Nash Beginners Thread

f.LK can be used to avoid the situation completely by going under them.

Jab. Don’t let them cross you and EX Scythe. Cr.mp can connect depending on what they’re doing. Or as someone else mentioned just go under it.

Do you guys know a good online Nash I can watch? Please don’t say Infiltration because he’s so good to the point where I can’t even understand him. Sometimes he doesn’t even look like he’s trying but just casually whoops everyone’s asses.

I keep a playlist of Nash matches that I update daily. There are lots of Infiltration matches, but I’ve got a ton of other noteworthy players on it as well - Nuckledu, Dieminion, Yukadon, LI Joe, etc.

https://www.youtube.com/playlist?list=PLIq6H77rCIJlaLKzUYjpbOJqkf16fr2Op

I have a question about Nash’s v-skill that I’m pretty sure should work, but I’m not entirely sure. If your opponent throws out an ex-fireball and you happen to hit it once with a regular boom in return, can you absorb the final hit of the ex-fireball with Nash’s v-skill? It seems like that would be a good way to cancel out an ex-fireball without using meter, risking a jump, or taking chip damage.

No, you can’t absorb an EX Fireball at all even though you nullified the first portion of it. For example, you throw a fireball and Chun-Li does EX Kikoken to nullify the Boom but still have 1 hit of the fireball traveling towards you. You cannot use V-Skill to absorb that EX Kikoken despite it only have 1 hit left. I’ve tried this before in matches and got hit for doing it.

Damn. That sucks. Thanks for the info though.

Here’s a beginner question if there ever was one: What options are there when you get stuck in a poke-range stalemate? I’m hovering around 800 LP and one of my biggest weaknesses is not knowing what to do after an exchange of blocked jabs/light combos. I’ve developed a stupid habit of trying a sweep from a blocking crouch (thanks for nothing Survival mode!) and paying the price. Tried TA in that situation and it gets stuffed more often than not. Recently I’ve just been jumping or dashing backward to get out of the situation and reset.

There must be some valid options to stay in mid-range and keep the pressure on relatively safely. I’m OK when zoning, following up on a SB or when I gain the initiative through a MS combo, but mid-range button game is pretty sad.

Learn the max ranges of the following pokes: c.lk, c.mk, f.mk, f.hk, f.lk, and m.SS. Each one provides a different range that you can throw out to continue pressuring your opponent after pushback knocks you out of jab/medium punch range. Also, f.mk, f.hk, f.lk and m.SS all move you forward. So you can use them to get back into range. I use f.mk, s.mp frametrap to apply pressure. Then if you end that frametrap with a sonic boom, you can help keep it safe.

Ah the classic. Don’t feel bad, early on Sweep is used by top level players more than it should be.
That being said @Krazysh0t covered a fair few options that are all good. f.HP is also really good if you can learn the sweet spot for it. cr.MK is really good but you need some space in order to use it or you will be punished.
Only one I really disagree with is f.MK. Whenever I find myself using it I feel like I could be using a better normal. Maybe I need to sit down in the lab with it for a while but I’m really not keen on it.
Last point I have to make is DO NOT USE F.LK!!! I’ve been trying to use this to whiff punish people and although I get the hit, they get to move/attack before I can.

f.LK is only useful for 3 things:
[list]
[]Max range meaties and counter hits into combos
[
]Punishing certain moves (There’s a small list of scenarios where only f.LK can reach…that said you trade free dmg for negative on recovery. IT is possible to be positive on max range whiff punishes)
[*]Anti-Air, standing resets
[/list]

f.MK is really good. It’s a good advancing poke that stuffs a lot of run ins while not giving up Nash’s mid range. If it counter hits deep, it combos.

For long range anti airs, f.LK is amazing. For whiff punishing though you have to space it for the last active frame/s to hit and my spacing isn’t that good in an actual match. (I panic)
I didn’t mean not to use f.LK at all, I meant in the neutral situation that @SubSonicAK was describing. In that situation using f.LK will most likely result in losing 30%+.

I really do need to look into f.MK more then it seems. I’ve personally found it underwhelming but that could be from math perspective. The frame data on f.MK isn’t great so there’s every chance it’s clouding my judgement.

The slow recovery of f+MK makes it an easy whiff punish for a lot of characters, I feel like f+HK does a similar thing but is better overall.

I like using max range pokes. I’m pretty sure that f.mk pokes further than f.hk. Though looking at the frame data on f.hk, I can see the benefit of using that normal as opposed to f.mk when poking from a closer range.

The frame data-
f.MK - startup 13|Active 2|Recovery 18| HitAdv 2|BlockAdv -3
f.HK - startup 13|Active 4|Recovery 15| HitAdv 2|BlockAdv -2

So just by the data f.HK starts up the same, has more active frames, has less recovery and is unpunishable on block (Though you are still minus).
That’s what I meant by looking at it from a math perspective. f.HK beats it or is on par with it in every way. Also you can VTC f.HK but not f.MK
The only thing potentially going for it would be range but I thought they both had the same range.

I could be mistaken, but I think that f.mk moves nash forward a bit more than f.hk does.

Would have to double-check but I think the range is pretty much identical.

Advantage to f+MK I’ve noticed is on a close counter hit you can land s.LP>MP target combo for potentially good damage. The recovery of f+MK just makes it a fair bit riskier to throw out still.

Shitty ass EX-Scythe keeps getting stuffed be normal jump ins. The fuck we gonna get the creator of the flash kick, but not get to use it.

I was under the impression that f.mk went over low attacks.

Sounds like you’re doing it late. Ever since I started using EX-SS as an AA I am having more success in the AA game. c.MP and s.MK are good though, too.