I was in the lab today and was messing around with sweet dreams a bit. I don't know how often people are using it in this way, so forgive me if this is old or unusable. I haven't gotten to try it in game yet. I've been ending my combos with sweet dreams instead of additional spikes as a small trap. I realize that characters with advancing wakeups or teleports should get out easily, but that still leaves some characters vulnerable, yes? For example, b1, 2, u1, dash u3, dash f4,2,1, far spike, sweet dream, forward tele. while you tele you can confirm the hit on sweet dreams and either jp in for another combo, or back off to continue zoning. You lose 3% damage if you don't do the second spike which isn't significant, and if they block the SD, they take 1 chip and you can GT for 2 more chip i believe. Another thing was using it as a 'reset' in the corner.(I don't know if this would be considered a reset or not, once again, not used in game just yet.) I was doing corner combo b1, 2, u1, u3, f4,2,1, near spike, f4,2,1, EX spike, sweet dream. I dont know if the opponent has frames to do a fast special, but ex spike leaves them standing and after you use sweet dreams it looks like there is time to do your 50/50 or take a grab because it would appear they have to block the sweet dream. I'll be testing these out thoroughly tonight, as well as some other stuff I was fooling around with, but I thought I would run it by the freddy boards to see what you guys thought.