Nash General Thread: Charlie (Nash) finally revealed!

I keep getting bodied when getting rushed down, I have no idea what he has to be able to get people off him. Any tips? Also what are some anti airs that are great? Been using MK and down MP some times, is that all?

i guess you alredy notice but sonic boom xx vtriger is back

omg they fix vtriger after exTA i love it so much

Don’t play Nash but I feel I can get you started.

c.MP and s.MK are good for AA. Air throw in SFV is really good as it no longer has a height restriction. You can air throw people from really low heights in this game. Neutral jump HK seems decent as well. Don’t just stick to ground stuff for AA. Nash doesn’t have the walk speed for that any way.

Part of the reason why Nash is considered a difficult character to use is that he has great mid range options while also having great close pressure/rush game, but to offset it you pretty much have to learn to block and tech throws. Your only reversals are going to be V Reversal (which you need to block in order to use) and your V Trigger. Sometimes you may be in a situation where you will end up using your V Trigger just as a get out of jail card so make sure you’re using your V Reversal and V Trigger wisely to gauge how/when you should get out of a situation.

You just gotta block and tech until they get pushed out, he has no reversal except super. Don’t forget V-Reversal, I don’t know how good it is though because I forgot and never used it, I don’t follow my own advice.

He’s got a few anti-air and air to air options. His air-to-airs seem really good, I got a lot of mileage out of jumping jab and jumping heavy punch. Neutral jump heavy kick seems to have a really good hitbox and knocks down on counterhit. Both crouching heavy punch and standing heavy kick work situationally, crouching medium punch seems most reliable just because it’s fast. IMO you gotta mix up all these options so they can’t pick things that beat them.

Also, EX scythe kick (qcb+K in case i’m confusing move names) is a really great anti-air, but it has no invincibility. It’s really good though because it’s very active, the hitbox is great and the horizontal range is very long. The hitbox has to be enormous. Damage is good too.

Okay, so st.MP xx MP SB isn’t particularly reliable unless you start directly on them, same with cr.HP -> b.MK. If you connect with a cr.mp hitconfirm from anywhere but inside their model it’s probably best to go into a HK SS xx fVTC -> j.hk -> LK SS.

If you want to give up ~40 damage and regen around that much you can also go into EX headslam xx fVTC -> j.kh -> LK SS.

For CCH combos I’m not actually sure if there’s anything good you can confirm off of; st.hp is unsafe on block and f.hp is a pain to convert off of. You can of course fVTC them for solid damage.

Hit confirms are off your cr.mp, cr.lk xx lp, st.lp xx st.mp TC. His cr.mp xx f.mp TC does not combo.

If the Bazooka Knee is safe now you can basically do a frametrap with his st.mp; either do a slight walk up throw, TC followup, or another button to frametrap.

Nope. I got thrown trying to VT out of pressure.

I think my favorite crush counter combo is his s.fp to EX air kick shit. So dope.

I like hitting towards+fp crush counter into hard version of the jumpy grabby thing. Good damage and you gain almost a whole bar of EX and steal half a bar from the other guy.

Thanks guys, I’ll keep practicing. Although Chun is finally out, I don’t know how much play my Charlie will see now.

nuckledu is streaming nash gameplay on twitch atm

This might’ve been brought up already, but is nash’s ca fullscreen? I tried a full screen punish a fireball, but can’t recall if I punished too slow and they punished me back, but i ended up in front of the opponent instead of behind.

Edit: just punished a ryu fullscreen though. Hmmm

any use for back mk?

Standing fierce being special cancelable is so nuts. I’ll never get bored of using it to combo into his grab.

BTW, lp grab is easier to combo into now, along with Mp grab. lp grab seems to be maybe -3. I get hit by command grabs on block, but that’s it. Scythe kicks seem safe now. lk was unsafe in the last beta. I dunno if it’s just me, but mk seems a bit faster.

No trip guard is awesome.

I miss st.MK being cancel able into Boom. No biggie though. M/H Boom allowing f+HP follow up is a reasonable exchange.

It works as AA, but not as good as st.mk.

at this point i would be happy if they just remove back mk or atleast swap the command between stand mk and back mk, each time i go for st.mk as AA and i got a back mk i get so mad loll but maybe its just me.

The same fucking thing happens to me a lot.

Is there any reason to use V-Trigger by itself to get out of corner instead of doing the EX DP first?

It forces stand although I’m still not sure how much Nash needs a force stand. Furthermore, it has more hitstun than st.mp. The hitstun is not a big deal but for example: st.mp xx lp TA doesn’t combo; b+mk xx lp TA does.