I’ve always used that, but it seems easier now especially after c.HP. I pretty much don’t use b+MK in combos at this point. I’m often fishing with c.mp, s.mp blockstring since it’s super easy to confirm into qcf+K.
s.mk was always sick as an AA, the hitbox feels the same to me, they just made it cancellable which is nice since that move is solid on the ground too.
I watched the stream and saw Infil do HK scythe xx V-trigger, j.RH, HK scythe. I dont think that was possible before, only with EX scythe as a follow-up IIRC.
The j.rh doesn’t juggle when you try to do the EX scythe into EX scythe trigger combo so I resorted to using Down+V-trigger to put me on the ground and then the second EX scythe connected.
His lk.>mk. to lp.>mp. target combo link is still possible, just a little more shoddy. Alone it can be difficult to get the last hit of lp.>mp. to hit, but starting off the combo with j. mk into the usual lk.>mk. to lp.>mp. makes it guaranteed doable. Normally I use it as a cross up, a set up in combination with heavy sonic boom, or as a stun combo ending in EX Scythe or m.
I’ve been hitting the lab since Nash got out and compiled a list of all the changes I found.
I also discovered a couple of neat setups. https://www.youtube.com/watch?v=DF1QuF7t4cE
After playing a few Nash’s in the beta I’m not sure what the crying was about. This dude is a pressure machine. No wonder he has to use Sonic Move or V Reversal to get out of pressure.
I had fun with him, thank god he got in because I was fed up with Necalli’s shitty normals. But I felt like he got no reliable anti-air. I tried cr.hp, st.hp and st.hk, and they kinda slow and their hitboxes are not so good. I didn’t try st.mk or cr.mp though. As a Rose main in USFIV, I definitely miss a good anti-air (and good walkspeed and throw range, but these are kinda general issues in SFV).
You should have tried c.MP. I remember testing it vs Bison’s or Vega’s jumping normals and seemed to fair pretty well. Hawkingbird was saying good stuff about s.MK as well.
Yeah like any newer SF game you kinda have to settle for a character that is more straight forward and has good walk speed, or a character that has really interesting and abstract pressure options but suffers slow walk speed. Luckily it seems like everyone in SFV has good buttons though. There’s no El Fuerte, Rufus or Viper that just spin around you all day but get shat on when the opponent reads them and forces them to play SF.
The beta was my first experience with the game and Nash. Pretty fun. Managed to get to 112th rank with Mika before Nash was released and then switched.
Low strong was really the only anti air I needed. Extremely reliable. I had trouble finding uses for standing forward by comparison.
V skill is great, but seems like a slightly less useful version of hop kick, and only did 50 damage. Gaining v gauge in block is dank though which nobody mentioned.
50 damage on sonic booms is pretty good, do a good job of forcing a reaction from your opponent, especially since most approaches are going to be exploitable. He is much more of a zoner than I expected. Once my opponent was in the corner that shit was donezo.
The main problem I had was finding opportunities to use v trigger. Removing the sonic boom cancel hurt a lot of the utility. This gave me even less incentive to use v skill. Just randomly teleporting was very effective in the beta but I usually just did use it to avoid bad habits. Definitely could be my inexperience with the game talking.