Nash General Thread: Charlie (Nash) finally revealed!

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.

S.mk also whiffs on crouching opponents and the startup on LP and MP tragedy assault has been reduced.

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.

I think the reason this and the f+LK juggle works is because RH Scythe launches the opponent higher on hit.

EDIT: I’ve been updating my change post with everything you guys have confirmed so far.

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 don’t even bother linking the two TCs. LP~MP is the good one as it’s the one you can cancel. LK~MK can kick rocks.

Yeah I’m taking your advice on this one, at most st lk by itself

Don’t feel comfortable using st mk as an aa at the moment, feels weird.

Looks like the only changes on his specials is stun reduction on Short and Forward Moonsault Slash.

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

For more information check out http://blockstring.com/forum/viewtopic.php?f=227&t=1692&p=42726#p42726

how do you guys feel about boom vs beta 1? I can’t remember but good lord his fireball feels like ass

I really miss the old anti airs

The old anti-airs still work.

landed a v-trigger confirm off of crush counter f+hp into a round ending combo. loving that move in general

Yeaah but they are not as good imo.

I feel like Nash is a lot harder to play in this iteration just because of the variation in all of his moves.

I’m having to mix it up so much just to hang with these Bison’s and Vega’s that only have to press one or two buttons and dominate the neutral.

I will say f+LK is buff as hell though, this move is amazing. Whiff recovery is minimal as well.

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.

Really fun character.