Nash General Thread: Charlie (Nash) finally revealed!

Is there any where you can find a compilation of Nash’s combos yet?

This thread if you just scroll through the pages

best combo I could find was crush counter F HP - F lk (hits meaty) - st mp - b mk xx lp/mp sonic boom xx v trigger down - j hp - cr hp - b mk xx qcb mk xx super
the f HP auto-spaces the f lk to hit perfectly meaty, which I believe is intentional
596 damage and around 660-670 stun

if you throw hp boom instead it resets (can teleport front or behind)

as far as anti airing goes, I’m really enjoying his options. air throw, cr mp, cr hp, neutral st mk, j hp, st hk. i’ve also been pretty successful with cr mk trip guard AA and f hp for neutral jumps/far jumps

Here are the practical Nash combos I’ve been messing around with based on my own testing and seeing what other people are doing.

===BnB ( Hit confirm )===

C.LK, C.LP, C.LP xx LK Sonic Scythe

C.LK, S.LP~MP xx LK / MK / HK / EX Sonic Scythe

S.LK~MK, S.LP~MP xx LK / MK / HK / EX Sonic Scythe

===Corner====

S.HP xx HP Sonic Boom, S.MP XX LK / MK / HK / EX Sonic Scythe

S.HP xx HP Sonic Boom, S.MP XX LK Sonic Scythe xx Critical Art

===Punish===

C.HP, B+MK xx LK / MK / HK / EX Sonic Scythe

C.HP, B+MK xx LK / MK Sonic Scythe xx Critical Art

===Miscellaneous====

LK Moonsault Slash, C.LK, C.LP xx LK Sonic Scythe

LK Moonsault Slash, C.LK, C.LP xx LK Sonic Scythe xx Critical Art

Sonic Boom, Critical Art - From a stray Sonic Boom hitting during zoning

===V-Trigger Combos===

Combo Starter = S.LK~MK, S.LP~MP or C.HP, B+MK

Combo Starter xx HK / EX Sonic Scythe xx D+V-Trigger, J.HK, EX Sonic Scythe

Combo Starter xx HK Sonic Scythe (1 Hit) xx D+V-Trigger, J.HK, Critical Art

Combo Starter xx EX Tragedy Assault xx D+V-Trigger, J.HK, EX Sonic Scythe

Combo Starter xx LP Sonic Boom XX D+V-Trigger, J.HP, C.HP, B+MK xx LK / MK / HK / EX Sonic Scythe

Combo Starter xx LP Sonic Boom XX D+V-Trigger, J.HP, C.HP, B+MK xx LK / MK Sonic Scythe xx Critical Art

===V-Trigger Corner Combos===

S.HP xx HP Sonic Boom, S.MP xx MP Sonic Boom xx D+V-Trigger, J.MK, C.HP, B+MK xx LK / MK / HK / EX Sonic Scythe

S.HP xx HP Sonic Boom, S.MP xx MP Sonic Boom xx D+V-Trigger, J.MK, C.HP, B+MK xx LK / MK Sonic Scythe xx Critical Art

===Crush Counter Combos===

F+HP (CC), dash, S.LP~MP xx LK / MK / HK/ EX Sonic Scythe

F+HP (CC), dash, S.LP~MP xx LK Sonic Scythe xx Critical Art

F+HP (CC), dash, C.HP, B+MK xx LK / MK / HK / EX Sonic Scythe

F+HP (CC), dash, C.HP, B+MK xx LP Sonic Boom xx D+V-Trigger, C.HP, B+MK xx LK / MK / HK / EX Sonic Scythe

F+HP (CC), dash, C.HP, B+MK xx LP Sonic Boom xx D+V-Trigger, C.HP, B+MK xx LK Sonic Scythe xx Critical Art

F+HP (CC), Critical Art

Also, here are the properties of Nash’s special moves from training mode.

LK/MK/HK Moonsault Slash
Dmg = 90 (+90)
Stun = 150 (+150)
Dmg Scaling = 100%
Attack Level = High

EX Moonsault Slash

DMG = 40+40+50=130
Stun = 50+50+100=200
Dmg Scaling = 100%
Attack Level = High

LP/MP/HP Sonic Boom
Dmg = 50
Stun = 100
Dmg Scaling = 100%
Attack Level = High

LP Tragedy Assault
Dmg = 70+30 = 100
Stun = 100
Dmg Scaling = 100%
Attack Level = High

MP Tragedy Assault
Dmg = 90+30 = 120
Stun = 100
Dmg Scaling = 100%
Attack Level = High

HP Tragedy Assault
Dmg = 120+30 = 150
Stun = 100
Dmg Scaling = 100%
Attack Level = High

also, not sure if mentioned already, but Nash can throw out ex boom while already having a boom on the screen. hp boom -> ex boom xx followup gives you 3 fireballs on screen, not sure if exclusive to Nash.

You can also link into LP~MP TC off a LK or EX Moonsault.

Wouldn’t that put you at huge disadvantage?

If you an cancel into sonic boom, that’s actually pretty huge.

https://youtu.be/QrU2d0199_A?t=115m53s

Damn I guess Nash’s Critical Art nets zero chip damage lol (15:53)

That actually sucks. 1 point of chip damage would be fine considering how often people will be at minimum health due to chip damage.

Agreed, just 1 point!

Since it hasn’t been posted here, all of Nash’s frame data: https://twitter.com/toolasslsted/status/626103527979487232

It says on their cr.mp is special cancellable, so unless some moves just can’t be cancelled with certain specials, that should work. Something to be tested when the beta comes back eventually.

I’m not a pro but I did get to play with Charlie a little bit during the beta you can see it below
UNP: SFV Charlie gameplay: https://youtu.be/b2Mory_R9XQ

Charlie’s anti-air game is so strong.

cr.mp xx sonic boom - pressure from an anti-air

cr.mp xx h.facegrab - overhead mix-up

cr.mp xx jaguar-kick-thing(?) - pressure, can combo from it on hit

You can potentially mix them up from an anti-air, that is SO good. Sure the overhead is a gimmick, but do it once every game after doing cr.mp xx sonic boom a couple times and you can catch them sleeping easily, especially because those moves have VERY similar start-up.

The overhead option isn’t a mixup because you can’t threaten a low from that range. There’s no reason for them not to stand block.

Meaty boom is good though.

Your mix-up comes from a possible meaty boom > dash in low from previous anti-airs, catch them sleeping and down-backing immediately without watching for the overhead. As said, a gimmick but it could catch people off guard.

@otter
Cr.Mp cancels into sonic boom, like you were wondering.

Source: https://youtu.be/lia4FG8ybgo?t=54

It takes 7 sucessful Bullet Clears to completely fill up his V-trigger. Counted while watching that Vesper Arcade tutorial on him.

Alot of good Nash play from the UK crew in the recent WSO session

https://youtu.be/huEnAdcRwKs?t=24m53s

https://youtu.be/sdff1xrV6_w

I didn’t get to play a lot but I was playing some Charlie today in the new build…

I believe they changed the inputs on his V-Trigger teleports.

d+HP+HK - Now leaves you on the ground behind the opponent
f+HP+HK - Now puts you in the air behind the opponent
b+HP+HK - Same as before, leaves you in front

They definitely swapped the first two and it was fucking with my muscle memory when doing the V-Trigger BnB.

I was also a lot less consistent anti-airing, not sure if they nerfed his hitboxes or my timing was off, probably the latter. c.HP was OK for the most part but c.MP and s.HK lost to jump-ins way more often than not… Especially Ken’s jump-ins.

I’ll play a lot more tomorrow to confirm since I don’t have any tournament games.

Edit:

Got some more play, not as much as I would’ve liked and it’s hard to confirm stuff when you don’t have training mode and everyone’s trying to beat the crap out of you and rush you off the setups.

Key thing I found though is that j.HK following V-Trigger in combos didn’t work anymore. Unless there’s a different timing to them now. Tried with regular HK Scythe, EX Scythe and even EX Tragedy Assault. It’s almost like they removed the juggle properties of his nj.HK (in the first build I played, nj.HK after a V-Trigger combo juggled for free). They needlessly swapped his Teleport inputs I can definitely confirm, nothing major but annoying when I have to go against my initial muscle memory. It was harder to use V-Trigger to convert into damage following a standard confirm. I did manage a big punish in the corner with Sonic Boom xx V-Trigger into c.HP, b+MK xx LK Scythe xx Super. But I hit that once out of 20 odd matches. The situation just rarely arised, especially when people are playing to stay on the setups.

Can add to this that c.MP definitely sucks as an anti-air, in the previous build it had a huge hitbox above Nash’s head, to the point where I was stuffing Cammy’s dive kicks with it… Not anymore. Now it just loses or trades. c.HP is still the go-to anti-air.

I was testing Combofiend’s theory of using s.MK target combo to go over pokes… Didn’t work lol. His hurtbox below his leg was perfectly vulnerable.

I’m kinda salty actually, feels like his options have been reduced a little bit. Maybe he’s stronger in other areas I didn’t find but my overall consensus is: Nerfed.

[quote=“Dragonfave723, post:454, topic:173955”]

[/quote]

His combo’s are insane!