Nash General Thread: Charlie (Nash) finally revealed!

One Nash I played used a ghetto version of the old Sonic Boom V Trigger cancel for cross up. He just threw a slow boom towards me and waited till after he recovered then went for teleport cross up and got fucked.

So then you didn’t use his best anti-airs lol.

Air throw is also really good.

Personally I think he’s a lot better. He never had a normal anywhere near as good as Bazooka knee is now. He can get consistent combos off Moonsault on either standing or crouching, they improved f+HP a ton. The buff to his HK Scythe makes him more meter efficient since you don’t need to rely on EX for juggles now (only does 10 or so damage more than HK version). The only thing I miss was Sonic Boom loops in the corner.

Defensively I was doing a lot better when I started using V-Reversals, which I still have to train myself to use a lot more often.

I’m playing him in this beta the nerfs weren’t anything significant. I could still the stuff I did in the last beta.

Yeah, the nerfs vs buffs isn’t all that dramatic. I’m just having trouble with the matchups really. Karin, Cammy, and Bison Scissors/flowchart are my biggest qualms when they get on top of Nash. But man, I feel Nash is scariest when he’s got his opponent pinned in the corner.

Honestly feels like the weakest character in the beta

Did you not play Ryu?

I think I tried to use cr.mp once to anti air, but probably did it too early and got bodied. I also used his V-skill to anti air, but it trades a lot and doesn’t hit a very deep jump in. I completely forgot the air throw though, shit.

He is not a weak character by any means, but you really have to master the usage of his massive amount of normals to succeed. It’s not only to apply pressure, you simply need them to move around like Makoto.

i hate getting b+mk when I just want s.MK lol. really have to get in the habit of pressing the button at neutral since f+mk is also a different move

We kept getting mixed reports on Nash changes and the changes that were listed were mostly negative ones. As you can tell from the list of changes I compiled (information from this thread as well as my own experience with beta phase 2) he got a ton of changes that made him very different to play than phase 1, imo. Overall, I feel the character is a lot better than he was in phase 1 and I’m really happy with his current direction.

I really like having all of these anti-air options now because there’s a lot of characters who have jump ins that alter their hit boxes and it made cr.Strong and cr.Fierce unreliable in those situations. I never used them in phase 1 but I found a lot more use out of s.MK and s.RH to anti-air against those scenarios. Now we can special cancel s.MK so we can apply pressure when anti-airing in those scenarios.

I think the major thing I’m happy about is that they’ve given Nash a reason to use his EX moves now. In phase 1 I never bothered with his EX moves because they didn’t add much damage or they were garbage. It was better to hold onto your meter for your critical art because the damage output from his combos into super was huge. Now I find myself being more liberal with meter usage but still never feeling like I don’t have enough when I want it.

The EX Moonsault Slash buff is amazing and it’s actually really worth using in pressure and throw baits. I managed to go right over and punish Ryu’s Critical Art with this. EX Moonsault fits this area where looping Light Moonsault can become detrimental but throwing in an EX Moonsault will catch the counter tactics to Light Moonsault. EX Sonic Boom still being V-Trigger cancelable gives us access to our old V-Trigger combos at the sacrifice of ending it in super. It gives us an option to spend one bar to get max damage if we don’t have super but if we do have super we can sacrifice the max damage starters instead. This balances out the explosive damage that Nash had in phase 1. Also, EX Sonic Boom xx V-Trigger still allows us to go for those gimmicky crossover setups in a pinch and is still semi-hard to react to. EX Sonic Scythe being faster for a reliable anti-air is huge because it covers this space where his regular anti-air options are not applicable.

You still could do this with EX Sonic Boom and it’s worth using the meter. I like the speed of EX Sonic Boom and how it made certain combos more consistent than regular sonic boom xx v-trigger in phase 1.

That happens to me sometimes as well. The time I got b.mk it managed to stop deep jump-in and crossup attempts. B.mk hitbox is very disjointed.

i miss the old nash, but this new nash is still a great character. i managed to get Rank 2 this afternoon with him before i had to stop and go to work. i feel like some of the changes are arbitrary, but it is what it is. most drastic change to me was v skill. although it is better at capturing fireballs, its a little worse as a poke. you also can’t link into v skill without counter hit or a meaty cr mp, which is a shame since v skill was my favorite thing about him. v skill block animation changed as well and can be vt cancelled on block. wasn’t possible before, removing poke v skill os vt for a far confirm / punish, so you just have to confirm it now. still a great v skill, but somewhat a shadow of its former self in some ways.

things i like about new nash: st mk for obvious reasons. f hp and f hk being v trigger cancelable is great if you can confirm the hit. f lk is SO much better.
qcb hk is kinda ridiculous in the corner now. not only can you f lk in the corner for a reset that leads to a solid mix up after qcb hk, you can also go into ex qcb kk immediately after without VT for extra stun and damage output. i don’t think this is gonna stick lol.

another thing i find kinda ridiculous is that before, the first hit of Tragedy Assault (the hit that doesn’t steal meter and is 90% of the damage ) had KO screen potential. so for example, if you got a stun and they had, say, 3% health, if you did hp TA it would kill at the first hit and the second hit wouldn’t steal meter since it hits after ko screen. but now in this current version of Nash, if you did hp TA in the same situation, the first hit wouldn’t go into KO screen, but instead on the second hit, stealing a good chunk of bar without needing to calculate remainder health. same goes with combos into lp/mp TA. shit is cheap lol.

the v-skill nerf feels big to me. I really loved that move but now that it’s not godlike I don’t care for it

I agree with the changes they made to him. IMO he feels stronger and more technical now. The ONLY change they made that I don’t agree with is the change to his HP Tragedy Assault. I feel like they should have left it as an overhead, now with its slower startup its pretty bad. Now the HP version doesn’t even combo, but it used to in phase 1 off of st.HP.

HP tragedy assault being an overhead is whatever, it wasn’t that fast to begin with, and the reward for hitting with it is outweighed by the damage you’ll take if it’s blocked. the universal buff lp/mp/hp tragedy assault got that i explained in my earlier post heavily outweighs the fact it’s not an overhead anymore.

anyways, here’s a collection of some of my matches from the last day of the beta. I realized i could record really late while playing, so I missed out on showing more quality matches but it’s whatever. featuring special guests Tampa Bison and Julio the Yun.
https://www.youtube.com/watch?v=PAGbIDtMPCQ

[quote=“Windalfr, post:874, topic:173955”]

[/quote]

You have the best Nash I’ve seen so far. I really like the way you play him. I saw that you were able to consistently combo into st.hp from counter hit cr.mp. How easy is it? This was one issue I had with Sf4 , my inability to combo off of counter hit.

[quote=“Typhlosion, post:875, topic:173955”]

I find it easy as long as you’re focused and react to the message. one other beefy and viable counterhit combo in this build is cr hp counterhit into st hp.
one thing i miss about the previous version of nash is he could go into Cr Hp after cr mp counter hit instead, which lead to more damage and stun.

Amazing Nash. Just one question, though… How come you never use f hk?

I do use it. Unfortunately, I didn’t manage to record footage showcasing more of his other options and tools being used.
I’d like to use it more, but with your average beta opponent… ;_;

[quote=“Windalfr, post:874, topic:173955”]

HP tragedy assault being an overhead is whatever, it wasn’t that fast to begin with, and the reward for hitting with it is outweighed by the damage you’ll take if it’s blocked. the universal buff lp/mp/hp tragedy assault got that i explained in my earlier post heavily outweighs the fact it’s not an overhead anymore.

anyways, here’s a collection of some of my matches from the last day of the beta. I realized i could record really late while playing, so I missed out on showing more quality matches but it’s whatever. featuring special guests Tampa Bison and Julio the Yun.

[/quote]

damn, you mauled tampa bison and julio… good shit

Ryu at least has a reliable reversal and stun out the wazoo