Even with loss of some combos and changes, i like hissonic booms in this version.
I dont believe they were as fast, the zoning and mixing of the hp and lp versions are glorious.
By any chance whats the link to infiltatrions channel?
So I’ve not played a whole lot of the beta yet and Nash seems to be the character I want to gravitate towards. How are you guys setting up combos? It seems really difficult with his stubby normals.
Some of his normals are actually pretty long. His c.MK, f+LK and f+MK out range most of Chun Li’s normals. He has some of the better normals in the game, just has slow walk speed where you’ll have to play more momentum based like a Makoto to take advantage of them.
Stubby special cancellable normals I should say. He’s got excellent pokes. I like playing a SFIV Vega style poke away game but I want ways to convert into damage.
Yeah they didn’t really design Nash that way. They designed him with strong rushdown so you have to choose between short cancelable stuff or longer mid range stuff. He’d be pretty OP if he could do both.
J.Wong described Nash as SFV’s take on Poison. LOL.
It makes sense and I don’t have a problem with it. Maybe it’s because I play characters like Vega, Guile, and Ryu in Ultra, Alpha, and ST and I’m not used to setting up that short range rush down game. I haven’t got much further than jaguar kick pressure.
lol cr.mp is a pretty solid AA. I wouldn’t call it amazing, but its hitbox is larger than it seems. It’s also cool that it’s cancellable. AA cr.mp xx sonic boom is good to lock an opponent in place.
Possibly depends on opponent character too; ie what jump move do they use and what hitbox does it have. For instance I’ve never lost to zangiefs jump in hk when i use cr.mp as anti air. Although it could come down to just badly timed or spaced j.hk. Tons of scrubs online after all XD
Stick to s.MK as universal, I think that’s his most reliable. s.HK, c.MP, c.HP, f+LK, EX Scythe and even jab all have their optimal ranges you just get used to using each one…