Nash General Thread: Charlie (Nash) finally revealed!

I’m pretty sure it was more than only 30 dmg… Wish I still had access to the beta to double check but alas I dont want to use the hack XD

Also minor correction to your earlier post, CC f.HP into raw CA is not optimal.

CC f.HP, MK SS xx CA is possible at max range I believe for 470 damage.

According to the notes I took during Phase 3 Beta, it does 243 damage and 270 stun.

Anyone know how many frames counterhits give in sfv? How much plus frames does Charlies V skill give?

Assuming the frame data on V-Skill hasn’t been altered, it’s -4/+2.

tokido’s nash @ 20:30

https://www.youtube.com/watch?v=6fqGf-UzmBc

Nash’s alternate in action, in case someone’s interested:
https://www.youtube.com/watch?v=IiqYvybgwxA

That gief air grab at 24:20 though… Tokido still looks uncomfortable with the matchup but he adapted quite quickly once the download was complete XD

Yeah Tokido wasn’t really optimal or anything, particularly with meter management, but the longer he played he seemed to figure out the ranges he wanted to be at against each character, played a solid neutral game, adjusted and/or reacted to whatever the opp was doing. Pretty good shit. I’m guessing he hadn’t been using Nash long.

[quote=“Magegg, post:1186, topic:173955”]

Nash’s alternate in action, in case someone’s interested:

[/quote]

Yesssss! Come to think of it, the best alternate in the game isn’t technically an alternate.

Well, everyone knew Capcom was going to sell his Alpha look as his DLC because we’re all going to buy it. The only thing they didn’t do was get rid of his glasses during combat. All good though. I can imagine his second alt costume might be his Cannon Spike look.

Tbh, I don’t really care for his Alpha look. It’s basically just how he is now minus the Franken-zombie stuff. Hopefully they’ll think of something creative for his next alt

I personally think every character will have one costume that is unlockable in some way and story-related, Nash’s ‘Charlie’ outfit being one of them. I’d definitely like the Cannon Spike look, though. Can’t really see myself using the Charlie outfit over his default.

The Bromance continues! lol Nash looks like he’s gonna have some amazing cutscenes in story mode.

https://www.youtube.com/watch?v=h-BWJ9fUE0M

The story shots make it look like Nash still has some of his old feelings and he’s not cold-hearted as he appears. I guess once Guile is released and the story mode complete, I can imagine them meeting up and Nash becomes “Charlie” again and then ride off into the sunset. I don’t think Capcom will “kill” him off again to have him run around the SF Universe forever. His and Guile’s story have to end to lead into SFIII.

Guile is flexin on em in dat photo

More thinking out loud for stuff to try this weekend: is EX Sonic Boom a decent midscreen combo ender? The issue with ending a combo using SS or TA is that you don’t really get great pressure midscreen; they just backroll and it’s back to neutral. Are you close enough after EX SB (which is +3 on hit) to continue pressure?

Has it always been +3 on hit? I remember hearing (but not confirming) that you could link a jab after that.

As for pressure, I suppose it’s better than the alternatives, but is it worth a stock? I know EX TA leaves them too far away. What about EX SS? I also remember hearing one of his TC’s is good for pressure because it leaves you pretty close after a KD.

His MP LK HP TC is apparently good for that but I don’t know the exact data. Generally after a SS ender I just chuck a boom and follow it in but that’s still not as good as staying in their face.

Quite frankly unless I’m clearly outclassing the other guy in neutral I think it’s generally a better idea to go for whatever gives you the best oki options. You only lose ~20 damage by going for the TC ender over SS, so if the pressure you get is significantly better I think it’s pretty optimal.

What are you using for follow-ups to his MK LK HP TC? Are you at enough advantage to set up meaty cr.mp?

I actually prefer SB pressure. You can use it to setup Moonsaults, and you can close distance pretty fast after tossing it out with his dashes. Either way your back in their face with frame advantage. Usually if they do anything besides block it you can get some solid damage reacting to whatever they do.

EX Sonic Boom leaves the opponent too far away to continue any effective mixup. You can tag them with an overhead if they don’t walk back or a cr.MK if they do, but that’s about it. It’s not worth the meter.

First hit of EX Sonic Boom is indeed +3 on hit, but it’s possible to link 4f moves after it because (and this is just my theory) the EX Sonic Boom doesn’t hit on the first active frame. This doesn’t have any practical applications though. In my tests with the 3rd Beta and the cracked Beta I could only link after EX Sonic Boom in the corner. Doing it midscreen pushes the opponent too far away for cr.LP or st.LP to connect. Even in the corner, EX Sonic Boom combos are too situational to be any good. A confirm into EX Sonic Boom like cr.MP->st.MP xx EX Sonic Boom->cr.LP xx LK Sonic Scythe only works on crouching opponents and barely does more damage and stun than an easier and universal combo like cr.MP->st.MP xx EX Sonic Scythe. The former combo does 231 damage and 379 stun, the latter does 230 damage and 350 stun.

Did a quick test with the cracked Beta against Chun-Li. Used the “Record Wake-Up actions” function to make her do her 3f cr.LP, then did dash forward, meaty. Tested this with cr.LP, cr.MP, cl.HP, and cr.HP against normal recovery and back recovery, and managed to counter-hit her every time. The great thing about this setup is that a dash will put you right next to your opponent even if they backroll. All you have to do with this setup is adjust your meaty timing Against normal recovery, you do the meaty immediately but against back recovery, you should delay it otherwise your meaty will whiff. I set the dummy to random recovery to test if it was possible to confirm the wakeup and react with the appropriate meaty timing. Had some trouble because my reactions are garbage, but I think it’s possible to consistently time a meaty with practice.

I should add that I don’t know if I timed the cr.LP perfectly (couldn’t get the “REVERSAL” icon to pop out). Should probably test that out in the upcoming beta. Still, I think this setup is promising.

EDIT: Another neat thing about the Wind Shear target combo (st.MP xx st.LK xx st.HP) that I found out after a little testing is that if you jump immediately afterwards and do j.MK and your opponent wakes up with a reversal, their reversal will whiff. Tested this against Ryu with all versions of DP done at different timings and they all whiffed. The only way Ryu can punish this setup is with a late auto-correct DP. Main downside to this setup is that it can be blocked either way and that your opponent can avoid the j.MK entirely by dashing forward.

EDIT 2: Realized I accidentally wrote “implications” instead of “applications”.