Nash General Thread: Charlie (Nash) finally revealed!

Jump back HP worked wonders on alot of close range jump-ins and cross-up attempts.

Well the new Crush Counters for Nash do allow a good neutral game to allow players what to do next.

This also follows Combofiends statements of Capcom trying to make every button mean something. We don’t want another SFIV Bison st.HK for everything and neither does Capcom. We all agree Nash has great normals yet heavily situational. And I think we all think of it as negative in Nash’s perspective, but I think the same thing is being applied for every character. Sure Bison got buffs on normals (and were already strong), but I think the end product will be like Nash in that every character will have to know and use their tool box to win.

Getting nervous about this latest build guys…

https://twitter.com/XianMSG/status/640207096412160000

If that’s the case then they nerfed its hit advantage from +7 to +3 or even less, I’m guessing the block advantage will be a lot lower as well, probably 0 on block. And he says this not even a day after I mention how good the move is… I honestly don’t think they’ll stop till the character is completely unplayable.

Yeah I wasn’t as concerned about most of the nerfs mentioned but if Xian is saying the trigger is slower that’s a problem. It was already easy to scout if the opponent knew to look for it, he can be thrown out of ground trigger and anti-aired out of his back and front ones. Now its slower?! RIP mixups and resets lol. I’m reserving final judgment until I get hands on with the latest build, and again nothing is finalized, but still not good all things considered. With each reveal the cast gets stronger, so Nash is gonna have his work cut out for him.

More English VA Nash for you guys. This time the audio is a whole lot clearer so its easier to make out what he’s saying. Still gonna stick with the Japanese version lol.

https://www.youtube.com/watch?v=uwmQCVKon2Y

Matches with Nash start at 11:50 in the first vid and only one in the beginning of the second. Solid Nash btw, I really like cross-up on wakeup using f.lk after he landed Critical

https://youtu.be/31GFd7m6zak

https://www.youtube.com/watch?v=d6SgOOUWuhM

In the last vid you saw that the Nash wasn’t used to the change to his teleport inputs in the new build yet. Will be annoying to adjust to next time anyone gets a chance to play.

Oh and yeah some of the VA work is really bad, majority of characters spouting generic quotes and sounding cheesy as hell. Should take notes from games like MKX, where most of the voices actually sound good.

Everything I picked up from English VA Nash so far (correct me if I’m wrong)

At character select - "I’ll show no mercy"
Throws Sonic boom (any strength) - "Sonic!"
EX Sonic Boom - “Sonic Trace/Blaze!” (not sure)
LK Scythe - "Got you!"
MK Scythe - "Get lost!"
HK Scythe - "Slice you up!"
EX Scythe - "Sonic Scythe!"
Whiffed air throw - "Damn"
Whiffed ground throw - "Crap"
Front throw - Just grunts
Back throw - "Take that! Go to sleep"
Bullet Clear - “Not so easy” On a projectile: "A useless attempt"
LK (&MK?) Moonsault - "Moonsault"
HK Moonsault - "Slash!"
EX Moon - ?
Critical Art - “I’ll end you”/"Too easy"
Wins a round - “I suggest you stay down” or "I don’t have time for this"
Loses a round - “How dare you” or "It can’t be over!"
V-Trigger - "Over here!"
LP Tragedy Assault - “Smash?, It’s all mine?” (not too sure)

Judging from the videos above, I think they may have buffed his normals. F.hp was being used alot and punish hardly at all, so maybe they made the recovery on it better and the startup as well. Other normal I think they may have buffed is his f.lk for the same reason. One thing I noticed that definitely was different from the build we all got to play online versus the latest one at PAX was the f.lk on counterhit. In the third video posted above, on counterhit, f.lk was comboed from, but in the beta we had counterhit f.lk caused a knockdown (which I thought was stupid). So maybe he wasnt completely tarnished in the latest build since f.lk and f.hp are some of his best normals for their range. If they buffed f.lk so it has better recovery and better blockstun properties that’d be great.

https://youtu.be/sH3TozYz5c0?t=5m40s

Some interesting behavior here. After super nash does a command normal (f.lk?) and switches side when vega wakes up.

yeah people have been doing that in the corner since E3. seems pretty rad though.

Oh sorry. I just brought it here because it seemed almost glitchy and ambiguous as fuck. From that distance it didn’t seem it would hop over him at all.

Well I’ll be the first to say, Nash still holds a spot in my heart for #1 but Rashid looks sick
(he does parkour and hes an airbender! lol). At least if they keep nerfing Nash to holy hell I got a backup plan even tho I still feel like Nash got a few buffs on the low in the normals department that no one is mentioning. Waiting for the next build…

https://youtu.be/ukwoocS6OwU?t=187

cr.mp back being a solid AA ? around 3:07

Watching Capcom’s stream of the TGS build. Nash’s f.HP crush counter now causes the opponent to crumble. It should be easier to get follow-ups on it now.

It actually screws up his max damage combo involving meaty f+LK, s.Strong, b+MK etc… but that combo might not work anymore due to the V-Trigger changes.

f+HP confirmed fully safe then? I saw a Ryu try to punish with dp and it didn’t work but not sure if he was out of range.

Does his V-Skill only work against projectiles? If so, how’s he gonna build V-Meter other than getting hit against non-projectile characters?

His V-Skill is also a great Poking Tool with lots of active frames as per reported by the players