Nash General Thread: Charlie (Nash) finally revealed!

Nash is also a toolbox character. You have to use all his normals/specials to get the most out of him.

Also, how’s people’s matches been? I’ve fought majority of Ryus, Chuns, and Lauras galore. Only one Vega, Gief, and Ken.

I’ve been seeing people complaining about Nash being too good today on Twitter. You guys think he’ll get nerfed more? :frowning:

I love how he plays in this beta, personally.

I think Nash is really strong in this build. He probably would have been OP if he kept his phase 2 tools. It feels like they’ve buffed various normals because CH combos are guaranteed on some of his command normals. It felt like they need to be spaced at max range for any sort of combo. If you do RH SS then do f+Short, f+RH meaty and it counter hits it’s an automatic cr.Jab xx SS. If you do it in the corner it hits meaty enough to link cr.Jab without a CH. CH f+Forward Kick also gives you a free cr.Jab xx SS. f+Fierce is just an absolute beast of a normal now. Sonic boom zoning seems really good with the f+Short hitbox buff and the RH SS being as fast as it was in phase 2. It’s actually a somewhat viable reversal in certain situations as well (not a wake up reversal).

I managed to beat various players like Justin, Afrocole, Lamberboi, etc… just playing a solid midrange game.

I feel like his anti-air tactics vary from character to character. Cr. mp works great for most of the cast but it seemed to whiff horribly against certain characters whose hitboxes were altered by their air attack. Had this problem specifically with Laura, Necalli, and Birdie depending on the air normal being used.

A pretty safe blockstring I utilized on a blocked crossup was cr.mp, cr.lp xx lk. SS , which would leave me out of jab range .

You’ll want to use s.Forward/RH or EX SS in those situations. I find EX SS is the perfect AA for that cross up range which is the space that he had difficulties AAing in phase 1.

Hmm don’t let the nerfs fool you, Nash is a solid ass character in this build. Using EX Sonic Boom in blockstrings was really fucking with people, I’m not sure of the exact frames but it left him at the perfect spacing to beat counterpoke attempts.

I was messing more with max range MK Scythe. On hit you can do MK Scythe xx d+HP+HK, EX Scythe, on block you simply continue your blockstring. Without using V-Trigger it might be punishable by long range moves, but every player who attempted failed to punish. It seemed like a really good option further than midrange (not abusable obviously because it can be jumped).

I feel like Nash beats the shit out of Gief (though maybe the Giefs I played were bad), beats Mika comfortably, the rest I felt were just down to skill, I struggled against Vega the most I guess, but I’m not used to dealing with his specials (the stuff that’s punishable in IV being safe in V for instance). Still early of course I may be wrong but those 2 were definitely my least troubled matches.

Edit: I’m also glad that they buffed EX TA. He can now get legit followups anywhere on screen

Starter xx EX TA xx f+HP+HK, nj.HK, MK Scythe was my go-to. Did a shit ton of damage whilst stealing a chunk of life and meter as well.

Nash is zangief’s kryptonite

Edit: just noticed @criminalupper say the same thing

FGTLIVEDAWG or sth like that who was ranked 3
plays a rly solid nash
watched some of his replays
pretty sick gameplay

Pretty sure that’s filipino champ. His dhalsim is sick. I was watching some matches earlier between him and jwong

Is it just me, or is Nash’s V-reversal just niche trash right now? It’s nice to have a ticket out of the corner and escape to a more comfortable position when it actually works, but more often I either get thrown out of the startup or get hit out of the recovery.

Thats probably great meterless for when it hits randomly, but the s.fp to EX air slice let you combo on the ground after.

https://www.youtube.com/watch?v=vdpQ9YLmvtA

St.HP is best at fishing for CC in pressure, f.HP is best at fishing for CC in neutral.

I’ve gotten a lot of mileage out of doing CC st.HP xx LK Moonsault Slash against jab-happy opponents. Can be linked into TC1 xx HK Sonic Scythe for 290 damage and 502 stun. Cancelling into EX Moonsault Slash is even more disgusting. CC st.HP xx EX Moonsault Slash->st.MP xx HK Sonic Scythe does a whopping 345 damage and 535 stun.

The best thing about these combos though is that even if your st.HP is blocked you can still continue pressure since LK and EX Moonsault Slash both leave you at +1.

Problem being vs good opponents that can punish you will. I played a Ryu that could dp or parry any moonsault attempt.

Guys save your tech till the game comes out… :slight_smile:

True. It’s not even that hard to jab or AA Nash out of Moonsault Slash. Most people I play respect it way too much so I abuse it but against smarter opponents I stick to frame-trapping with cr.HP and cr.MP, and save st.HP xx Moonsault Strings for when I’ve got a read or I’m desperate for a comeback.

That combo I posted is hardly tech. The actual tech that I discovered I’m obviously saving until launch day. I doubt Capcom is going to nerf it if it gets out, but you’re right, better safe than sorry.

I feel the same vs the giefs ive played. I would add Dhalsim to that list though. I feel Nash does well against him although it could just be the predictable Dhalsims I’ve been facing…

Just like SF4, Dhalsim struggles when rushed down. Nash has all the tools to not get zoned by Dhalsim and all the tools needed to stick to him once he’s in.

I feel that you actively have to time Gief out by kiting him around and using v reversal to continuously run. If he gets one SPD it could realistically be over. I feel like if a gief knew the matchup and baited v reversal it could be in his favor.

I think Gief can handle Nash but it requires more work on Gief’s part to get in. If Nash wants to play the fireball & AA game against Gief he can but he has to be really on point. I think Gief is really well designed in SFV and has the necessary tools to deal with Nash but he just has to work for it. Between the armor points on V-Skill and charged s.Fierce you have to vary about your zoning game. I found out that if Gief whiffs s.Fierce you can whiff punish with cr.Fierce xx f+V-Trigger, j.Fierce, cr.Fierce, s.Strong xx RH SS.

I don’t think people should sleep on Dhalsim just yet. I played against AfroCole’s Sim and he was teleporting all over the place that it was very difficult to actually pin him down and start offense. It also made approaching Sim very difficult. Yes, you can hit Sim during the recovery period of teleport but there’s ways to cover the approach between all of his mobility options.

I think Necalli was the match up I was having the most difficulties with. That char was giving me troubles for some reason.

That’s why I specified time out because you just can’t do enough zoning damage to actually hurt him. You’re only going to do 10-25% before you’re in the corner for the first time. Then it’s a v reversal mini game. And nobody has even mentioned his v trigger.

https://www.youtube.com/watch?v=5MYpYPD1OBQ

https://www.youtube.com/watch?v=qupOF672dxQ

https://www.youtube.com/watch?v=T-m6c_GnLqU

https://www.youtube.com/watch?v=8mBclx6D22Y

https://www.youtube.com/watch?v=twmXvy0iLMk