Nash General Thread: Charlie (Nash) finally revealed!

With all of those target combos, how can he be lacking in BnBs?

The general consensus between the Nash army at e3 was that Nash wasn’t that good of a char in this build. I’d say he’s probably bottom 2 right now but this is still a work in progress so nobody start over reacting. He’s a technical character and a lot of us had different play styles of the char. I think Xian was the only one that was playing him as a hyper zoning character. I’ll give a complete break down of Nash to the best of my ability.

General Impressions:
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[] Slow walk speed which makes it hard to play footsies with him.
[
] Lots of forward moving command normals to compensate for slow walk speed and are necessary for his neutral game.
[] Most of those command normals are negative on block though so you can’t press offense. They’re slow on start up and can get stuffed during the start up frames.
[
] A lot of his normals had weak range against other characters dominant pokes and unfortunately these are his target combo starters
[] V-Gauge use is versatile. You have to contemplate on using his V-Trigger as a mix up tool, combo extender, or reversal to get out of pressure or use his V-Gauge for V-Reversals.
[
] His forward dash is very good at closing the gap and starting offense when you’re following sonic booms.
[] Great variety of anti-air normals - cr.Strong, cr.Fierce, and s.RH.
[
] Based on the stats card that happens on the vs screen, Nash might be tied with Cammy for lowest Vitality in the game.
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Normals:
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[] s.Jab is a target combo starter and is pretty fast.
[
] cr.Jab is fast and can be chained and link to his shorts.
[] s.Strong is an okay poke. Combofiend was telling me that the range can be deceiving but I felt the range was lacking. It’s a good whiff punish tool though.
[
] s.Strong looks like his b+Strong from SFA3.
[] s.Strong is a target combo starter.
[
] s.Strong is good as a combo starter by special cancelling into sonic boom.
[] cr.Strong is a good combo starter and is a good whiff punish tool. Limited range and not a good poke at all.
[
] cr.Strong has good frame advantage so you want to use this up close.
[] cr.Strong is his best anti-air at close range jump-ins.
[
] s.Fierce is really unsafe on block but it’s special cancel-able.
[] cr.Fierce is a really good combo starter and good for block strings because you can link into his b+Forward.
[
] cr.Fierce is a really solid anti-air at jump-ins that can’t be covered by cr.Strong ie. Bison j.Fierce
[] s.Short is a target combo starter and is pretty fast but no range.
[
] s.Short is special cancel-able.
[] cr.Short has decent range but is kind of slow. It’s not special cancel-able.
[
] s.Forward looks like his b+Forward from SFA3. It reduces his hurt box to his back foot and can be used to beat low pokes. It’s tough against long range low pokes like Ryu cr.Forward because the hit box on s.Forward is limited.
[] s.Forward is a target combo starter.
[
] Combofiend was telling me you want to fish with s.Forward against low pokes then confirm into the target combo. It didn’t work out that well for me against Ryu’s cr.Forward.
[] s.Forward is not special cancel-able.
[
] cr.Forward is his best poke and primary footsie tool.
[] cr.Forward is not special cancel-able which really sucks but might be too good if he could confirm into Sonic Scythe from that.
[
] s.RH is a solid anti-air at cr.Fierce range as well but didn’t really see much use for it beyond that.
[] cr.RH is a standard trip and another tool in his footsie game.
[
] Neutral jump RH is a flip kick that looks similar to a Flash Kick. Good air-to-air move but the active frames is really short so don’t use it as an air-to-ground attack.
[] j.Forward is his cross up in this game and it’s quite good and can look ambiguous sometimes.
[
] j.RH can be used as a fake up cross up in the scenario where j.Forward can look ambiguous.
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Command Normals:

[list]
[] f+Strong - His overhead punch. Slow on start up and very limited range. Really negative on block.
[
] f+Fierce - Spinning back fist like his s.Fierce in SFA series. Unsafe on block at close ranges and some supers can straight punish it but it’s useful in his neutral game. I think it causes a knockdown if it hits an airborne opponent. It’s also his only normal that causes a Crush Counter. You can dash and combo if you react fast enough I think.
[] f+Short - Bazooka Knee. It’s kind of slow on start up and negative on block at close range. Have to space it out at the tip otherwise it seemed like it was punishable. It causes a knockdown if it hits an airborne opponent. It goes over some lows as well but not really reliable.
[
] f+Forward - Sobat kick like his s.Forward in SFA series but you can’t control the direction with back. Good poke and useful in his neutral game. Can go over some lows as well but the spacing/timing seemed tough. Felt a bit slow on start up and got stuffed a lot with mid hitting normals.
[] b+Forward - He does a knee to their gut. This is strictly combo filler and links from his cr.Fierce. Nerdjosh was telling me that it’s a good block string too because it’s a frame trap in between and is plus on block as well I think.
[
] f+RH - It’s the same as his s.RH in the Alpha series. It’s a good footsie tool to beat out lows at farther ranges like Ryu’s cr.Forward.
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Specials:
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[] Sonic Boom - Jab fastest start up, travels fastest. Strong somewhere in the middle. Fierce slowest start up, travels the slowest allowing you to follow it. EX shoots one sonic boom unless you press punch again, then he throws another one. It’s an okay zoning tool but leaves you wide open if predicted. V-Trigger cancel-able.
[
] Moonsault Slash - These are not overheads. Short version is plus on block and travels the least, Forward version travels farther but is negative on block, RH version travels even farther and is plus on block, EX version travels full screen hits twice and is plus on block. You can combo after the EX version but you’ll never get that to hit unless they’re stunned or something. It can go over fireballs but the start up is so slow that you can’t use them on reaction to punish fireballs. They’re kind of good to use in conjunction with sonic boom zoning to control air space. They’re not too bad for pressure starters during block strings.
[] Sonic Scythe - Short version hits their legs, Forward Version hits them in their stomach, and RH version is 2 hits and knocks them up into the air. EX version is a powered up version of the RH version and does 3 hits. All versions cause a knockdown on hit. The RH and EX versions have no start up invincibility on them and are slow on start up so they’re to be used as combo enders or situational anti-airs. I would rather use cr.Strong, cr.Fierce, or s.RH as the go to anti-airs. They’re all extremely unsafe on block so you should use them as combo enders or space them as max range pokes in neutral. They are V-Trigger cancel-able.
[
] Tragedy Assault - They can go over projectiles if spaced right. They travel farther distance based on strength. Fierce version is an overhead. They drain meter on hit but EX regens health as well. All of them are extremely unsafe on block so they’re mostly used as combo enders. EX Version is V-Trigger cancel-able didn’t bother trying it with the regular versions.
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Super:
[list]
[] Doesn’t have start up invincibility as far as I know. I saw a meaty sweep beat wake up Super from Nash.
[
] It can be used as an anti-air as well but it needs to be done early and farther away from the opponent.
[*] It goes through fireballs.
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V-Skill:
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[] Nullifies projectiles and charges V-Gauge. Timing on nullifying projectiles is early. Don’t worry about timing it last minute like a parry. Throw the V-Skill early and let the active frames nullify the projectile.
[
] You can’t nullify multi-hitting projectiles. The V-Skill will nullify the first hit and then the second hit will hit you.
[] Can’t nullify Ryu’s EX fireball at all, not even the first hit.
[
] Can be used as a poke and is actually really good as poke. It’s fast, safe on block, plus on hit, and pretty active.
[*] Fills just under 25% V-Gauge on successful projectile nullify and hit.
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V-Trigger:

[list]
[] Not an install V-Trigger like the rest of the cast. Single time use that blows the entire V-Gauge.
[
] Down+Fierce+RH - Teleports behind the opponent in the air.
[] Back+Fierce+RH - Teleports in front of the opponent in the air.
[
] Forward+Fierce+RH - Teleports behind the opponent.
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Easy to block on reaction unless you use Booms and wait a bit before cancelling into V-Triger. Can be punished in neutral if you just use it improperly. Most options with the V-Trigger but the one time use makes it hard to figure out the optimal way to use it.

V-Reversal:

[list]
[] Tracks the opponent and always teleports behind him. It’s pretty much the same as his Forward V-Trigger.
[
] It’s a really good V-Reversal to get out of the corner but be weary of using it against light attacks. Want to use it against fireballs or heavy attacks.
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Target Combos:
[list]
[] s.Short~s.Forward - Range of the s.Short is limited so only good off of close confirms. Can link into his jab~strong target combo but not special cancel-able itself. You can also link into a cr.Jab and then special cancel into Sonic Scythe.
[
] s.Jab~s.Strong - Good for block strings and combos since you can special cancel it at the end. You can link into this after a cr.Short or after his s.Short~s.Forward target combo. The problem with linking it after his Short~Forward target combo is that the s.Strong has a tendency to whiff unless it’s from a cross up.
[] s.Forward~RH~f+Forward - Kick target combo that ends in sobat kick and causes a knockdown on hit. It ends at the s.RH if it’s blocked so you can’t go into the sobat kick if they block the first two hits. I was told by Combofiend to fish for this more since his s.Forward can beat low pokes at the right range.
[
] s.Strong~Short~Fierce - Nash does his s.Strong, Bazooka knee, then ends in that hop punch you see in the reveal trailer. It causes a knockdown on hit. It ends at the bazooka knee if it’s blocked so the hop punch only comes out on hit. It’s unsafe on block for the most part. Combofiend told me to dash after wards and if they quick tech you can go for a throw.
[*] cr.Strong~f+Strong - Simple target combo into his overhead.
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Combos:
[list]
[] cr.Jab x2, s.Jab xx Short Sonic Scythe
[
] cr.Short, s.Short xx Short Sonic Scythe
[] cr.Short, s.Jab~Strong xx Sonic Scythe
[
] s.Short~Forward, cr.Jab xx Short Sonic Scythe - A more reliable confirm from the Short~Forward target combo. However, needs to be done up close for the cr.Jab to link.
[] s.Short~Forward, s.Jab~Strong xx Sonic Scythe - The s.Strong tends to whiff unless done from a cross up.
[
] s.Short~Forward, s.Jab~Strong xx RH Sonic Scythe (1) xx Down V-Trigger, j.RH, EX Sonic Scythe
[] s.Strong/cr.Strong xx Strong Sonic Boom xx Down V-Trigger, j.Fierce, cr.Fierce, b+Forward xx Sonic Scythe
[
] cr.Fierce, b+Forward xx RH Sonic Scythe - Strongest meterless combo so far
[] cr.Fierce, b+Forward xx Strong Sonic Boom xx Down V-Trigger, j.Fierce, cr.Fierce, b+Forward xx Short Sonic Scythe xx Super
[
] EX Moonsault Slash, cr.Strong xx EX/Sonic Scythe
[] EX Moonsault Slash, cr.Strong xx Strong Sonic Boom, Down V-Trigger, j.Fierce, cr.Fierce, b+Forward xx Sonic Scythe
[
] Corner Only - s.Strong/Fierce xx Strong Sonic Boom, s.Strong xx EX Sonic Scythe - Combofiend did this but I couldn’t get it to work. I could get s.jab~Strong xx EX Sonic Scythe to work though.
[*] Sonic Boom, Super - Situational combo but works after you recover from Sonic Boom and opponent gets hit approaching.
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Anything into Short/Forward Sonic Scythe can be cancelled into super. If you cancel into super from RH Sonic Scythe the super will whiff. For some reason the Nash army at e3 couldn’t get combo into EX Tragedy Assault xx Down V-Trigger, j.Fierce, EX Sonic Scythe to work.

You really have to utilize every single tool of Nash to be effective with him, all of his normals serve a specific purpose. General game plan seems like zone with Booms to cover your approach then Moonsault Slash to get in. Neutral game at mid range is to utilize command normals a lot. Pressure game is to utilize his various target combos and Moonsault Slash to get them panicking and throw them off guard. Really need to use throws as well to make the whole pressure game work out but throw range is so shitty in this game.

Thanks for the insightful write up dude!

Do you know if Nash could combo from or into V skill? Like idk, v skill xx Sonic boom? Or J.rh, v skill etc

You can j.RH into V-Skill and I think you might be able to combo into it from cr.Fierce but that might have been a counter hit specific combo. You can’t chain or cancel into his V-Skill so you’re looking to link into it at best. However, any solid hit you land you want to maximize the damage output so you’re usually going into Sonic Scythe or Tragedy Assault. You can’t special cancel his V-Skill as well.

yup. it’s easy to see that charlie is the worst character on the roster so far. i expect some buffs in future builds. and when people say he is “technical” its just a euphemism for ass, they just don’t want to admit it.

his damage is sub par as well. with a 1 trick pony v-trigger. while the others actually last for some time giving you multiple opportunities to use your v-trigger, charlie just burns it all for 1 50/50 that is not guaranteed. no “get off me” move which makes you resort to using your v-trigger to escape as well

Still early to tell. It seems he builds V-gauge fast also, but that V-trigger has a lot of utility. Also you want to use it in combos, not random 50/50. The problem lays in how well he can actually get in with offense to land it. From what I heard so far his crescent kick is easy to anti air, so it’s not abusable. That leave’s dash in and following a hp fireball.

Raw V-Trigger is pretty punishable on reaction once people get use to it. Boom into V-Trigger at mid-to-full range is gimmicky and not even that good. People can block, jump, or punish it on reaction once they get use to the set up. It also becomes highly telegraphed when you start chucking booms at range. You can play some mind games with it but the V-Trigger mix up can be reacted to. If you’re using it for a mix up it’s much better doing it within a block string to at least force them to respect it to a certain degree.

Ideally, you’ll want to use his V-Gauge quick since you can squeeze in two per round if you use it early enough. Other wise, you either save it for that one huge combo opportunity or use it as a Reversal tool to get out of pressure.

This would be shocking and interesting if the NASH we know in SF5 is just another clone that he THINKS his the real Nash just like Ben Parker the Scarlet Spider-man from the MARVEL COMICS.

Without the garbageness of that saga…

I think Charlie will want to keep you in the corner and just tear you a new asshole. Looks like he can loop at least one sonic boom in the corner and twice if he has vtrigger. Mix that with the combos that li Joe was doing he can do a lot of damage.

Haha since Sf is very much into clone it like the Nest era of kof.

I hope his HK Sonic Scythe become pretty good ANTI-AIR but if capcom wants it unrewarding as much as before rather have a draw back the make it unsafe after execution.

So I’m surprised nobody’s posted in here given the tests that are going on in various Six Flags’ around the country. I hit up the Vallejo one on 7/2, 7/3 and 7/6. I saw @Crackfiend and @LPN on Thursday and got my butt wrecked by their SF fundamentals :stuck_out_tongue: . The other two days I primarily played with Nash and I gotta say, I love him so far. Thanks to @Killey for posting up that great summary. It really helped me pick up the character without labbing. Shoutouts to @Ansatsuken-TKD and his buddy Curtis for some hype matches on Monday.

What I really love about Nash is he is the only character so far that truly feels designed for this game. Everybody else had established playstyles and moves which then get the SFV flavor added on top. But with Nash, he feels the closest to being built from the ground up with SFV playstyle in mind. Case in point, his V-Trigger isn’t a bar that slowly drains, it’s essentially watered down Roman Cancel from GG.

His Short Moonsault Slash is most definitely positive on block and I was abusing the crap out of it by doing his jab+strong target combo into it and following it up with another jab+strong target combo into Sonic Scythe which would hit since opponents would try to punish after the blocked Moonsault Slash. The only opportunity for opponents to get out of the combo is with a DP or fast anti-air during the startup of Moonsault Slash.

Other observations: The sticks were thrashed after a couple days. Plexiglass scratched to hell and somehow sweat/moisture got underneath it too. The lag on the cheapo JVC monitors wasn’t so great, but I eventually got used to it.

Im super slow looks like some animations from omega are being used for sf5. Elene ex kick the 1sr animation (genocide cutter) is being used for Nash.

Also like like Nash cancel anything into his v trigger early or late in the animation

Nash is sick. Can’t remember the last time I played a character so fun.

Only wish I just had 10 minutes in training mode.

All I gathered:

= His c.HP is pretty godlike. As an anti-air and a poke.
= c.MP seems like his most practical anti-air, it legit just blew up every single jump-in I used it against. Even blew up Cammy’s dive kick (timing might be tight on that however).
= His c.MK is good in footsies but not cancellable.
= CH f+HP gets you a dash into a full combo, it’s stupidly easy to confirm into.
= f+HK also looked a solid poke, can link after CH not sure what he could get aside from c.MK though.
= qcf+LK is good for pressure. Neutral at the very least. Similar to ground jaguar kicks but obviously can be AA’d if reacted to.
= Like above said, you can cancel any move into his V-Trigger at any point in the animation. I was doing gimmicks like whiffing Scythe and Slash into teleport.
= f+MK was a good advancing poke, feels like it’s at least neutral, went over all kinds of lows.
= His projectile game is solid. LP Boom works like a standard fast projectile. HP Boom had slowest startup, but moves like Guile’s LP Boom in SFIV, great for general approach cover or V-Trigger antics.
= His V-Skill is nice, builds V-Gauge really fast when you absorb projectiles and normals. Also works as a funky poke
= His Super is fast, reminds me of Decapre’s ground DCM (probably not that fast but still good). Also has easy confirms into it. It’ll see a lot of use in both its combo and punish potential.
= j.HK seemed like his most solid Air-to-air, j.LP was also good in some situations.
= j.MK standard crossup.
= His f+LK was weird to me. Was trying to use it as an advancing poke but it’s really negative for some reason. No idea how to use this move.
= Comboing with him overall was slightly awkward, he needs to be pretty close to get his Target combos to connect and that’s where most of his juice will come from.

There’s already some great info in here (that I really, really wish I had read before playing) but just offering up my own perspective. Now eagerly awaiting the beta… Hopefully I get in!

Here’s the e3 breakdown of Nash for the beta.

https://www.youtube.com/watch?v=Wr5432UBjYU

Thanks for all the great info dude. Really set to put him to work in the beta. V-trigger mindgames seem pretty sick. The cancel potential alone seems game-changing for sure.

Nash story spoiler

Spoiler

Nash is found by Urien, seems he was long lost maybe amnesia (I haven’t got to see the full comic panel just part). Next panel he is seen in a tank hooked up passed out with Gill watching him

Going to be sticking mostly to Nash, sucks I can’t stay in training mode willingly for a bit, but screw it this beta isn’t about getting good at the game lol

Kinda is, you want to get as good as possible. Only when you have a good grasp of the character will you start to see what is too strong or weak and might need buffs. It’s not really about winning though.

This beta isn’t really for nerf and buff reasons, it’s for netcode testing. It’s why the beta is online only.