Nash General Thread: Charlie (Nash) finally revealed!

I don’t think this is true anymore, maybe they removed all hard knockdowns. I know for a fact that Ryu’s, Chun’s and Rashid’s supers don’t have hard knockdowns anymore.

They probably think it would be too much of a snowball effect to give you really good oki after a super, especially since your stun count doesn’t depreciate during the animation.

But some supers like Nash’s would be unsafe on hit without hard knockdown.

Some supers still cause hard knockdown. Karins I believe still does, its just it knocks you so far away that you get almost no oki after.

Don’t forget she laughs as well which ruins your chance to dash in.

Birdie’s super still has hard knockdown.

And that’s the
The troof

Can you late wake up from a hard knocdown, then? Like in USFIV?

No.

And the only specials I know that are hard knockdown are Mika’s EX grabs (wouldn’t be surprised if this change gets reverted though)

Her regular Brimstone causes hard knockdown too.

No they are definitely techable, I can’t remember if you can backroll but a quickrise is possible

Bison’s EX stomps supposedly cause HKD. Karin’s super still causes HKD also.

Some fluid Nash play for you guys in the form Tampa Bison vs my buddy. (if you aren’t already annoyed with me posting yet haha)

https://www.youtube.com/watch?v=LX2yPcZy7lA

Not at all, the videos are appreciated.

So looking at the video it seems like they reduced the launch height of RH Sonic Scythe because 2 things from beta phase 2 Nash no longer works.

[list]
[] RH Sonic Scythe, f+V-Trigger, nj.RH, RH Sonic Scythe no longer works
[
] RH Sonic Scythe, f+Short no longer juggles in the corner
[/list]

Makes me wonder if RH Sonic Scythe, EX Sonic Scythe still works in the corner. I didn’t really notice anything else that was different but it’s hard to tell without some serious training mode time.

Almost 30 minutes of Nash gameplay (from the Dhalsim build) for you guys

https://www.youtube.com/watch?v=J_vG7wm-kGA

https://www.youtube.com/watch?v=lwFMwH-m1FY

i notice that to it could just be a execution error, i hope some one will test it just to make sure.

if all vtriger combo ask you to spend ex to deal good damage (ex boom, vtriger or vtriger in to a ex move for the jugle at the end) and you also need ex for your only good AA, nash will be very ex hungry

they could help nash build ex bar by allowing -lp,mp xx light TA-

Thanks for the video post @MarLonLonMilk ! Always good to see up-to-date Nash footage.

https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true#

Beta Phase 2 frame data I think. I’m not sure if the core cast frame data was updated from phase 1 or not. It does seem like it’s updated bcs f+Short is listed as being -1 on block in comparison to how punishable it was in beta phase 1.

The one thing I’m confused about is that EX Moonsault is listed as being +2 on hit, +6 on block. However, you can follow up EX moonsault with Jab~Strong TC and s.Jab is 4 frame start-up so this seems like a typo or just flat out wrong.

Overall, his frame advantage on his regular normals is pretty good. Key normals like s.Strong and cr.Strong are +3 on block and most characters in this game barely get that kind of frame advantage. It opens up a lot more room for frame trap theory and how to approach the up close game with Nash. Jab~Strong is -4 on block which explains a lot of things definitely punishable on block.

I’m pretty sure you can combo EX Moonsault into s.mp

Nash is real fun to play and to me, looks also kinda strong and a viable character, I’ll keep an eye on him for sure if the nerf hammer dosen’t hit too much hard.