Nash General Thread: Charlie (Nash) finally revealed!

It’s +2. I conducted a crude test to figure out the frame advantage. Used Nash as a dummy to perform the set up and picked Chun and tried to mash out my 3f cr.LP. Did the set up with Nash and had him perform meaty cr.LP, cr.MP, and b.MK. Nash cr.LP (4f) and b.MK (5f) both counter-hit Chun’s cr.LP, but cr.MP (6f) got stuffed.

In practice, it has been pretty useful for me and tacking on the extra 60 or so damage and 70 stun does not hurt. Mainly though, the opp is in a position where they need to hold the followup pressure/mixup or take a risk to get out of the situation.

What do you guys do against Bison?

Hands down the character I’ve lost to the most today. Even the average ones give me trouble.

It seems like dash up s.HK or Throw and his overall frame traps fuck me over. Even if I’m winning neutral, it all changes once he activates VT. I block and tech all his throws, block a projectile then he dashes through me or will teleport to the other side mid headstomp or something stupid.

It’s a 22f dash. It’s 27f before the throw connects. 30f before the st.hk connects. React.

Think I have an issue where I react too fast and he literally passes through my jab or something. That’s happened more times than I can count so I’ve relegated to blocking and waiting for the throw. This is fine till I notice I’m backing toward the corner slowly. I need to go over my replays. Suppose the fact that it’s online doesn’t help.

Hey what’s up folks. Been getting into this latest beta(didn’t have a chance to play the previous 3) and I’m having a sort of tough time figuring out Nash’s best pokes, Anti Airs and target combos. Anyone have some tips or a place/direction to point me in? Any help would be appreciated. What combos into his Critical Arts super? Is Moonsault really as safe as I’ve been hearing or is his Sonic Scythe a better ender in a block string?

Anti airs: cr.mp, st.mk, st.hk, f+lk, air throw, HK SS. I’m missing a few but those are the basics.

Mostly you want to be playing in their face rather than mid range footsies but he has some decent pokes with cr.mk, cr.mp, st.mk, and even vskill. Do not poke with bazooka knee. It’s punishable on block.

Easiest way to combo into CA is to combo into MK SS then cancel into CA. There are other optimal ways depending on situation or vtrigger but combo into MK SS xx CA is the way most optimal combos go. Watch Bafaels Nash video on youtube for an introduction to combos. Part of the beauty of Nash is how many combos he has in different situations thanks to his variety of specials and vtrigger extensions.

Moonsault is safe on block but extremely high startup and no invincibility on all versions so it can get stuffed out if read. Cr.lp cr.lp xx lk SS is a true blockstring but is -4 or -5 on block if im not mistaken.

One of Nash’s weaknesses is the lack of an invincible reversal. Do not use EX SS on wakeup if you expect a meaty.

I don’t understand how do u set this up?
Off a knock down or what?

You must be psychic to be able to AA online with a 17f startup move. Cr.HP is also a good AA and if we’re going to include air throw, might as well mention j.MP, j.HP, j.HK, and nj.MK. I’ve gotten a fair bit of mileage out of all of them.

Context of this is in my post on the previous page. Setup is after Wind Shear (MP xx LK xx HP). It’s not exactly a great setup. Loses to late auto-correct DP after quickrise and plain 'ol DP after backroll, and can also be escaped with a fast dash. You’re better off going for a meaty setup like dash forward, cr.HP. I was able to counterhit Chun Li’s 3f cr.LP after a forward dash, so it’s at least +6 on quickrise.

EDIT:

It’s -7. Completely punishable at the range where two jabs will connect.

Anyone else having trouble with the Vega matchup?

Havent’t run into any good Vega players at all. I did play K, Taiwan’s best Vega, but he clearly didn’t spend much time with the Beta because he played like it was SFIV and did stuff like cr.LP, cr.LP xx RCF.

I still can’t decide on a main (my usuall problem, though) and I consider Nash as a strong candidate.

I’m thinking Nash or Laura at the moment. I apreciate fundamentals - good normals, footsies and ability to control the game (and I’d like to avoid Ryu) - versatility and ability to go defensive as well as offensive.

Would you recommend Nash for that reason ?

I admit HK SS is difficult to use as an anti air so its best avoided for that purpose but it is his only move that hits directly above him unless I’m forgetting something. I’ve seen Infiltration and Knuckledu use it a couple times though… Or maybe that was EX… Cant remember too well.

And yeah lk SS is -7 and doesnt push back much so it’s extremely unsafe. The 2 jabs should only be used as a confirm before letting the SS rip.

100% recommend him. Nash has everything under the sun, save for an invincible reversal and a universal AA. His walk speed is bad, but he’s got a plethora of normals that move him forward and his dash and backdash are both extremely fast. He doesn’t have a special cancellable low unfortunately, but cr.MK reaches very far. He can fish for CC with f.HP and hitconfirm it into Super or V-Trigger. He suffers from a lack of universal AA like SFIV Chun but that’s a small price to pay when his AA can cover jump-ins from almost every range. He’s probably the second strongest character in the game at fireball zoning, next to Ryu. Nash is also a frame trap monster. He’s got a ton of advantageous normals, which he can use to fish for CC or V-Trigger confirms fairly safely.

EDIT:

It was probably EX Sonic Scythe.

Nashes AA game is weak as hell right?

Not at all, just has a steep learning curve because he has no universal AA. Got it switch it up depending on spacing and your enemy character’s jump arc.

So here’s a cute 50/50 reset after corner HK Sonic Scythe juggle into V-Skill that someone posted on Reddit.

I tested it out myself. Early forward V-Trigger cancel hits from the front, forward late VT cancel crosses up. Unfortunately, both options can be punished with an invincible reversal on reaction to the VT flash. Nash can attempt to bait a DP by cancelling into neutral VT but if the opponent is actually reacting and not simply mashing, then Nash has just wasted all his V-Gauge.

People just don’t understand how to AA in this game. There are no more “press one grounded normal to AA everything” characters anymore. If your character does not have an invincible DP you have to use more than one thing to AA.

this character is pretty good. you can win entire rounds with f mk, cr.mk and overhead loool

i would be really surprised if fmk’s hitbox isn’t reduced

having bad matchups against chun and bison is going to be fun in tournaments barring any big changes before release. thats going to be like 30% of the player pool.

how do you utilize nash’s tragedy assault move (dp punch)? none of them hit overhead and you can only combo into the L version, so what use are the rest? Also, how do you guys deal with someone that’s just jumping and doing cross ups on you all day? nash doesn’t have a strong AA so what can you do in those situations?