@Heavy_Mental are those cross-unders good for the entire cast or character specific, tried it in training mode against Birdie and he stayed on the same side every time. Maybe I gotta practice it more.
Dunno how useful this is but I was surprised to see that when I blocked a full-screen fireball and V-reversal its kinda like a cheap V-trigger since it puts you right behind the opponent, might be able to catch someone off guard with this if you don’t have full V-Trigger yet and you are forced to block an EX fireball in the middle of a zoning battle.
I don’t know. Didn’t test it on the entire cast. I’ll get on it when I have time.
If anyone wants to see the meaty HP Sonic Boom setup in action, here’s a video of Jayce the Ace doing it in a match. He does it around the 40 second mark.
EDIT: Tested the EX Tragedy Assault, whiff st.HK crossup setup. Works on the entire cast. Timing for the whiff st.HK is consistent across the cast. It should be done when the opponent is still in the air.
After literally a couple hundred tries I’d say I have about a 60-70% success rate landing that link.
Is there something I’m missing or do I just need more practice? I don’t see how I’m going to consistently land this unless there is some technique to it.
You could try using b.MK instead, which starts up one frame faster (5f) than st.MP. EX MS->st.MP is really not a difficult link though. You might just timing it too late.
Maybe I am. I’ve practiced the execution on most of his BnB combos, CA combos, and confirming counter hit combos but I struggle with anything where I need to connect after a Moonsault. I’ll start using b.MK instead if it doesn’t work out I just like to use st.MP because I find it easier to buffer in my next input.
Messing with EX Sonic boom as a punish tool in conjunction with VT. Kind of funny that you can punish a Rashid for having good spacing on the eagle kick.
EX SB x2 (with a delay) f+HP VT xx etc
Wonder if there are any other creative ways to use EX Boom and trigger for particular punishment scenarios.
Edit:
Rashid is a bit too far for conventional punishes. There’s probably other approaches, but this is EX Boom proof of concept.
Boom Punish on Fang Super. (HK Moonsault is also free after the first fireball disappears)
I’m a mobile scrub so sorry for the Twitter links if inconvenient.
Hit the lab to try and find counterhit setups after ending Raptor Combination and his air throw. This is what I got:
Raptor Combination ender against Quickrise 3f cr.jab
-whiff jab, f.hp
-whiff jab, f.hk
-whiff MP, f.lk (puts you at the right sweet spot on counterhit to go into lp,mp target
-Forward dash, f.mk
-Foward dash, *move back a tad, b.mk
-Immediate sonic boom, follow up with mk.scythe or F.Hp into VTrigger
I know I am late and sry for asking this question,
but how do I quik rise? and how many seconds faster is quick rise on wakeup compared to a normal rise?
the timing on this seems quite tricky
thx for postin it
I’ve started doing this. I just kept getting frustrated with trying to hit the s.MP and my timing not be tight enough. The extra frame you get with b.MK makes it easier to connect.
Taking it upon myself to start a Nash Evernote. It’s mainly setups compiled from findings on here and stuff I’m working on. Refining it and adding content for the future would be a nice project imo. I can share it for anyone who wants in. Little sloppy atm. Will work on that though haha.
@LiangHuBBB you quickrise by pressing two punch buttons of tapping ‘Down’ as you get knocked down, two kicks or ‘Back’ to backroll. Idk about the secs tho
Here’s a few things iv came across in the lab that iv not seen been mentioned or done here. (i never know whether to assume something is common knowledge if i havnt seen it mentioned lol)
Cant be done any further away than point blank range however this should catch anyone doing anything that isnt blocking or dp. Strong multiple frame trap option, safe,traps and combos what more could we ask for. https://youtu.be/tUFuOpvlT7E
Another is this pretty simple anti air. great for closing the gap after your anti air. A s,mk dash s.lp can always be beat out by oponnents jabs so this looks to be one of nash’s better AA options for turning on the pressure. https://youtu.be/aaLKOQAGWdg
And finally, a cheeky side switch for an unsuspecting opponent. s.mp is actually quite underrated as an anti-air, works great at long and close range just not amazing if they are in line above you. You are safe on this but unable to beat anyone to the punch if they are hitting buttons, likely you can get away with this the first time then hopefully bait out a dp for CC https://youtu.be/EqHJilqSV9g
Sorry for quality guys, hopefully this is some food for thought
Don’t worry about the quality. As long as you can see what’s going on, people appreciate it.
I have a couple of issues but I think it’s me being nitpicky.
AA-Raptor Combination is pretty smart but I personally would worry about the st.HK recovery. Unless you hit them at the very peak I imagine some characters can punish. I will mess around with this at some point and will obviously take this back if I’m wrong.
The other problem I have is the Wind Shear AA isn’t hitting Counter Hit, which means that they weren’t pressing a button. Don’t get me wrong, st.MP is “Functional” as an Anti Air but it will be beat out a lot of the time.
Either way, some nice innovation. I hadn’t really thought of using the second parts of the Target Combos to whiff for positioning like that.
Taken from a post by @Heavy_Mental -
Judgement Saber, dash forward: +7
Dash up st/cr.MP works