It wasn’t a godlike Ibuki “Pick a way to block and hope” mixup but it gave Charlie something different in the corner. I’m pretty sure that he was positive after the reset and even if he was even, it’s still putting them in a guessing situation. Can cr.LK, Throw, Backdash, Block or if you felt comfortable enough against the person - Go for the cr.HP/MP Counter hit.
HK SS into EX was good damage. Yeah, it did a decent amount but I felt like Charlie’s damage in general was nothing to write home about. Giving him a corner only combo that did a chunk seemed fair. Especially when you consider that as pressure gets better, he’s less likely going to be able to use V-Trigger for damage.
If he’s +1 (at best), then he can do his cr.LK, his st.LP and…well, that’s it. Most characters have at least one normal that is 3F startup. With the new SFV input buffer, hitting frame perfect timing on reversal normals (for example, Ryu st.LP) is a piece of piss. So, all you have to do on defense after being hit with Knee Bazooka juggle is press your 3F normal when you land which is very easy to time, and at worst, you will trade with Nash’s 4F normal, which he would have to do because he has nothing faster or anything with properties that would deter the opponent from pressing buttons. If you did an immediate throw, it would always be beaten out by their 3F normal. It’s just simple maths.
In short, there is no mixup.
The only thing, and it’s a very expensive only thing, is activating grounded V-Trig in the startup of their 3F normal (a 2F window) and punish their whiffed normal. But, it’s very expensive, telegraphed to shit, and might not even be a punish versus some 3F normals.
If it is actually more than +1 then it’s a different story; it is then a mixup situation. But it isn’t. I think.
Hey ho, doesn’t matter anyway as it has been removed.
Was a nice little trick, but that’s all it was for me tbh.
Personally I wouldn’t have wanted his corner game post combo to revolve around that f+LK reset. I prefer the traditional knockdown > oki route. Would’ve been nice to have the option of ending HK Scythe for better oki, or adding EX Scythe after for extra damage, but they removed it altogether.
I’m more interested in what changes he’s been getting to his frames and properties on his Crush Counter normals for instance. Imo, if his f+HP is going to crumple, he should be allowed to get a dash in combo instead having to blow V-Trigger or just go into a raw combo ender.
Someone correct me if I’m wrong but during the casuls at PS Experience, between Nacee and LPN, I saw Nash’s cr.RH get a crush counter. If true I don’t understand what’s the point of that.
EDIT: Nevermind this looks like a universal change since I saw R.Mika and Karin do it as well.
Only thing that sounds clear enough to possibly be an actual buff is the health increase. I don’t know what range and mobility “buffs” and a technique “nerf” are supposed to mean.
For all we know, the numbers are relative to the rest of the playable cast. Aside from Zangief, every revealed character since the first attribute post has 3 or 2 for health rating.
Edit: I just noticed Dhalsim has a mobility rating of 1 despite being a fairly mobile character in terms of specials and move properties (teleports, float vskill, manipulating his hurtbox to dodge stuff, etc.) If I’m not wrong, this could mean “mobility” mainly considers walk, jump and dash speeds (all of which are slow in Dhalsim’s case). If so, this could mean Nash is receiving a walk/dash/jump speed buff!
Edit 2: This is just hopeful speculation now and probably completely wrong:
Spoiler
Dhalsim has a range rating of 5 despite have not covering much horizontal range with his fireball. This could mean range mainly considers range on normals. This is possible as Birdie has a range rating of 4 and quite long range on his normals. Characters such as Vega, Chunli, and Cammy have range ratings of 3 which could mean Capcom intend to let Nash compete with said characters in footsies. This could mean some good stuff for Nash’s neutral game at the very least.
Hopefully the health buff is legit. Nash having below average health didn’t really make sense to me. I mean he does have some decent mobility options, but still overall feels sluggish.
Considering Nash has poor wake up options and lack of reversals, giving him health boost seems fine. Nash is not the strong zoning character of old so the 2 health is not necessary, which considering Guile is joining the cast and taking up his old ways (I assume), he can take up that 2 health spot.
Most characters don’t have strong reversal options in the game and the ones that do carry huge risks with them because of crush counters. While Nash doesn’t have a clean get off of me move his V-Trigger and V-Reversal are really good in just escaping pressure or corner with minimal risk but equal trade off to V-Gauge. I guess this will be depend if people find tactics to counter/punish his V-Trigger/V-Reversal escapes.
I appreciate the health buff but wondering if this any effect in how much V-Gauge he gains. I thought there was some correlation to amount of health and V-Gauge accumulation based on what I played of the e3 build. I didn’t really look into it further in the later builds so this could be speculation on my part.
So, apparently the team that made Street Fighter: Assassin’s Fist is working on a mini web series about Nash called Street Fighter: Resurrection. Get hype!
Nash’s F+LK got nerfed. No longer positive from anywhere at all and LK Moonsault goes over people when you are close to them now. EX Sonic boom (2 hits) is plus now, you can link into LP.
I guess the bazooka knee nerf was fair. We should have seen it coming a mile away. A fairly quick short range gap closer that can lead to potential frame traps could be too easy to use and people will end up relying on it more than Capcom wants. It could still have its uses if it’s not too negative on block… Need to wait and see. As for LK Moonsault, I would prefer this nerf rather than a nerf on frame data. That said, I hope there are some positive changes to make up for these…
If people didn’t notice, Infiltration was using f+LK as an extremely consistent anti-air at PSX. I don’t remember the vertical hitbox being as good in past builds. If it has a better AA hitbox, I’ll gladly take a nerf on frames. The corpse hop was nice but even though it’s gone, LK Moonsault crossing over might make it serve a similar purpose. The universal buff to sweeps also will benefit Nash more than a lot of other characters since his sweep is already so good. Now CH sweeps will lead to potential setups and better oki.
Looking at the wide scope of things, it seems, rather than getting outright nerfs, his playstyle is being tweaked, which I’m fine with… People will adjust, his stronger tools will be discovered, his playstyle will get fleshed out, etc.
Edit: Also didn’t even mention EX Sonic Boom buff. He gets a jab link after, meaning more damage potential. I’m excited to see how Nash turns out, I think he’ll be a solid character with a lot of different options.
SFV is definitely the SF game where everyone is gonna learn 2 block. Even if you got reversal options you better block sometimes. This may be more viable in general since the pushback on normals and quick rise on almost all knockdowns makes it so blocking is more viable to begin with.
The nerfs will have to be assessed with the buffs sooo, still time to see where it all goes. I like that while Nash is a pressure heavy character, he’s not gimped with bad buttons like he would have been in SFIV. All of the characters are meant to play neutral and press on some decent buttons again like older SF which is good. Doesn’t seem there are any characters that are all in on the mix up/setup with bad buttons anymore.
Oooh did not see any SFV footage from PSX, but would be epic if f+LK’s vertical hitbox is indeed increased. Still gets me worried about his hurtbox though. I know it’s a silly question, but I don’t remember the last beta so well: does Nash’s bazooka knee count as airborne like Guile’s does in SF4? Or is it possible to get stuffed out by a jump in attack with a full combo follow up? It could be a lower risk alternative to st.mk/cr.mp as anti air.
Edit: Also by any chance, does it crush low attacks at a certain range? I don’t know how far the forward hitbox is in comparison to his lower body hurtbox during the move.