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[] B+mk starts up 1 frame faster and is a good frame trap from cr.mp (3 frames).
[] It can be cancelled into everything including Tragedy Assault!!
[] It links into itself on counter hit and also provides another frame trap (3 frames).
[] It has reduced pushback in season 2 (I haven’t played 2.5 beta so not sure if this is still the case) and keeps you in the opponents face to continue applying pressure.
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Use st.mp when you need to connect from further away OR to buffer specials e.g. qcb+mk.
B+mk is a very important tool for Nash and (IMO) one of his best moves.
from what i played of the 2.5 beta, his b.mk still has reduced push back. the only reason not to use it is if you’re trying to confirm from it in non counter situations. the cancel window is too tiny.
Thank you for your response man, Im new to nash and I’m looking to go in the right direction with optimal punishes, Spacing, anti air etc. Your post was very informative
So I never see anyone use nashes target combo, like I think it theoretically should be used:
mp,lk,hp.
Do this from a cr.mp confirm into the target combo, then:
Do the entire combo then immediately do LP boom. This covers both rises and does some chip and allows nash to start up a ranged offense where he always knows the spacing. People seem to like to just stay on the ground though… and nash has even better options if they do:
(They stayed on the ground) L boom wiffs, immediately hold up towards. This will safejump slow reversals like chun ex sbk. That’s right… a safe jump attempt after covering both rises… how good is that? Awesome in my mind. But it doesn’t stop there:
When going up against reversals that are to fast to safe jump, you can empty jump instead and this will block fast reversals.
Since it’s a safe jump setup into a really low high hitting jhk, there’s and easy mixup here to just do emptyjump low, which will block reversals designed to hit the high jumpin, and will low people that block high for to long.
Instead of doing the entire target combo, nash can mix it up and just do the first 2 hits of the target combo which leaves him at +3 inside throw range and gives him a nasty mixup of throw that can’t be jabbed out of, or cr.mp which also can’t be jabbed out of. The cr.mp will actually vortex into the same exact situation again if you want it to, so it’s a low damage “vortex” since it leads back into itself.
So what about the numbers? Isn’t it bad to to the target combo because it does bad damage? Well here’s the numbers with cr.mp as the confirm starter:
Stop target combo at the second hit 146
Target combo ender 195 (plus 8 damage in chip from the L boom is 203, if they backrise like an idiot then you can tack on a mk scythe in block damage which is an extra 25 damage in chip and very spaced, for 228 total damage)
Hk scythe ender 202 (no followups that I know of that cover both rises)
Mk and lk scythe Enders both do less damage and have no options that I know of that covers, ex scythe does good damage but once again you have to contend with trying to guess or react to or cover both rises.
When all is said and done it seems like target combo is the most obvious choice and since the opponent is going to choose the lesser of all evils they will start to quickrise… unless they like to eat safejump mixups and pressure from staying grounded or take extra chip damage from back rising into your frame trap max range mk scythe after they block the L boom.
Note that if they quickrise and block the boom, nash is at a slight frame advantage, albeit from a range where he can’t do anything to directly take advantage of it.
when/if they start to quickrise predictably, nash has some gimmicky and solid stuff he can do to the quickrise:
Gimmicky:
Microstep forward j.mk crosses up. Mix this with a jmk that hits the front if you just hold upforward.
Solid:
Dash up throw or cr.mp which beats 3 frame buttons.
This seems like some really good stuff to get that offense established.
-edit
It of course goes without saying that if your opponent has an invincible to fireballs move, like a super or something, test to see if they hit you as a quickrise reversal. If they do then don’t do this, or do it on,y when they don’t have meter.
I tested against chuns quickrise ex sbk and it wiffs and allows nash to get a free CC st.hp.
If she has super though… don’t do it.
Will need to test all that it works against. Should just straight up murder any characters without frame 1 projectile invincible attacks… like gief or Laura or Alex etc etc
You can do
crLK > crLP instead of crMP if they’re jabbing after crLK
counter hit crLP links into stMP > scythe and has a decent window to confirm
will trade with 3f but you also have to take into account that they would have to frame perfect counter and it would be kinda hard to react to crlk
bon chan gets away with crlk crmp all the time without anyone contesting so i dont think it’s a problem using crLK > crMP
Non optimal Nash here What’s the way Nash does a hit confirm combo like c HP, s MP, QCB+K into V Trigger j HK, Super? The Super is always not hitting for me. So annoying because awhile ago I saw a Nash do something like that against me in an online match. https://www.youtube.com/watch?v=_O0tVoUoObs
wow sorry, Im late to the party.
sry for the late reply
Haven’t played SFV since almost 10 months only went back like 2 times online
and once was yesterday, feeling really rusty coming back to my main Nash & Guile in SFV.
But I will get back on track and playing SFV more often again once the AE gets released.
It’s about timing and spacing. Nash can move around before he lands the punch with Justice Corridor, so make sure you move into position. You also need to cancel the recovery of Justice Shell (the kick) into the dash for Justice Corridor to have enough time to land. Landing it also depends on where you are, i.e. you’ll have to position differently for Corridor to land in the corner than mid screen.
There should be a demonstration showing the combo being done, that should be enough to figure it out usually.