The core of the "Nope" button is the rule which I paraphrase here:
In the event in which you reveal a Red maneuver, while stressed, you hand your dial to your opponent, who then selects a new non-Red maneuver for you to execute.
Now, that maneuver will usually land you on/through an asteroid, off the board, in the sights of the opponent's entire fleet, or other things that make this a Very Bad Thing To Do.
Usually.
However, what happens if you planned a Red Maneuver that wound up being a terrible idea, due to being generally out-flown by lower PS pilots?
Example: In a Lambda Class Shuttle, you have decided that the enemy will fly directly into your sights if you select your Red O■ maneuver.
However, they somehow predicted this, and through much Barrel-Rolling and/or Boosting have their entire fleet aimed at your hindquarters, from the front.
Had you selected any maneuver with forward momentum, some of them would not have a shot on you at all. The situation is dark, and you will likely be eaten by a grue.
However, if you have a way of stressing yourself before revealing your maneuver dial, you can abuse the alluded-to rule to change your maneuver. It will default to the worst possible of a smaller list, but if all of the maneuvers your opponent can pick are better than the one you initially chose, the most dangerous consequence is still better than where you are now.
So, back to the Example:
You are fielding an Advanced Sensor and a Fleet Officer, ostensibly to remove the stress of the FO with your revelation of a Green Maneuver.
However, in this scenario, you activate that combo once again, knowing that you will have to hand your dial to your opponent.
In this scenario, your opponent has only 3 white maneuvers that would stick you with the stress you just gained (the 3 Forward and the 2 Banks).
Every other option is Green (which lets you shed the stress you just accrued), or Red (which the opponent cannot select).
Moreover, all of them carry your Large Ship's base a substantial leap forward from where you are now, much to the consternation of your opponent.
Your opponent weighs the decisions, and elects to leave you with a 2 Bank. You keep the stress, and are likely to fly through an Asteroid next turn.
However, you are not dead this turn, which was fairly likely to happen from your initial placement.
Huzzah.
On a ship that can gain actions before its maneuver and has an Elite Talent slot, Daredevil makes for a glorious shift in possibilities.
After all, all of the remaining solutions for your ship are at a 90° shift from where your maneuver was planned previously, and it gives you two different and opposite directions in which to Nope.
You are very likely to wind out on an Asteroid in this situation, but also fairly likely to wind up completely out of the arc of your attackers.
Push the Limit and Experimental Interface also work like the Fleet Officer example, though they can also interact with Boost and/or Barrel-Roll for a less potent Daredevil effect as well.
Oddly, the more Red you have on your dial, the better this tactic works, and the more likely it is to come to fruition out of necessity.
Interestingly, by having this tactic in your arsenal, you'll find yourself taking the proverbial 0■ more often, as you know that you have a way out should things go pear-shaped.
Also, you'll earn a reputation in your group for being absolutely insane and/or unpredictable, which should suit you well.