LIJoe found some cool corner tech, early j.mk will not cross up and late j.mk will cross-up, so it’s a good mix-up in the corner.
Holy hell Nash is a lot of fun. I’m playing him as a defensive spacing character with his great cr.hp and cr.mp. I haven’t found a good use for his facesucker special move yet. Moonsault seems decent if you read a projectile for either a full combo or pressure, thinking about using the LP version as a frametrap.
Generally I’m not using his EX moves much though; his super is too easy to combo into and does so much more damage, while juggle with EX Sonic Scythe requires your VT as well and doesn’t even do that much more. His EX Sonic Boom doesn’t even combo into itself at range!
I need to get some more time in with the target combos, figure out what makes for decent pressure strings
The non-grab grab is an overhead with heavy, so it’s really just to keep the opponent on their toes; especially because the start-up looks similar to Sonic Boom. You’re playing him defensively? What do you use as an anti-air, he doesn’t look like he has anything amazing in his arsenal to stop air attacks, I prefer an offensive Charlie because of all of the target combos and the Jaguar Kick-looking move.
Cr.Hp and cr.mp are his anti-air. Cr.hp will beat anything from a distance and cr.mp is best to use for close jump-ins. He also has an air throw to shut down jumps.
cr.mp and cr.hp are really good; mix in the occasional st.hk as well.
Nash can have 3 fireballs on screen with hp fireball and ex. Some rainbow edition shit
Okay, so there are two basic uses for VT (always down VT) with regards to continuing a combo; either off an EX Sonic Scythe/EX Tragedy Assault for the juggle with j.hk (you can get another EX SS after the juggle if you did an EX SS) or as a delayed cancel off a Sonic Boom. For the latter, you generally combo into it off a st.mp or b.mk. It is delayed because otherwise the freeze from the VT seems to give them enough time to recover; I may just be screwing up on execution here and an LP Sonic Boom might solve the problem.
After the VT, a delayed j.hp followed by cr.hp b.mk into a combo ender of your choice (HK SS if close enough for both hits, otherwise you’ll drop them at your feet with safejump timing, MK SS lets you knock them away with the same instant jump timing, EX TA for lifesteal and meter drain, or just reset with MS) will produce maximum damage and stun. EDIT: You can also do a neutral VT into a slightly delayed EX SS off an EX TA
I am finding the cr.mp st.mp xx SS to be the single most reliable hit confirm you have, thanks to the pushback on your lights. Unless you are doing his LKxxMK target combo point blank or off a super deep crossup, you should generally just link it into LP and then LK SS.
Your cr.lp xx st.lp xx st.mp xx SS chain into target combo is your low hit confirm but be warned that if you don’t start it nice and close you’ll whiff the st.mp.
Anything that doesn’t abuse lights is going to get your ~500 damage by comboing into your CA. However if you want stun, then going for EX SS loops grants close to double the amount if you’re okay with losing ~100 damage.
I’m really not sure how safe his target combos are, but MK xx HK seems decent enough. The stepkick is also kind of nice and tends to maul people abusing their cr.mk. Nash’s cr.mk is a Mortal Kombat poke; it doesn’t convert to anything but it provides decent space control.
After seeing a lot of Nash explored I’m reconsidering my decision to play Ken in SF5. That V-Trigger is deadly and his gameplan is really my kind of style.
Posting my findings for Nash while trying to log back in <_<
First one is a combo starting with Crush counter
https://www.youtube.com/watch?v=m2Wv-Pd-QjU
Second is a corner loop on Birdie using no EX only V-Trigger
https://www.youtube.com/watch?v=duiWkRAUwM0
Whoa; you can combo into air throw? Time to see what we can make of this
what a complete waste of meter
Not sure if this is know, probably is. You can combo into sweep off st.lk. You can also go into cr.mp which will lead into most of his bnbs.
More like what a waste of a comment. Everyone here is contributing something, not posting meaningless UNCONSTRUCTIVE comments like yours. Not everyone likes to save meter just for super and clearly the combo shows a clean and practical hit confirm in the corner that can lead to decent stun (600+).
practical hit confirm
whut ?
Has anyone tried using his neutral J.RH as an anti-air/air-to-air? Playing around with it in training mode, I found that you can follow up with alot of things if you land before them
-cr.RH
-lk SS
-Critical Art (doesnt work if you’re facing the corner for some reason)
-EX TA
Whoa; you can combo into air throw? Time to see what we can make of this
I like the idea too, wonder if its only after EX TA tho
The combo into air throw kind of blew my mind lol, I have a hard time canceling into v trigger from that ex dp grab.
Anyone see the trick Max was doing on stream, where he would AA with cr.mp (I think? whatever the mp anti air is) and then immediately start the HP grab? He caught a few people panic blocking with it, and it looked pretty sick.