [WS],A,A~d -> [WS],K
- df,A -> df,[B] -> [NB],K~d -> A+G/B+G
- df,A -> df,[B] -> [NB],[A] -> [NS],K
- b,B -> d,K -> [WS],A,A~d -> [WS],[B] -> [NB],A -> [B] -> [NL],B
- A+K,A,d+A -> df,[B] -> [NB],[A] -> [NS],A~d -> [WS],A,A
- A+K,A,d+A -> A,A -> f,f,K
- df+[B] -> [NB],K~d -> b,B -> d,K -> throw
- [B] -> [NL],A -> [WS],[B] -> [NB],[A] -> [NS],A,d,A
- df,[B] -> [NB],K -> [NB],A -> df,A

More to come when I receive/discover them...

=== vs strategies ===

1. Voldo
     Voldo's game is mostly about confusion, using his stances. This can 
also be one of his weak points. 2 of his stances, the Blind stance and the
Mantis Claw, leaves him vulnerable because he can't block in that stance.
Use Nightmare's long reach attacks, like f,B or B,B combo, to hit them out
of that stance.
     Otherwise, it is best to stay in long range mode against Voldo. This is
a must if you are still confused by Voldo's attacks. Use keep away tactics
to keep him away. If you got caught in close range, use d,A or quick attacks
to help you get out. The main thing is not to get overwhelmed by Voldo. Once
you are familiar with his attacks, playing close range game should not be a
problem anymore.

2. Ivy
     Ivy has great range when she is using her whip moves. This can also be
her downfall. Many Ivy player will train themselves to fight at long range,
and they might have trouble if you played close range attacks, especially if
it comes from Nightmare. Make sure your close range offense/defense is good
when playing against Ivy.
     Ivy apparently can be sidestepped easily (or so i've heard). When in
close, Ivy has a little trouble using her weapon as a whip. Use quick moves
and alternate attack level to pressure her at close range. At close range,
Ivy's whip moves are not as effective. Just keep pressuring her up close to
prevent her game from developing.

3. Sophitia
     Sophitia is pretty wicked up close. The trouble playing against her is
that she has great flow, which means her attacks can be seamlessly used
together to make a nasty custom combos. On top of that, she is one quick
character, making her even more dangerous.
     Try to keep her away, using 8-way run attacks and keep away games. If
she got in close, use quick attacks, such as B,f or d,K/A, to keep her out,
and get ready to use parries/deflects like nuts. She has a lot of combos
that changes attack level (especially between mid and low). Try to be
familiar with those combos (check MG's FAQ!). 

4. Mitsurugi
     Play Mitsurugi like you would play Sophitia. Fortunately, Mitsu's 
close range offense is not as powerful as Sophitia's. Mitsu's offense is
similar to Paul (Tekken 3). It consist of waiting games, where Mitsu waits
to unleash his strong attacks, while using poke tactics, also too damn
similar to Paul.
     Play in mid to far range againts Mitsu. Use quick attacks to wear them
down, and bust out the power attacks if you have the chance. Get your parry
and deflect ready all the time to defend against his power attacks. Lastly,
beware of his d,K,B move, the falling leaf wannabe!

5. Kilik
     With Kilik, you actually have to go in close sometimes, because Kilik's
weapon has about the same range as Soul Edge. If you go in close, use quick
mid/low attacks. Since Kilik's attacks are sometimes slow, try to get a df,B
in there to juggle them. Remember, Kilik players will try to play keep away
games themselves, and Nightmare's close range stuff is better imo.
     If you are caught in the far range, try to dash in and parry. If Kilik
attacks, his attacks will be pushed to the side, and you can use low attacks
or throw them. Try too move in close.

6. Xianghua
     Xianghua is as close as it gets to a generic fighter. She is at best 
when she is on the offensive. She also has a strong 8-way run game. Her
offense consist of a lot of attacks from both normal and 8-way run stance,
so don't be overwhelmed by her. Get back to the basics when playing defense
against her.
     Since most of her attacks/combos is mid or starts mid, use parry and
deflect to put her on the defensive, and use your favorite retaliation move,
depending on your location. If your parry/deflect game is still weak, just
block and use quick attacks, preferably low, for retaliation. She is rather
strong in close range, so use keepaway games too.
7. Maxi
     Similar to Voldo, Maxi is all about confusion. He has so many different
options using his Pure Soul stances that it is hard to guess what he is
going to do next. Learn the moves that Maxi can use when he is in the Pure
Soul Loop stances, so you would not be overwhelmed by it.
     Try to play a keep away games, against Maxi. Since his weapon has a
short range, he should have trouble hitting you when you are playing keep
away. However, he does have some moves that has good reach. If you want to
go in close, use quick attacks. Sidestepping against Maxi is rather hard,
since a lot of his attacks from the Pure Soul Loop covers a lot of ground

8. Nightmare
     Arrgghh! I hate mirror matches. Try to do the same thing as the other
guy is doing. If he gets frustrated and attacks, interrupt him if you are 
able to, or parry/deflect their attack, and retaliate.

9. Taki
     Taki can move! She is probably the fastest fighter in the game. Most
people regards her as a weak fighter, but she have a few moves that can 
knock off a bunch of health points. She is most effective when she is up
close, because her attack range is short. Her custom combo abilities is
probably the best in the game. Play keep away games against her.
     She is heavy on combos, and she also has the Wind Roll and Possession 
stances. Use parry/deflect to stop her combos, and retaliate when possible. 
She also loves to get in your face. Use quick attacks, such as d,K, df,K, or
B,f to try to get her out of your face. If you have the chance, use 8-way
run to try to move to her side/back, so you have a better chance of hitting
her. Be aware of what she can do in her Wind Roll and Possesion, so you
won't be suprised.

10. Astaroth
     Astaroth is the power guy in this game, and he earned that reputation.
A lot of his move will stagger the opponent, and I mean STAGGER. However,
since a lot of his moves are power moves, they are rather slow. Try to parry
or deflect it, and retaliate. Another thing to worry about is that Astaroth
has insane amounts of unblockable, and some comes out fast too. You can see
them by the lighting charging Astaroth's weapon. Keep pressuring Astaroth
to prevent him from using his unblockables.
     Another thing you have to worry about is Astaroth's range. It is longer
than Nightmare's range, so you have to move in close most of the time. Use
the quicker attacks Nightmare has to beat Astaroth, since he is rather slow.
Astaroth also has a great throw range, and with the addition of mid throws
and ground throws, his throw game is pretty good. Try to stay out of his
throw range, but at the same time don't stray too far!

11. Hwang
     Hwang is a pain! He plays similar to Xianghua, but somehow he is much
better at it, prolly because he is stronger. Like Xianghua, he likes to go
on the offensive, so rely on those interruptors and parry/deflect. If that
is not your game, play keep away games, because Hwang is rather strong when
he is close.

12. Yoshimitsu
     Yoshi plays similar to his alter ego in Tekken 3, except you can block
his sword attacks! Well... at least some of them. Don't be caught off guard 
by his tekken moves. Pressure him using quick attacks. You can also play 
keepaway games if you want. Don't let him get comfortable.

13. Lizardman
     Lizardman is a Sophitia clone. He is also a pain in the ass up close. 
As with Sophitia, try to keep him away using keepaway games. Play him like
you play Sophitia.

14. Siegfried
     Siegfried is a carbon copy of Nightmare, with a tiny difference in the
move list. Siegfried seems to be a tad faster than Nightmare. Fight him like
you would play Nightmare.
     The new additions to Siegfried's offense is his B,B,B and A+B(,A)
moves. The B,B,B is similar to Nightmare's [8WR],u/d,B,B,B move. The 3rd
hit is low, so watch out!. The A+B is 3 continuous swing, and Siegfried
ends up in the night side stance. Watch out for the [NS],K if you play to
attack him after this move.

15. Rock
     Play Rock as you would play Astaroth. There isn't any noticeable
difference that I notice. Rock's range is a bit shorter, but his keepaway
game is still as good as Astaroth.

16. Seung Mina
     Mina plays similar to Kilik. However, there's enough difference between
them so that you have to use different strategy against her. First of all,
she's better played defensively, instead of going all out. So expect her to
be on the defensive. Try to close in and play close range games.
     On the other side, she has more horizontal attacks, from normal and
8-way run stances, making her sidestep games better than Kilik. That fact
also helped her defense a lot. Overall, expect a heavy defense game from
her, and try to break her guard down using quick attacks, and go up close
to pressure her, and don't forget to change attack levels!!

17. Edge Master
     Edge Master is Soul Calibur's version of Mokujin. He switches between
characters every round. Adjust accordingly.

o 6. The Siegfried Factor o

=== comments on Siegfried ===

     Siegfried is basically Nightmare. He might have a couple different
moves, and maybe a tad faster, but he is basically Nightmare... or is it the
other way around... ??

=== differences on movelist ===

     Siegfried is almost identical to Nightmare in term of movelist. One of
the differences is that Nightmare's B,B from the normal stance is replaced
by B,B,B, a move that is similar to Nightmare's [8WR],u/d,B,B,B move. Here
is the technical info for the move:

Sequence            Name                    Level          Damage     Note

B,B,B               Armour Breaker          M,M,L          23,16,32   {SG}
 ^[B]                ^Chief Hold                                      [CH]

     Another move Siegfried gain is the A+B Blaze Wind. It's 3 sword swing
that puts Siegfried in his side hold stance (night side stance). Here is
the technical info for the move:

Sequence            Name                    Level          Damage     Note

A+B                 Blaze Wind              M,M,M                     [SH]
- 3 sword swing that covers a lot of distance. Ends in Side Hold. Use [SH],
  K if you believe that the opponent will attack. Chances are the kick will
  connect as a counterhit, causing a double over stun.

     Another move Siegfried gain is a variation of the above move. It is
the A+B,A Blaze Storm. Here is the technical info:

Sequence            Name                    Level          Damage     Note

A+B,A               Blaze Storm             M,M,M
- a variation of the move above. The 3rd hit is low. Mix these 2 moves up
  for maximum efficiency.

=== differences on strategy ===

     Strategy-wise, both of them are still similar. Strategies that worked
for Nightmare should work for Siegfried also. However, with the addition of
Siegfried's only move, there is a little change in Siegfried's strategy.
     With the addition of the Armour Breaker, Siegfried can pressure more
effectively from his normal stance. The Armour Breaker is offensive in
nature, while Nightmare's B,B Mail Splitter is best used in a defensive
mode. The Armour Breaker is a hi-hi-low combo, and the last hit may trick
some opponents. In addition to that, Siegfried also has the B,B,K Break
Kick that looks similar to the Armour Breaker. The last hit of the Break
Kick is a mid attack that has a rather short range. Nevertheless, it's a
great alternative to the B,B,B Armour Breaker.
     The Blaze Wind/Storm can possibly be used in juggles, but they are
definitely pressuring tools. The Blaze Wind is 3 quick swing that is rather
hard to interrupt, and it ends in the Side Hold. If the opponent is the
attacking kind, stick out the [SH],K at the end of Blaze Wind. Chances are
the kick will hit as a double over stun, then you can do many marveouls
things. The Blaze Storm is a variation of the Blaze Wind. The last hit is
low, so use the Blaze Storm once in awhile to confuse opponents.
     Another difference between Siegfried and Nightmare can be found in
the way they parry. Nightmare parries the opponent to his left, while
Siegfried parries the opponent to his right. This fact must be remembered,
because when Siegfried parries an attack, he has the option to throw. If he
does, it is the right side throw, and this throw can ring someone out.

=== bio/story ===

1. Bio

Name:          Siegfried Schtauffen
Weapon:        Zweihander
Weapon Name:   Requiem
Style:         Self Taught
Age:           19
Birth date:    February 6th
Family:        Mother (Margaret), killed his own father (Frederick)
Birth Place:   Holy Roman Empire
Height:        5ft 5
Weight:        110lbs
Blood Type:    A

2. Story

     After the Soul Edge devoured a great number of strong souls, Siegfried
was able to use it to resurrect his father Frederick. He quickly realized
this resurrection was nothing more than an illusion created by his weak
mind. Perplexed by the illusion he created, he wondered, "Is there any hope
for redemption?"

     She lived in a small town in Germany. With both her husband and son
missing, her life was completely barren. But on this day a youth stood in
front of her house. For the first time since he had killed his father, he
returned to his mother Margaret. As his hand raised to knock the door he
heard words of prayer from within the house.

     His body froze as he listened to the sound of his mother's voice
praying that her son's soul may see peace.

     "I am unworthy to see my dear mother now, I cannot return until I have
settled everything," he decided.

     "Mom, I met dad," were the only words he muttered as he turned his back
and ran away before his mother could notice.

     The boy had now grown into a youth and he left the town of his
childhood with a refreshed will. The knight left to put down the flames of
unholy hellfire that had spread throughout the world. The sun had set and
all that remained in front of him was a dim road of uncertainty.


=== bio ===
Name:          Nightmare
Weapon:        Soul Edge
Weapon Name:   Soul Edge
Style:         The Memories of Soul Edge?
Age:           Unknown
Birth date:    Unknown
Family:        Unknown
Birth Place:   Unknown
Height:        5ft 6
Weight:        209lbs
Blood Type:    Unknown

=== story ===

No one knew where the rumor came from.

The blue knight, with the mysterious crimson eyes, bore the huge sword in
its malformed right hand. No one who saw the crimson eyes of the knight,
from strong fighters to shrieking women, from innocent babies to tiny worms,
could escape its blade as it devoured their souls. The single eye of the
huge sword looked like it was smiling in enrapturement, as it tasted the
blood of living things. Only the creatures of darkness that served its cold
blade were exempt from its fevered hunger for new souls.

"Rumor, it's only a rumor." 

"Damn rumors all..."

Three years after the Spanish village saw the column of light, a small
German village was in for a night of death as a knight with crimson eyes 
stood atop a cliff with the full moon to his back. It swallowed towns and 
villages in its path to the Black Woods. It was as if Captain Cervantes 
returned, but with a dreadfulness and evil far surpassing the original!

"We are coming, father..."

=== credits ===

Namco - for creating another kickass game that is supposed to hold us over
        until Tekken 4, but has evolved into something else... i think

Mr_MG - for letting me use his notations and part of his mucho excellent
        Soul Calibur faq to complete my humble Nightmare strategy guide, 
        and some proofreading...

Cyberlead - for a LOT of information and food for thought...

Mr Hibiki - for inputs, customs and informations...

Wind-X - for spirit charge unblockables...

Acel Alphonse - for custom strings and stuff...

Prizim - for custom strings and stuff...

=== Locations ===

This faq/guide can be found in this 3 sites:

Fighers Net             - www.fighters.net
Soul Calibur Networks   - www.luminpro.com/soulcalibur
Gamefaqs                - www.gamefaqs.com

=== Further Readings ===

Mr_MG's Soul Calibur Faq
- www.fighters.net
- www.luminpro.com/soulcalibur
- www.gamefaqs.com


this faq is nowhere from being done... some of the things here can be 
downright wrong... so please help me to perfect this guide...

to make contributions/corrections/additions/suggestions/comments to this
guide, please e-mail:

dfdp5@hotmail.com  OR  dferrzz@aol.com

please help me make this guide one of the best ones out there!

thank you!


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