Nash General Thread: Charlie (Nash) finally revealed!

Day 3 rundown at Six Flags playing SFV:

-Tested out the EX TA as an anti-air mostly all day with about 30-40% success rate. It has its usefulness as far as surprise attacks go, but if they expect it or wanna be safe all they need to do is throw out a normal and stuff the attempt. Didn’t work full-screen like I thought and its DEFINITELY to slow to react to a close range jump-in. Biggest success rate came from both characters being a little out of the corner and me throwing lp.booms to bait the jump-over/jump-in. Dunno if its hitbox specific since on Cammy I was going right under her alot of the time but with Chun and Birdie I caught them. Could be the jump animations of each character altering their hurtbox. Definitely needs to be fleshed out more before I can definitively say its not worth the bar.

-Experimented with matchups a bit more, and found that the Bison matchup can be a pain but Nash can give him problems as well. I was using neutral j.RH to beat every attempt at a headstomp but he fell too far out of range for any follow-up attack (lk.scythe, sweep). His normals were too good and had much better range than mine but I was able to stuff his normals multiple times with Bullet Clears with it hitting at max distance, so I’d say with about 80% certainty that should be your go-to poke in that matchup. Jump-ins were difficult due to that projectile(?) he has that creates a large sphere in front of him, that and inferno.

-Interestingly I contested Chun’s EX Kikohohohohohoho and lost to it every time when I would do Sonic Boom, Bullet Clear. The boom would kill the first hit and I would time it perfectly to absorb the remaining fireball but it still hit which was weird, did this three times, no success.

-Found a pretty sneaky reset when you stun an opponent in the corner. When they’re stunned in the corner, I’d do j.rh s.hp H.boom s.mp lk.moonsault slash to reset my pressure and either the slash hits and I can confirm with lp mp target or they block and I abuse the frame advantage.

-Focusing on the normal versions of Tragedy Assault for a bit, I found that the light version is a great way to blow people up for mashing cr.lk since it goes over lows. Played against a Cammy who kept tryna go for crouching light kick strings so I landed a lk moonsault, it was blocked, went into lp mp target and then canceled into lp. tragedy and got the Counterhit.

@CriminalUpper yeah, if they do change it, I hope its for the better lol. It needs start-up invincibility to be viable, loses to air normals WAY too easily.

does lp and mp tragedy assault drain their meter? the ex version in your video above drains only a tiny amount and doesn’t add it to your own meter. is that the case for the regular versions too? as it stands the meter drain seems inconsequential given how fast meter is gained in sfv. i don’t see any particular use for the move yet. nice experimentation, i’m sure it has a use!

@“The Mullah” Yeah the normals all drain meter, and gives Nash meter in return, the EX drains less meter but doesnt give Nash meter it gives him a small amount of health back. I dont use the move for the damage, I like the fact that he throws the opponent across screen, it helps push them closer to the corner (all his moves do that tho), thats where his pressure really shines.

Here’s my Six Flags matches in full

https://youtu.be/1QrgzhU5c-E

i see that sonic booms cause a knowckdown against airborne opponents. Are there juggle options? like if they jump on a sonic boom and they’re quite far away, I wonder if you can super?

@otter I can confirm you can juggle off an air hitting boom usually with a well timed normal. Super should work but you’d have to be close

EX TA also steals health, something to keep in mind.

close range c.lk confirm:

c.lk, s.lk, **LINK s.mk **> s.hk > f+mk Target combo

you can easily tell whether the s.mk hits or not

if you don’t use link timing after the s.lk you’ll get the s.lk > s.mk Target combo into nothing

hits crouching even tho its looks dumb and as if it shouldnt

https://scontent-lga1-1.xx.fbcdn.net/hphotos-xfp1/v/t34.0-12/11908253_10207189407390981_1911232784_n.jpg?oh=d2b734e19c3bec7ab7ad137a5e1db88d&oe=55D0C806

I get what combofiend was saying about s.mk blowing up crouches. his s.Rh and s.mp also seem to have decent vertical hitboxes. I really wish I could test Nash’s own hurtbox during some of these moves.

Is anyone streaming Nash tonight?

that standing fierce AA at 00:29 looks too nice to be true :L

Playing around with counter hit combos and here’s what I found so far:

CH cr.Forward, cr.Jab xx Sonic Scythe
CH cr.Strong, cr.Strong, B+Forward xx Sonic Scythe
CH cr.Strong, cr.Fierce, B+Froward xx Sonic Scythe
CH cr.Strong, V-Skill
CH f+Forward, cr.Jab xx Sonic Scythe - You can squeeze in a second cr.Jab if you’re point blank on the CH
CH cr.Jab/Short, V-Skill
CH s.Jab/Short, V-Skill
CH cr.Fierce, s.Forward~RH~f+Forward target combo - Does 4 points more damage than doing the B+Forward xx Sonic Scythe but you lose out on the opportunity to do a V-Trigger combo
CH s.Forward/Strong, cr.Jab xx Sonic Scythe

you don’t actually need CH to link into his v-skill after crouching or standing mp.

That’s pretty useless though. We need viable combos OUT of v skill. Is there anything you can do from max range v skill?

His V-skill is only +2 on hit so you would have to do it as a meaty (or maybe counter hit if they add more than 1 frame of stun in SFV) to combo out of it.

f+mk kara throw is OK… considering how shit the throw ranges are in this game its absolutely worth using. seems slightly better or the same as f+HP kara throw, but easier for me to pull off from playing ken

cr hp is his go to kara throw

yeah that’s mad good wow

anyone knows startup and active frames for his v-skill?