I don’t know if the vertical hitbox was improved, but I was punishing fireballs on block a lot more easily this time around with it. And the conversions cancelling VSkill into VTrigger are nice.
Some of my beta footage I finally got around to uploading (I’m all beta’d out lol I think we all are). I managed to go on a 20 game win streak and even tho I am not overly thrilled about how I played during this final beta I managed to pull off some things I was proud about like the V-trigger, bazooka knee reset.
Lol naw I’m good til Feb. Idk why but I cant function properly when the beta is up, dishes pile up, my to-do list gets backed up and I miss time from work.
Love your opening strike by using M Sonic Scythe. The hitbox and range is so good as a preemptive attack I use it just about every match and it gets a lot of mileage.
Stand Jab (LP) - More pushback on hit. Prevents linking into Jab~Strong target combo inconsistent/not work.
Stand Strong (MP) - Hit advantage reduced from 5f to 2f. Block advantage reduced from 2f to 0f. Damage reduced from 70 to 60.
Stand Fierce (HP) - Damage reduced from 90 to 80.
Stand Forward (MK) - Startup increased from 7f to 8f. Damage reduced from 70 to 60.
Stand Roundhouse (HK) - Damage reduced from 100 to 80.
Crouch Strong (MP) - Block advantage from 3f to 2f.
Crouch Fierce (HP) - Block advantage increased from 0f to 3f!
Jump Short (LK) - Startup decreased from 5f to 4f.
Jump Forward (MK) - Damage decreased from 70 to 60.
Jump Roundhouse (HK) - Startup increased from 5f to 8f. Damage reduced from 100 to 90.
Bazooka Knee (f+Short) - Hit advantage reduced from +1 to -1. Block advantage reduced from -1 to -5. Hitbox may have been extended vertically making it work as an anti-air at farther ranges.
Sobat Kick (f+Forward) - Damage reduced from 70 to 60.
Chopping Assault (f+Strong) - Startup increased from 19f to 22f.
Step Kick (f+RH) - Stun reduced from 200 to 150.
Spinning Backfist (f+Fierce) - Damage reduced from 100 to 90.
Target Combo Jab~Strong - Block advantage reduced from -4f to -6f.
Target Combo Short~Forward - Block advantage reduced from -1f to -2f.
Forward Throw - Damage increased from 110 to 120.
Back Throw - Damage increased from 130 to 140.
Air Throw - Stun increased from 140 to 200.
Back V-Trigger - Total Frames increased from 54f to 56f. Not sure if startup or recovery was increased.
V-Skill - Startup reduced from 7f to 6f.
Jab Sonic Boom - Block advantage decreased from -5f to -7f.
Strong Sonic Boom - Block advantage decreased from -3f to -5f.
Fierce Sonic Boom - Block advantage decreased from +1f to -1f.
EX Sonic Boom - Block advantage increased from +1f to +2f. Second Boom is +1f on block.
Short Sonic Scythe - Damage reduced from 100 to 80.
Forward Sonic Scythe - Damage reduced from 120 to 100.
Roundhouse Sonic Scythe - Damage reduced on second hit from 60 to 40. Can’t juggle EX Sonic Scythe or Bazooka Knee in the corner.
EX Sonic Scythe - Block advantage increased from -28f to -19f. Damage reduced from 30x4+40 to 25+30x4. Can’t juggle neutral jump RH from a V-Trigger cancel.
Short Moonsault - If done too close will cross over the opponent and whiff.
Short/Forward/Roundhouse Moonsault Slash - Damage reduced from 90 to 70.
EX Moonsault Slash - Block advantage reduced from +6f to +1f. Hit advantage increased from +2f to +6f.
Jab Tragedy Assault - Block advantage decreased from -4f to -5f.
Fierce Tragedy Assault - Stun increased from 0+100 to 100+100.
EX Tragedy Assault - No longer drains Super meter.
Unfortunately, no idea if CH data was changed at all from phase 2 to phase 3. Overall, Nash got a lot of nerfs in frame data and damage but to be fair so did the rest of the cast. In conjunction with the balance changes with the rest of the cast and how much more the character has been explored I think Nash has become a top tier character in the latest build.
I was definitely feeling the reduced frame advantage on cr and s.Strong. I kept getting mashed jab/reversal when using cr.Strong, s.Strong as a block string. What this means though is you’ll want to use b+Forward after cr.Strong in a block string for frame traps. I was completely oblivious to the significant increased in block advantage on cr.Fierce. I remember using cr.Fierce as a meaty in phase 1 and getting mashed jabbed if I decided to do b+Forward afterwards. With cr.Fierce being +3 on block you can time it a meaty and probably get more frame advantage from it making this a really good normal now for pressure and meaty.
I felt there was a big increase in the overall skill level since beta 2. I wouldn’t beat yourself up over it.
I got torn up by Laura in the beta (vega, cammy, and Chun were hard too), I was kind of shocked to see most people say Laura was average. Maybe it’s just a good matchup for her.
I considered necalli to be pretty easy, which seems to be an unpopular opinion.
Laura is just underexplored right now so I think most people are unsure of her strengths atm. Looking at the frame data she has 2 good normals that leave her +3 on block so I can see her being really difficult once she gets in. It’ll actually require us to use v-reversal more vs her. The major downside to Laura seems to be her neutral and defensive options. The charge fireball is going to be problematic for Nash since he can’t nullify it with his projectiles and you can’t v-skill it. It’s essentially a wall that you have to deal with but thankfully she doesn’t get many opportunities to set it up.
Okay, so going over Nash I’m thinking about how to optimize the information we’ve gathered from phase 3. It’s quite possible he’ll undergo further changes before the final release of the game but there’s a couple of interesting things to note.
The gap between cr.Strong and s.Strong is 4 frames now and actually leaves room for people to mash jab or reversal in-between. It’s actually better to use a combination of b+Forward or s.Jab as your block string after cr.Strong. The startup on b+Forward is 5f vs s.Strong’s 6f and both leave you at neutral on block. On counter hit you should be able to link into s.Jab xx Short SS but it’s depending on the push back after b+Forward which I’m not sure what it’s like in that scenario. Using s.Jab immediately after cr.Strong leaves a 2f gap for your opponent so that might be a bit too tight for relevant frame traps. You could add a delay to it as well like feigning a throw and using s.Jab instead to counter hit. The rewards on a CH s.Jab is 6f of hit advantage (provided they didn’t change the CH data on s.Jab from phase 2) which means you should be able to link into s.Strong. Again this is pending push back afterwards but the range of s.Strong is pretty good. I’ve done testing with both options vs Ken’s DPs and at worst I’ve traded.
The other thing I’ve thought about is to setups to utilize cr.Fierce’s new block advantage of +3f. The first thing that’s come to mind is a meaty cr.Fierce which could further alter his frame advantage to be more positive pending timing. The only problem is the type of knockdown to get a meaty cr.Fierce setup. Most combos we usually end in RH SS to get max damage and Nash can set up a meaty Moonsault Slash or f.RH after. I don’t really like either options though because you end up - frames after meaty f.RH. Meaty Moonsault is highly telegraphed and gives enough reaction time for characters with a reversal to beat it. On block, it seems like at best you get one light or medium normal before you’re back at neutral unles you go for something more risky like a normal cancelled into Moonsault.
I started looking at alternative combos for better positioning and came across cr.Strong, s.Strong~Short~Fierce (TC) or cr.Strong, s.Strong xx EX Tragedy Assault. Both of these let you do a forward dash cr.Fierce to catch quick rises. However, you sacrifice damage when using either option vs RH SS. I believe ending in RH SS gives you like 210 damage while the link into the target combo gives you 180 damage so I’m wondering if the damage is worth it for the slightly better positional advantage with meaty cr.Fierce accounting for grey damage you get vs chip damage with meaty moonsault. It’s just risk/reward and there’s probably not a right/wrong answer but thought it was interesting to consider.
Eh, she doesn’t really have the same sort of threat Abel has in the Stepkick though. She’ll be reasonably scary if she gets in as her EX Fireball reset game is quite nasty in comparison to what anyone else gets and is the closest to a vortex the game has but her footsies seem kind of ass. She’ll be a good reaction check to see if people can deal with her doing a normal into forward VSkill.
Agree to an extent, it loses as an AA now more than it ever did IMO but it was definitely buffed as a projectile counter. In phase 1 and 2 i think, his hand had to be out and emitting light in order to nullifiy the projectile, but in phase 3 I was able to eat Hadokens on reaction while within footsie range, looking like the active frames started when his elbow started to poke out just slightly before extending his hand.
I remember when the V-skill alone was enough to keep Chun and other floaty jumpers out of the air, but now it trades too frequent to feel safe to use in that situation for me. Still a good poke for pressure and frame traps off of a blocked cr.HP.