Nash General Thread: Charlie (Nash) finally revealed!

:smiley:

Morrigan could steal meter in UMvC3 and Morrigan was OP. Nash is obviously OP as well and ChrisG will play him.

GODDAMN IT CRAPCOM WHY U DO THIS

each HP(?) tragedy assault creates a 40% differential in meter as it’s a 25%~ gain for Nash, and a 16%~ loss for the opponent.

4 hitting means a full Super meter for nash, and 2 whole bars gone for the opponent.

We already have a Nash thread.
Edit: It’s in the rules to have one thread per char. And it got merged into the Nash thread eventually.
Children…

Waiting for these “THIS X THING IS OP” threads to be closed by mods

Killer Instinct already has at least 2 characters that steal shit from you. Nothing new.

I really liked side TAC’s in UMVC3, but it was such an unbalanced fest of legs, TAC’s weren’t of much use for those characters who sucked per their design and moveset.

Now, however, with Capcom seemingly putting effort into making a balanced game, I have my concerns regarding Nash’s meter steal being OP. Some guy here pointed out he could NOT steal meter without using EX, but he definitely steals some using a normal Tragedy Assault in this video (skip to 7:29):

https://www.youtube.com/watch?v=hqnDEpVOf04&#t=449

I didn’t think they would let him steal life either, but going by what Alioune said he should also be able to do that: “Oh wow Charlie steals your health with his ex special, wonder if its the same without ex” Now we can see that he is also able to combo into it which can be seen at 4:34 of this video

https://www.youtube.com/watch?v=y_dTwrtBfOE&#t=274

With all the other characters (presumably) NOT being able to use their Special Moves to drain the opponent’s meter/health, what would you say are the chances of Nash being OP with a move that can prevent them from using their EX Moves or Critical Arts and presumably extend his lifebar?

Merging into the Nash thread because, as the rules state, only one thread per confirmed character.

That said, regarding stuff being OP. THE GAME ISN’T EVEN OUT.

To bring up the old Mike Z quote:

Now apply that to this. The game isn’t even out, and as such, has not been put through actual competitive level play. As such, I’d wait before actually calling any shit “OP”.

Also, new rule, no “balance” threads, or threads complaining about stuff being broken or OP until the game is out.

I agree, but I’ve also been trying to prepare my heart for the “riot plz nerf” era. I think annual updates would still be perfect, but the plebs are not going to stand for it and we’re outnumbered more than ever.

I guess we will have an update every character or so. I hope it won’t be more one every 6 months, but I’m really afraid it will be every 3 months or so. FGs ain’t MOBAs but I don’t know if some people are understanding it. Nintendo approach in smash makes me REALLY afraid.
I have a hard time to remember how often MZ updates SG main build on pc. Was it every 3 or so months ? I’m confused with all the beta builds.

You do realize this game comes out in march lol

One thing that does bother me is his V skill doing damage and giving him V skill bar, i would make it a like a pixel of life or no damage at all.
I dunno but it looks very fast i dont even know if it can be blocked or not

i can be blocked watch all the video available

has good pushback too. I wonder if it might end up being his best poke, seems loke you can setup some dece fts with it. The more i watch this character the more i like him.

Who knows, I just don’t want MKX patches every ten seconds.

Apparently Nash’s Vskill (fireball grab) is quite good according to UltraChen. They said it has great speed and safety.

So Nash can link his TCs. Interesting.

Here is the facebook https://www.facebook.com/groups/380035285534093/

UltraChen also confirmed his V-Skill counts as a reversal when he uses it as a poke. I wonder why that is.

I had the opportunity to play the game the past 2 days (not Tuesday for reasons) and Charlie is VERY different. Adjusting to quarter circle motions feels insanely weird (the same for Chun-Li players). It will take you time just to adjust to that alone. In terms of play style? He feels like a good mid-range/footsie character to control space with a good mix of offense and defense, yet not strong on defense or offense to compensate. UltraDavid, who I had the pleasure to talk to, felt he was more rushed down (and since he’s far more insightful on the subject, I’d take his word for it over mine). But alas, just my thoughts on Charlie.

Light Sonic Boom can keep up with fireball battles and keep he flow of the match. Medium and Heavy Booms are faster moving but slower startup, especially Heavy Boom. I didn’t find many uses for the Heavy. Light is going to be your go-to move. EX comes out fastest, but the Booms movement is about Medium speed. Pressing any punch button again during the first boom and Charlie launches a second Boom at no cost of meter, but leaves you way open for opponent if they have jumped before or just after the first boom launched.

With the ability to control space with the Booms, it gives you options to bait out a fireball and punish with Moonsault Slash (ie SSFIV Adon Jaguar Kick), but a bit slower and a whole lot bigger hitbox; and yes, it is an overhead. L, M, H determine distance. Light is great for blockstrong and meaty mixup, especially with Tragedy Assault. Heavy can punish fireball damn-near full screen, around 80% from what it felt like. EX version felt about the same startup, so you can still see it coming, but it hits 3 times, and is safe on block. The moment the move end, Charlie is in neutral position right in front of opponent just outside of grab range. I did do it one time where I landed and went into throw so maybe all about spacing.

The other option to use Booms with is his Tragedy Assault, which hits high once and goes through projectiles but is strict. Light is quick but short, effective when using a blockstring or meaty mixup with L Moonsault Slash. Heavy has large startup, but distance and hit range is huge. EX hits twice:once on startup and the second with the second being the energy blast to the head, instant startup for great reversals, but does weak damage compared to the regular version.

Now comes Sonic Scythe. This is a more of a combo finisher than any. L and M do the single-leg slash going forward in the videos. A small target combo or 3-hit gab/kick combo with Light version works wonderfully. Medium has a little bit more startup but goes a little bit further. The Heavy version is Nash’s Genocide Cutter move that hits once and is an anti-air? I say that because it has weird properties. Slow start up means horrible for wakeup and get off me scenarios;doesn’t have a lot of range. But has excellent priority from the mid-high height of the attack. So it’s only for late/neutral jumps, so very situational. EX has excellent range, hitbox, hits 3-4 times and big damage. It’s excellent for a true AA option, but not quite for a wakeup/get off me option because of that tiny startup and if block, you’re going to get punished for sure. UltraDavid stuffed it on startup.

V-Skill: Bullet Clear absorbs projectiles and fills V-trigger. Timing isn’t too strict for fireballs, but still narrow. An overall good and surprising poke/AA option, with wacky properties. The move also absorbs many other normal and special attacks. There were times where it stuffed a load of shit and times it just didn’t come through.

V-Trigger: Sonic Move. Charlies teleport is truly fast to the point time stops for the warp to finish. The amount of mixup/combos/free escapes is going to be endless. Forward motion Charlie warps in front of his opponent, Back motion Charlie warps in back of his opponent, and Down motion warps him in the air and behind the opponent.

Critical Tech: Judgement Sabre. Big damage and hits 10 times. This move acts very closely to SFIV Gen’s Mantis-style Ultra in terms of distance, hit confirmation properties and quick startup. It is a hit, not a grab. So long as the opponent is in stun, ground or air, this move can be used. So you can literately Bazooka Knee>v-trigger front or back>Critical Tech. And you can combo into it. I only did it once but crouching 3-hit jab>Critical Tech.

Take all those together and he can play dangerously has a mixup character for defense and offense, especially with V-trigger.

Overall normals are good with some decent pokes and a few target combos. Forward Medium punch is an overhead with good speed, forward Heavy is Charlie’s spinning knuckle, but has slow startup, okay properties, and tough timing to use after a boom. Forward Light kick is Bazooka Knee that has good start up and hitbox and puts opponent in stun for a few frames to followup another move; if blocked, Charlie is wide open to counter attack. Forward Medium is spinning kick which was pretty solid. I stuffed a load of things with this sucker, but lacked forward movement. Forward Heavy kick is the Charlie’s poke kick; has a little start up but good priority. Other normals of importance were his anti-air normals which were crouching M punch which Charlie punches a little bit above/front of his head; his crouching Heavy Punch has similar animation but stretches further out and had good range, good properties, and good for far jump-in punishes. Standing HK is another damn good AA move because the hitbox, priority, and startup are insane. Think Vanilla SFIV Sagat’s Forward Roundhouse kick without the air juggle. Yeah it’s good.

But like I said, he doesn’t excel at any field so he can be overpowered by better zoners or rushdown. He lacks as many bnb combos, doesn’t have any overhead normals, poor get-off-me options, and he feels like he relies a lot on hitting opponents high.

So that’s some of what I got out the E3 build. I’m sure other and more experienced players can speak more about it than I can.