Nash Combo/Tech Thread

No i mean can nash do H.SScythe xx V-trigger Fwd/Bwrd xx NJ.Hk link Cr.Hk(instead of using lk.SScythe ender)?

You can air to air Urien’s Knee drop with nj.Hk and then Lk/Mk.SScythe but on block idk…When in doubt go with lp,lk or b+mk or check the wiki for his frames.

Only time you can do VT, n.j Hk, sweep is after an ex TA. Does same damage but much more stun than ex TA xx VT, n.j Hk, mk SS

Was talking to some friends on a Discord chat and wanted to share.

“so to whoever shat on me for saying theres nothing more to learn for nash i must thank you
motivated me to go back to the lab
and i discovered something for myself
in every situation where you would use st. MP aside from shimmies/whiff punishing
use b. MK instead
way more frame trap options bc its 5f
still special cancellable
and its not a bad AA either actually
tho cr. MP is still better in almost every situation
b.mk can actually make way more meaty situations against 3f chars too so hopefully less jab mashing interrupting me
Stand MP startup 6f active 3f block: 0f hit: 2f ch: 4f 60dmg 100stun
Side Knee Attack startup 5f active 5f block: 0f hit: 2f ch: 4f 60dmg 100stun
just a better normal in almost all regards aside from st MP having a bigger hitbox”

I myself just started incorporating b+mk in my gameplay. Really great normal, especially on those characters with 3f jabs/shorts. After -2 moves/normals b+mk beats the jab and you get the counter, whereas st/Cr mp gets beaten

Thanks Trinifella1 I knew I had seen it some where but I wasn’t sure if it was something I had remembered from the beta phase. I wonder why it only works after the ex.TA?

No problem. I think it maybe has to do with how high Nash launches them after ex TA

This is probably day one “tech” so apologies if I’ve been a bit slow on the uptake, however I was watching some replays of ChrisWongIsGood and discovered a dirty little cross under trick with V trigger cancels that you might find useful/cool.

You can AA st.mk xx V trigger (neutral) and immediate dash back to the original side. Works with other AA normals but so far most consistent for me has been st.mk.

Another cool trick to add to the repertoire.

Not sure if this was asked before, but if I set ryu doing this block string: st MP st MP st MK, and I poke out with stand LK counter hit, I can link it into cr RH. Stand LK is +4 on hit, but with counter hit being an universal +2, it should be +6. Cr. RH is 8 f, but it still combos. Strangely enough, if I set training mode to counter ON and just a dummy, if I do stand LK counter hit, I can’t link it to cr. RH. Can anyone explain this? Thanks.

You’re probably hitting Ryu with the latter frames of st.Lk. So Nash is probably +6…and with counterhit it gets to +8.

That’s cos Nash’s st.Lk is already out before Ryu’s MK…and it takes some time for Ryu’s hurtbox to be close enough to get hit by Nash’s lk.

Makes sense. Thanks.

Depending on positioning, you can also do st.MP-LK-HP, as the st.MP, st.MK blockstring will get stuffed and the TC combos on normal hit. Not always useful, but sometimes the distancing works out.

Oh wow, i’ve neved seen this before. I love it

How have you guys been using the Ex.SBoom new delay timing. What do you think it’s good for?

Everything Nash is good for losing LP now. I am 3k down since the patch and I dont think its my “playstyle”.

Nash is as dead as it board…

https://www.youtube.com/watch?v=Cn6IMhYIAhE

Love the s2 combos Liang, keep it up mate.

So found a little bit of tech with the new delay on Ex.boom. If you try to use link timing for the 2nd boom the gap is big enough to to counter hit a 3frame jab and then link to b+mk. Its pretty good for pressure.

Low hitting c LK leaves Nash in immediate throw range on block! Maybe the only CH block string starting with a low hitting c LK into 2 mediums in SFV? Why don’t all Nashes use this? c LK then immediately grab is the mixup.
https://www.youtube.com/watch?v=sPRqUqnvas8&feature=youtu.be

don’t play nash but it’s probably because you can get jabbed out of cr.LK>cr.MP on block (unless you have a setup to ensure that cr.LK hits meaty.) cr.LK>b.MK should work vs. characters with 4 frame jabs though (c.LK is +1 on block, cr.MP is 6f, and b.MK is 4f).

also, sometimes it’s more desirable for nash to use high pushback normals than low pushback normals when pressuring, since if he’s too close he’ll get thrown out of a shimmy