Nash Combo/Tech Thread

Did this ever work in the beta? I don’t recall this combo working at all, which I think is why we did V-Trigger, nj.RH, CA in the first place.

it worked back when hk ss xx vt, nj hk, hk scythe still juggled. long gone though.

Yup, I probably should have included the description, which does mention that it’s a 4 frame trap. Oh well, my old habits die hard.

No worries man, my video was kind of jumbled anyway in terms of content. Will try to make the next Nash vids a bit more focused on one aspect.

I found a way to get some more milage out of b.mk. If you use it as a meaty and score a counter hit you can link it to stand mp for the confirm into cancel. This ideally would be beast against Laura and R.Mika since they like to armor wake up which this will blow up and ch. at the same time.

Im wondering if the regular meaty b.mk can be link to stand jab after walking but with how hashes walk speed is set up with them boots idk.

Can you get anything off of a b.MK meaty on regular hit? If you could link into something good on a meaty regular hit I wouldn’t mind using b.MK more since it’s 5f start up and 5 active frames vs cr.Strong’s 3 active frames and cr.Fierce’s 2 active frames. Granted, I have meaty setups for both but wouldn’t mind using b.MK in other situations.

I’m amassing that data in the punish thread i made. A lot of “when would I use this?” moves become relevant there such as raw h.TA.

I still have yet to find a use for ever doing MK xx HK xx MK in this game though…

Yah I have a very hard time with this too. Presumably you’re doing this in the middle of a combo so I would just use c.mp. The input is way easier. Having said that, Infiltration uses b.mk into TA alot but I simply don’t have the execution for it.

Back mk has 5 active frames and is +3 on hit and ±0 on block(according to the srk wiki), so if meatied properly you should be able to combo into 7-8f startup normals on hit, or be left with a +4-5f advantage on block. St.lk meaty also can combo into 6f normals if you hit on the last frames, or leave you at like +5ish on block.

You can use those massive +frames to throw out fairly safe s.hp, but you are vulnerable to dps/supers during the meaty.

Anyone figure out any safe jumps/way to pressure dp characters on wake up safely?

Hmm…I couldn’t find the optimal timing to get meaty b.MK to combo into s.Strong on normal hit.

On the plus side, I found out that if you get a perfectly timed meaty cr.Fierce you can link into s.Fierce. I don’t have a practical setup but if you want an idea of what the timing is like then set the opponent to no tech. In the corner do RH Sonic Scythe, whiff 2 f.RH, 1 cr.Fierce, and then immediately do a 2nd cr.Fierce. If done correctly you will get the perfect meaty cr.Fierce to link into s.Fierce. The setup itself is just for timing purposes and not actually practical in an actual match because it leaves you vulnerable if the opponent quick rises.

I think the back mk pushes back too much on hit. That said cr.mp combos to s.hp pretty easily. I’m not sure you can fit it in after a normal sweep that is quick recovered(sweep > dash > cr.mp > st.hp) but it’s very doable after hk ss, ch sweep, TA, or sweep into the corner that you can walk up to instead of dashing. You can also do any light button into cr or st.mp meaty pretty easily. Meaty cr.hp is probably pretty good on corner kds against characters without wakeup game.

After all that testing, the obvious choices of meaty cr.mp or lights are the clear winners.

It’s pretty easy to get a meaty cr.Fierce if the opponent decides to not quick rise or back tech. In the corner you can get easy meaty cr.Fierce off of Sonic Scythe, throws, and Tragedy Assault (pretty much any common knockdown). I think the only annoying part is that cr.Fierce only has 2 active frames making it easy to mistime it.

What are you guys doing after a CC sweep? Initial tests seem to indicate that f+LK, f+MK, cr.FP works well as a meaty setup.

dash in meaty c.HP, dash in grab, dash in shimmy s.HP, f.MK, f.HK, MS, meaty SB, h.SB. Against Birdie I think you can get away with dash in s.MK (blocked), throw attempt (he doesn’t have a lot of options to beat that out).

I’m trying to lessen my abuse of f.LK. It’s only really good when you hit that sweet spot range on hit, a forward moving anti air, or a fast long range punish for closing out a fight/getting the last hit for a stun. You can use it for meaty, but I find it too risky to time with wake up options.

Soz, l meant the entire sequence in that order, not the individual normals. The command normals allow for the cr.HP to be timed perfectly on an opponent’s wakeup. It works well specifically after a CC cr.RH.

Ooooooh MB.

That is certainly interesting.

(15 minutes later)
Ok, so I went to the frame data to do some math.
cr.HK leaves you at +71 frames on slow rise/crush counter.

f.lk - 31 total frames
f.mk - 33 total frames
cr.HP - 9 frames startup

So f.LK, f.MK, cr.HP = 73 frames which means there’s a 1 frame gap (Last start up frame being active)
Frame data taken from http://wiki.shoryuken.com/Street_Fighter_V/Nash

V-Trigger Combos

Punish- hpxxlpSBxxf+VT,j.hp,hpxxmpTA- 312 damage. I think about 12 damage lost (and oki) compared to c.hp,mp/b.mkxxhpSS but decent meter steal.

Whiff Punish- c.mkxxVT,b.mkxxhpSS- 192 damage.

Crush Counter Confirm
hp(CC)lxxSBxxf+VT,j.hp,c.hp,mp/b.mkxxhpSS 348 damage-

Not sure if the next two are often worth it hp(cc) to moonsault slash does 302 damage without V-trigger)
Punishes only because s.hp is -5 when not cancelled
hp(CC) walk forward, hpxxVT,hpxxmpTA. 324 damage
hp(CC) walk forward, hpxxVT,c.hp,mp/b.mkxxhpSS ender (theory crafted, not sure the mp/b.mk will hit). 348 damage

Anyone got anything valuable with ex.TAxxF.VT. Damage seems to be poor compared to meterless options. The only value I’ve found is that it combos of light options so could make light punishes beefier.
**
c.lpxxexTAxxf.VT,j.hk,mk.SS**- 261 damage

There’s a video on the previous page that shows that you can sneak in a f.hp after the SB then VT for both those combos.

if you can catch your opponent on auto pilot, you can wiff punish a poke with f.hkxx n.VT, cr.hp, s.mpxx hk.SS
pretty solid damage and stun. I think it’s okay use of v-trigger, but its like next to impossible for me to react to f.hk to counterhit, so prob not viable
ill check the lab some more, might do a video