I really like how there’s multiple ways to play Nash with no one way being the ‘correct’ way, at least at the moment. Your style of Nash is very different from Infiltration’s but I don’t see either style being the one way to use Nash. Both are highly effective and allows for player creativity when playing the character.
I kind of feel bad for looping Short Moonsault Slash into Jab~Strong TC. lol It feels so derpy when you loop and the opponent doesn’t know what to do. I was doing some experimentation with Moonsault Slash for throw baits and counter hit setups. I was testing things, such as knockdown, dash, dash, Short Moonsault Slash to catch people doing wake up throw or wake up low jab. For crush counter setups I would condition people with Jab~Strong xx Short Moonsault into s.Jab, Throw and then do s.Jab, s.Fierce xx Short Moonsault instead. If they block then you get to continue the pressure but if they push buttons they’ll eat a Crush Counter s.Fierce and the cancel into Short Moonsault will combo. I was getting use to the Crush Counter combo for blocked DPs but never got an opportunity to use the V-Trigger variant.
I wish I knew about the Tragedy Assault KO buff sooner, I would have used that all the time since stunning with Nash can be quick with 2 good sequences. I’m just wondering if a post stun combo like j.RH, cr.Fierce, s.Strong xx Jab/Strong Tragedy Assault would work.
I was rocking these setups within the last hour of the beta and caught everyone. lol They either block/eat the meaty f.RH or they got corpse hop into a cross over.
yeah i do not really recommend looping moonsault slash or ever cancelling it off anything. it’s awful and you deserve to lose if you don’t do anything about it lol. I only use it in the beta to gauge whether I should put more effort on you or not. once people stop being bad and are aware, there’s more fun stuff you can do.
one thing you can do is when you’re frame trapping with st hp, you buffer qcf and only press lk on reaction to the counter hit sound, easier than it sounds and if they block you can just no cancel or go to boom or lp TA.
f+lk is significantly plus or minus on block based on the spacing. testing with the dummy right now mashing jabs after blocking and you can get counterhit yourself, counter hit them, or make them block based on small differences. threatening this move at the right game will be huge for his footsies.
meterless v-trigger punish (recorded my desktop audio too lol) https://youtu.be/buweZbmUmXs close c.mp must be the starter, anything else will leave you too far away for the sonic boom to connect. if the c.mp is counter hit you can link s.HP xx MP boom instead.
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.
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Damn your play is so fun to watch. I wish I could have seen this video yesterday while the beta was still up. My Nash was so free when I played T_T
Thanks, I’ll update my change list to reflect this.
Well aren’t you really unsafe if you don’t cancel s.Fierce? That moves looks really minus on block but I don’t have the old frame data with me and I’m not sure if it changed in phase 2. Seems like you’re committed to cancel into boom, TA, or moonsault. Scythe is not an option since it’s a free punish for the opponent. Boom also leaves you minus frames afterwards but at that range but you might be safe depending on the match up and opponents meter. Moonsault at least leaves you positive but we’re in that issue with looping that move, which is bad in the long run.
in beta 1, st hp was -5. st hp is one of the moves that changed a bit, not sure how minus it is now. lp boom was -4 and mp boom was -2. would have to take pushback into consideration as well. ex boom is always an option if you have the meter. either way, st hp will be more of a commitment than cr mp/st mp frame trap which is less rewarding.
Yeh, f+lk is + at it’s max range, gets more negative (-2 at the worst?) the closer you hit them. I’m still really loving Nash, despite his reported plethora of nerfs, he was my most consistent character this Beta, followed by Karin.
What’s the best follow up for F+HP CC without V-trigger? I’ve just been doing dash qcb+HK
It’s just a risk/reward scenario now. More risk involved with fishing for a crush counter s.Fierce but the reward is higher with the meter gain (both v-gauge and ex) from the conversion off of a cancelled Moonsault. Cr.Strong is the much safer route with the s.Fierce conversion but less damage, less ex meter, and no V-Gauge gain.
you mean without VT? only things i was able to find was f lk and ex up kick. lp TA is too slow ( and I dont think TA has any juggle potential.) super didn’t work either.
I thought you said you could combo into cr.Strong from CH f+Short? The target combo is still nice even if you can’t but damn that would be a sick confirm from CH f+Short if you could.
Thanks for testing the TA juggle potential. Are you able to combo cr.Strong/Fierce, s.Strong xx TA? If so, what’s the damage comparison between that and Forward/RH Sonic Scythe. I’m just wondering what’s the trade off for stealing their meter and if it’s worth it.