Nash Combo/Tech Thread

Interestingly you can do Ex-Scythe, VTC 4 times if you cancel the first hit everytime. I know it’s impossible but I’ve been trying to work out the juggle potential on his moves.
You can Ex-Scythe, groundVTC, nj.HK and it will connect but it won’t if you use the air V-Trigger.

Kind of went hamburgers on the info compiling. Anyways here is this thing. By no means comprehensive, just what I’ve been working at so I hope it is of use and maybe even shows some new possibilities.

Frame Traps (Tested vs Chun)
3 frame normals
St.lp {Cr.mp
St.Lk {lp, Cr.mp, b.Mk}
Cr.Lp {b.Mk}
Cr.Mp {lp, Cr.lk b.Mk}
Cr.Hp {lp, Cr.lk, Cr.Mp}
Moonsault MK {Cr.lp, b.Mk}

4 frame normals
Cr.mp {st.lp, st.mp, Cr.mp, b.Mk}
St.lp/lk {st.HP (CC)}
St.HP {HP Boom}
Moonsault LK {Cr.lp
Moonsault MK {Cr.mp
Moonsault HK {st.HP

5 frame (Late Throw Tech)
Cr.Mp st.Hp beats late tech but loses to mash throw/normal

**MEATY GUIDE (Special Moves are Abbreviated, Quick Rise unless Noted, Beats 3 Frame Normals unless Noted)

*Frame kill meaty setups. Beats armored reversals with fastest timing (Tested vs EX Shooting Peach)

LP Boom setups guarantee CA Chip kill.
**
Sweep
*Dash {cr.Lk, Cr.MP}

CC SWEEP
f+HK Neutral jump safe jump
St.HP (whiff) J.mk (Safe jump, can cross up)
Ryu Beats LP
Loses to Ryu EX DP (Safe on Ken/Karin/Cammy) (Testing on the roster is incomplete)

Cross up j.mk whiffs on Cammy use f+HK setup. (Testing on the roster is incomplete)

L TA
f+HK
No Tech f+HK whiff dash cr.HP

M TA
*(Corner) st.HP/Cr.HP

Ex TA (double dash)
Cr.LP*/Cr.MP
st.HP (CC) (4 frame normals)
Dash pause f+Hp
Dash walk forward f+HK st.MP/HP
*(Corner) st.lp (whiff) HP Boom
VT air normal reset dash under

LK SS
Dash f+HK (4 frame)
Dash {Cr.mp, b.MK, St.HP, Cr.HP*}
Corner
*HP Boom

No tech
F+mp whiff (Safe Jump)

MK SS
Dash pause crMP/HP st.HP
*Dash f+HP (CC)
*Dash f+MK
No Tech
F+HK whiff (safe jump)

HK SS
Dash pause f+HK
Dash walk up Cr.lk
Dash x2 Cr.MP/st.HP
f+LK {Cr.lk, Cr.MP, st.Hp, Cr.HP
}
*LP Boom
*St.lp (whiff) EX Boom VT 50/50 (EX Boom x2 can convert into sweep)
No Tech
St.lp (whiff) f+HK HP Boom VT 50/50

Corner
St.lp (whiff) HP Boom
St.HP (whiff) {Cr.MP, st.HP
, Cr.HP*}
*Dash back f+HP

EX SS
Dash f+HK
*Dash f+LK {CH->Rapid Kick st.LP LK SS}
Corner
*St.LP x2 st.HP (CC)

Critical Art
*Dash Cr.Mp

**Raptor Combination **
Cr.M f+LK
-combo into Cr.mp
st.LP f+MK (possible cross up Safe jump)
*St.lp whiff f+HP/f+HK
*Mid-screen LP Boom
*Dash st.HP/Cr.HP
*Corner HP Boom
*Corner Cr.MP whiff Cr.LP

**Wind Shear **
Dash {Anything}
*Dash {f+HP}
*Dash {f+HK allows st.MP on CH}
*f+LK {Cr.lk, Cr.lp}
*LP Boom
*St.lp (whiff) EX Boom

**FThrow **
Corner
*st.Hp/Cr.HP
No tech, Cr.HP st.MP Cr.HP
Corner No tech
*Backdash Cr.mk f+lk
*Backdash LP/MP Boom
*Backdash st.lp (whiff) Ex Boom (can convert with f+HP/MK SS)

Backthrow
Corner

  • cr.HP
    No Tech Corner
    *Backdash HP Boom (Dash in st.Lp to confirm)
    Mid-screen
    HP Boom (If they jump into boom)
    -Dash F+LK (Air reset)
    -St.lp (whiff) MK SS CA
    -MP TA

Air throw
Throw opponent into corner
-Dash {Cr.MP, st.HP, Cr.HP}

Notes/Misc.
Air throw slims hurtbox

https://www.youtube.com/watch?v=8sXG_tmldz0

Here is the YouTube description:

ok guys i know iv only really posted things about target combos but i think iv got 1 more for ya
https://youtu.be/dfox6ev4n80
this combo trades some damage in exchange to be close enough to keep the pressure up, it also keeps up your pace giving your opponent less time to compose themselves. c.mp s.mp b.mk all act as frame traps after the dropped wind shear which can be followed up by c.mp s.mp ex booms for another set of frame traps. in any instance that the frame traps dont connect all can be follow up by a boom to keep yourself safe

Wow. People really on the tech over the last 18 hours. Amazing stuff.

And because you guys here know I’m a filthy whore I made a new video.

https://www.youtube.com/watch?v=hr0jArdwNuE

After making this my mind is even more confused about Nash’s juggle potential.
Next video is going to need spreadsheets and pie charts as I’m going to delve as far into this juggle potential lark as I can humanly do without breaking my brain.

A little trick that I saw infiltration do is (Corner)6LP>MP>exTA>HK
After the HK nash would end up in the corner.
@cjaycr does these meaty’s work with back rolls?

That corner body-hop has been discussed a lot of over the last 2 pages. (Not trying to sound like a dick)

Meaty HP-Sonic Booms work against both quick rise and back rolls.

^ Didn’t realize it’s been talked about, but here’s a quick video I recorded 3 weeks ago about it. I just forgot to post it up.

https://www.youtube.com/watch?v=gPXs4MxcThs

Everything was tested against the standard quick rise (Normal Recovery). I think some can indeed cover both options (likely stuff like f+HK). When I get some time I’ll go back to test and mark which ones do.

Got a bunch of neat ex boom tech I need to record too. That move is great.

According to James Chen in the finals Infiltration VS Tokido after Nash’s CA HP Boom is meaty?

It’s not meaty. They can jump out of it. It’s just a safer option than dash forward cMP (which is meaty) if you don’t want to risk getting hit by a wakeup dp.

Tragedy Assault Mixup

LP Tragedy Assault on hard knockdown or delayed wake-up. Been using this for a week, havent seen anyone do it so thought I’d share. It is risky and can be punished but there is a potential to land a full combo…

https://youtu.be/eXq9rkbnDTw

Excuse poor recording.

Seen something familiar with CC cr.HK then HP TA.
This probably will do better since it’s corner.

I’ve put together a collection of knockdown follow ups.
A lot of stuff from in this thread.

https://www.youtube.com/watch?v=w8gTL1p2z2g

Just got the update and was testing some stuff.

Like I suspected, neutral empty jump after H SS isn’t safe against 3f dp anymore. Also, other stuff involving safe jumps, like L SS forward dash cHP neutral jump is now a 4f safe jump if they don’t get up. Also, Nash’s voice isn’t working for some reason.

Another thing. If you’ve been using CC sweep f+HK neutral jump as a 4f safe jump, you’re going to have to replace it with CC sweep sHP forward jump, which is spacing dependent. The former still works as a 5f safe jump though.
Edit: Actually CC sweep forward dash sLK works fine now as a 4f safe jump. Plenty of stuff to find and adjust.

Just a quick one:

https://www.youtube.com/watch?v=jv7xQZG1rtE

^ dope video. ive always wondered about the walk up

One thing to note with the walk forward combo is that p-linking still exists in the game and is actually useful for that combo.

My God. So much tech spread throughout the pages. My head is spinning just trying to find one then and go back to the other lol

Is there any way we could have all the tech, frame traps, meaty setups all combined into one?