Nash General Thread: Charlie (Nash) finally revealed!

Was sifting thru some footage on my El Gato to post more matches and came across this. Any explanation as to what happened here would help. I thought Vega’s Critical started with a wall dive but I interrupted a slide and his meter vanished completely. Dunno if it was a glitch or if TA legit beats out the start up of Vega’s critical art.

https://gfycat.com/PastelSmallGerenuk

Was it ever said that all supers are invincible?

If CA’s aren’t invincible on startup, beating out Vega’s CA like that might not be too odd. In SF4 you could stuff Vega’s U1 before he even got to the wall, and he would still lose all his meter for ultra. iirc he same was true for his Super.

Did s.mk get nerfed? It doesn’t cancel anymore.

It’s been that way since 3rd beta phase. As much as I hate it, it was kinda needed. st.MK was too good cancelable lol

Cr.MP xx f.MP now combos again.

The game bugged for me and gave me Nash to play in 3 matches and I’ve never touched him. His air throw is godlike vs crossups, with characters like Rashid and even Cammy (autocorrect DP is something I do 120% of the time in SFIV and can barely get it in this game) I had a lot of trouble with fuckers just doing crossups everywhere.

f.MP as in the overhead? How is that even possible, and even then is that even viable? XD

Most likely you didn’t set your favorite character in your player profile. If you don’t set a favorite character, the game randomly chooses one for you. The character you take into training is irrelevant. Autocorrect DP is still possible in this game but it has much stricter timing. I actually hit my opponent with an auto correct EX SS with Nash today by accident when my opponent tried to cross me up.

It’s possible because it’s a target combo. Unfortunately, I don’t expect it to be viable against anyone half decent. 22f startup makes it easy to block, especially once people catch on and start looking for it after cr.MP, and it being -6 on block makes it an easy punish at the range where the target combo connects. Still, as bad as it seems now, it’s still better than it was before.

I wouldn’t say the speed makes it easy to block, but yeah it can be telegraphed especially towards the end of a round. Better to fish for raw overhead, the short throw ranges means using it outside of that range wont be too difficult, even with Nash’s slow walkspeed.

Fun trivia, Nash’s overhead is the only one that’s +on block on hit. I think they let him get away with that OP shit because he has no 3 frame normal to combo off a counterhit overhead.

It’s a combination of the speed, the animation, and shorter throw ranges in my opinion. Most of the stronger overheads in SFIV (with the notable exception of Ibuki’s) average between 16 or 17 frames. Overheads slower than that could be linked out of (Elena’s f.MP, 20f startup), crushed lows and crouch tech by extension (Juri’s f.MK, 20f startup), or could do both (Ibuki’s f.MK, 25f startup). In SFV, shorter throw ranges alone makes defending high/low mixups easier because you have to worry about fewer options. It also doesn’t help that overheads are objectively weaker (slow and punishable on block, to be specific) than they were before.

All that being said, I’ve managed to get some small success with landing overhead. I’ve gotten the most mileage out of it by either using it after safejumps for a pseudo-fuzzy guard setup or using it to hop over opponents mashing crouching lights.

Might be possible to link off a meaty counterhit overhead, though. I tried to look for setups during the last stress test but didn’t have any luck. Just wish we knew what the active frames on it were.

was the overhead combo the only noticeable change from this test?

I didn’t really notice anything different with Nash in yesterdays test.

I heard reports that in the final build of the game that you can’t link s.Jab after Moonsault Slash and that it was negative on block and that you couldn’t combo into Moonsault Slash after crush counter s.Fierce. I tested all of that in yesterdays tech test and they still worked so I’m a bit skeptical about these reports.

Nash alt costume is pretty sick even though it’s just how he looked in the alpha series. lol

I would be so pissed if they removed the st.jab link after moonsault. That frame advantage is probably 75% of the reason the move is used at all. I highly doubt they would change that though. Its still the optimal followup to CC st.HP.

Also they did say they would release classic costume dlcs for the characters with updated costumes. Looks like Nash is first on the list which I don’t mind at all

Only change I noticed was that they gave us back the moonsault loop. In the previous beta doing LP. Mp. Into lk. Moonsault would make you land on the other side on block, but it landed me in front of them everytime for continued pressure.

I feel like they changed the startup on his Cr. Hp tho, I would hit it and would get bodied by the jump in like I never touched the button but id see counterhit pop up so I know the game read it.

Cr.mp st.lp lk.scythe still worked as a good blockstring leaving me out of jab/grab range.

Did they improve f.hk? Seemed to come thru alot more for me in the footsie battle, whiff punished alot of stuff

I agree. the startup time and poor hitbox make it pretty useless unless your opponent is asleep. you may as well get a reward if you can make that happen. If they wanted to make it a proper approach move, and took away the frame advantage more like a jaguar kick, I would actually prefer that.

So a quick correction to my earlier post about using TA after a CCH f.hp: you only get the last hits, so it’s not a very damaging option. If you want the meter using HP TA is still worthwhile though but you are giving up ~81 damage

What do you mean? If I recall correctly, only EX TA has a hit before the grab animation starts.

CC f.HP, HP TA does about 240-250 dmg if I’m not mistaken (which paired with the meter steal is pretty good for a long range meterless counter hit combo)

CC f.HP, dash, EX TA is also possible and you get all hits of the EX TA. Can’t remember the damage though.

On stream, I could swear I saw f.hp CCH HP TA and it only added ~30 damage. I could be wrong, thank you pain medication. Anyone with the beta want to confirm?