I feel like we really should be discussing matchups for Nash in this thread(especially now that the beta is open). It’ll keep the thread fresh and informative and not just flooded with YouTube vids (not that theres anything wrong with that lol). I have an ok handle on most of the matchups so @ me if you wanna spark a discussion.
Space her out, dont try to contest her normals, shes faster and can get you stunned quick if youre not careful. Dont get cornered either. Use careful pokes and well placed booms to keep her at bay, when she jumps use V-skill to beat her attempt.
Same as the Cammy matchup really, just try not to jump in on her unless you know they cant react quick enough to anti-air. Grabs mixed into blockstrings help aslo.
And for both matchups, when they have Critical Art. DO NOT THROW BOOMS. Cammy can punish fullscreen and Chun and punish Mid so watch their meter.
Few things:
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[] Should I not get used to c.lk, s.lk, s.mp as a hit confirm if they’re really taking out light to medium links?
[] Anyone find any decent frame traps on his normals yet?
[*] Any good gimmick setups to land tragedy assault past training their lows? Is jab version fast enough to beat throw attempts?
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Tbh I don’t think there’s gonna be too much in the way of vital matchup data especially this early but if you guys find any cool anti-character stuff then by all means share.
You should be doing c.lk, s.lp>s.mp anyway. It’ll remain unchanged even in the newer builds.
s.lk>s.mk target combo and s.mp are both + on block. And you can use crouch jabs as a generic frame trap.
Nah the regular version of this move is pretty bad, slow, unsafe, and the reward on hit is trash. EX has some utility, you can stuff moves and pre-emptively beat projectiles, but I’d stick to using it in combos.
Just avoid tragedy assault unless you get an anti-air sonic boom to hit. I actually was able to throw Fierce SB dash they got hit in the air by the Boom, cr.RH and it combo’d. I think the juggle mechanics with normals is based on strength of button. When a friend was testing juggle potential with Chun-Li it appears that if you land a medium starter juggle (like air-to-air) you could only continue the juggle with mediums or heavies. If you landed a heavy juggle starter (air-to-air or CH AA) you could only continue the juggle with heavy normals. Most specials have no juggle properties on them and thus you have to use their EX version.
Chun match-up you need to avoid getting into fireball wars because she can do fireball, V-Skill to approach and if you’re doing reactionary booms or v-skill nullifies it ends up in your disadvantage. Get out of the range of the fireball and AA her or go air-to-air against her V-Skill (ie. air throw). Footsies need to stick to f+Forward, f+RH, cr.RH, or cr.Forward.
Beta match up chart looks like this for me:
vs Ryu 5-5
vs Birdie 6-4 Nash
vs Cammy 5-5. I can see this shifting to 6-4 Cammy’s favor.
vs Chun-Li 5-5. I can see this shifting to 6-4 Chun’s favor.
vs Bison 6-4 Bison
This will completely change because Gamescon build is already different and PAX build added more changes to the game as well.
Combofiend mentioned walk speed changed across the board but not sure if Nash got faster or slower and how that works in relation to the rest of the casts changes in walk speed. I believe Birdie gets faster in his V-Trigger in the PAX build.
Found a good punish for Birdie’s hop chain grab. The minute you see the animation startup for it, input LK MOONSAULT, itll hit and you can conrfirm into lp mp scythe. I was using this, cr.Hp and st.rh to stuff all hop grab attempts against all Birdie’s I played today. I also used lp tragedy assault to punish it by mistake but I wouldn’t look to that as a punish since its not as good as the others mentioned in terms of damage, but may be useful in keeping him from getting Critical Art so quickly.
Has anyone found a useful way to fight or counter anything Bison does in V-trigger mode?
Bison’s scissor kicks in V-Trigger have additional start up on them so you might be able to counter poke if they’re doing cr.MP xx Scissors. The dash teleports are punishable on recovery so keep a look out for that. The match up will get better later on as they nerfed Scicssor Kicks to being punishable on block now.
v skill is, in my opinion, nash’s best tool. speed, range, and active frames are great, and it makes for his best whiff punish/counter poke in most situations since it can be easily converted into much more damage/stun with 1 and 2/3rd bars of v gauge or more on deck. it’s great to end with in frame trap sequences as well. not to mention the anti air capabilities.
as for v trigger bison, v skill works great here as well. works as a nice soft read vs scissors and is great at catching his teleport dash as well since it’s so active.
I definitely agree about nash’s v skill being one of his best tools. I’m always surprised at how much mileage I get out of it as far as being used as an anti air and a spacing tool. It’s high priority stuffs out a lot of normals from other characters. I honestly think I use it more than any other move.
So noticing that LK moonsault has more hitstun against crouching opponents vs standing opponents. I’m wondering if it’s additional hitstun on crouching or if it’s a hitbox thing. I’m wondering if blocking LK Moonsault standing makes it punishable or more - on block.
I’m also noticing that the CC f+Fierce, f+Short tends to whiff against if you landed the CC against crouching opponents. I don’t know why since the reel back animation looks the same to me but for some reason the f+Short kept whiffing but if I switched the dummy to standing it would work all the time.