edit: so yeah, mindgames don't really happen from normals in this. what about movements? like generally dashing in for a low and then hitting high. something like that.
You can still get some mindgames from normals, but they feel very different. Remember, because everything in the game has slow start up except GI and guarding, opponent generally cannot react quickly to what you have done with offensive options.
Similar to what you might be used to in a 2d fighter because strings in 3d are usually uninterruptable in a fashion similar to doing a combination of fast, + on block normals in 2d, just "on-rails" because you can't decide what the string is. You can cut short a string to hope for a negative reaction from the opponent giving you the opportunity to reposition or mix-up or what have you. The simplest example is doing only B of a BB string, then using the time opponent gives you for blocking as though the BB had been forthcoming to step back or throw. I wouldn't know how to tell you to do this with nightmare however and his BB is not a good example of this because B is - enough on block that opponent can wait to see you stop and still proceed forward...
Also remember that lows/throws(which can be thought of as largely the same) and mids (like overheads) abound and are bread and butter instead of rarities, so if you are guarding in place you are automatically put in a 50/50 if opponent is close enough to you.
/edit/ You can effectively increase your throw range at the cost of speed by cancelling a forward dash into throw, that is about as close to a tick throw as you're going to get. The upsides are the amount of slow down and increase in range you get is variable and under your control and you can "tick" into things other than your throw(more or less everything). The downside as I understand it is that you add significantly more start-up by doing this than a standard tick throw in a 2d.
I'm not really the best 2d player so I'll try not to say too much more and create confusion.