It does. But not on startup. Look at the hitboxes / hurtboxes for a proper reference: http://watissf.dantarion.com/sf5/boxdox/#v1_1/A4B-SOBAT-0
As you can see there, it goes airborne and gets grab invinc on the 10th frame of startup. (0 is first frame, so 9 = 10th frame)
A few frames later it goes active with the hitbox. Then a few more frames of airborne during recovery frames.
It just has slow startup, you’re not immediately airborne. F. LK is faster and is also airborne, but doesn’t move the hurtbox as high into the air as f. MK does, but instead moves further forward and has a hitbox a lot more suited for AA’ing / applying meaty (lots of active frames on it), rather than f. MK which has a hitbox / hurtbox ratio clearly only designed for going over low attacks.
Yeah, after saying that, I went home into the lab and tested. You are right they have very similar if not identical range. I’ve thus started using f.hk instead of f.mk.
Anyone start taking mad L’s as of late? I was solid up until i hit silver, lost it 2x then got it back. Since I got it back I’ve been playing casuals only. At least until I patch the holes in my game.
I have a question regarding general frame data. When you cancel a normal into a special, can you cancel into any special that starts up within the normal’s recovery + frame adv. hit? Does that explain why st.fierce can only be cancelled into m.TA and not h.TA? (No CC)
Also in 3hit combo varients with lp, lk, l.ss. Does the 2nd normal have to be linked in order to be cancellable or can both normals be chained and still cancel to l.ss?
The formula for working this out on paper isn’t really useful given that you can very quickly and easily run through all the possible combinations to see what works. But simply, yes h.TA is too slow to combo from st.hp without a counter-hit.
I’m no where a PRO to give advice but I recently reached >1500. Nash has pretty much a few styles he can play. He can zone someone out, play the neutral/mid range game (his best option), or rush. I started with playing a defensive style (throwing our fireballs and anti airing with my normals and EX SS if I had meter). I started experimenting with my normals in neutral(poking and keeping a safe distance). Now I’m working on meaty/frametrap set ups.You ultimately want to keep your opponent away. It’s interesting to play folks >2000 as they tend to sit back and wait for you to pull off something unsafe! So practice your safe normals and occasionally throw something to surprise your opponent!
Nash, to me, is very much a “Jack of all trades, master of none” character.
He can go in hard with relative safety, he can lame out with his fire ball and the ultimate run away tool - Teleport or he can play footsies with his godlike buttons that can lead into decent damage.
The idea is that you can mix up these styles on the fly and always have a back up plan.
For example - You’re against an R.Mika, she wants to get in just to touch you once and end the match. You can keep her at a reasonable distance and stop her from jumping. But then if they get the point and start trying to inch their way in instead of just going ham and pressing buttons you can decide it’s your turn and get aggressive. Instead of anti airing them with cr.MP/st.MK/Ex-Scythe you can go to f.LK and then go for a meaty set up or follow up with something like a f.HK and get your footsie game started.
Nash, much like Necalli has so many good tools that it’s hard to pigeon hole him and say “This is how Nash is”.
In all honesty, the best advice I can give is to watch some of Infiltration’s matches and try to note when/where he changes his approach. He is constantly switching up his “Style”, going from being a midrange bully to back dashing and throwing Booms and then suddenly dashing in to throw.
I suppose if I were try and break it down to a TL:DR version it would have to be - Be Fluid.
Like Zachara said, jack of all trades. You have to be able to switch, on the fly, between zoning and rushdown depending on what your opponent is doing, but if you get too greedy in one of those directions, you’ll be heavily punished for it. Thus he requires quite a bit of knowledge on how and when to use his attacks and is definitely not a character you can just pickup and mash to win with.
Just a random thought I had playing some casuals locally. Is there any moves or set-ups that allow Nash to possibly bait the V-Reversal system? From what I noticed from playing, is that V-triggered can be activated by any move that leaves the opponent in block stun (correct me if I’m wrong). Now, if I know someone becomes too V-triggered happy, is there a way just to bait it out and punish it? This came from the fact as I was playing matches, sometimes their v-reversal completely misses, because I’m too far away from them. Leaving them vulnerable. Erm, just wondering if frames also take into account as well. Thanks!
Is it just me or are anti airs in this game suprisingly bad? Crouch mp, Crouch hp, Standing mk tend to never anti air properly for me. which makes me rages pretty hard as you can imagine like: “I was pressing buttons”
Certain characters have jumpins that can out prioritize those normals. Have you tried mixing in some air-to-airs to throw your opponent off? Nothing like a good j.lk, j.hk, or air throw to knock someone out of the air and cause them to start pushing buttons earlier in the air or use normals with more priority in the air (which opens up your ground anti-air game again).