Uses for Tragedy Assault
LP: Combos from cr.mp -> cr.mp/b.mk. Does less damage than SS, steals some meter. Only use in the corner or when it’ll remove the opponent’s reversal
MP: Combos from st.hp. So either do a meaty or CH cr.mp into st.hp xx MP TA. Optimal meterless corner combo in that situation as it does equal damage to HK SS but steals meter.
HP: Combos off a CCH. Generally the best choice after a f.hp CCH.
EX: Combos off anything that’s cancelable including lights. Steals life instead of meter but this scales. Use for VTC combos where you plan on pushing to the corner instead of keeping them grounded or when that bit of lifesteal is more worthwhile than 25 pre-scaled damage that EX SS gets you.
Part of the beauty of SF5 is the lack of “get out of jail free” moves (eg: DP fadc in SF4). This makes the game very momentum based, and characters like Nash with his multitude of offensive options benefits from that. The trade off however, is weak defense in Nash’s part (no invincible reversal, no universal anti air). You would ideally want to avoid a situation that you described.
That said, it doesn’t mean you can’t do anything in that situation. The answer to your question is as dull as the rest of my post: learn to block. If you can block their frame traps, the worst you can eat is a throw. Against most of the cast, it is better to get thrown than counter hit (you will get the chance to quick wakeup backwards to create some space). Remember catching a backdash counts as a counter hit so don’t be too reliant on them. Patience is key here. Block and wait for them to throw an unsafe move you can punish or try to V-reversal. I don’t know how good Nash’s V-reversal is so don’t hold me to that lol. If you are standing when they try to jump over you, a forward dash to escape the crossup is also a good option.
So here’s something weird I stumbled upon while messing around with Tragedy Assault.
After a corner EX Tragedy Assault, Nash can do a delayed whiff LK Sonic Scythe and end up on the other side of the opponent. It’s a gimmicky setup and only leaves you at +1, but I thought it was worth sharing anyways.
Hey gimmicky or not if it works it works. Sounds like it’d be good in end of round situations, too bad I didn’t get to try it.
Speaking of gimmicks, not once did a single player block the VSkill xx f+VTC, j.MK fake crossup in the corner whenever I did it. No matter the skill level of the player, they just always got hit. It’s a disgusting mixup to be fair, that on block just leads to more corner pressure, and on hit, leads to the same VSkill reset situation (without V-Trigger this time though)
One thing became painfully and frustratingly clear during this beta for me. Nash has NO wakeup options. Not too much fun playing defense religiously every time I get knocked down and fail to quick rise.
yeah. all you can really do is V Reversal. i wouldn’t be surprised if there will eventually be OS for certain characters that will be able to punish it though. i wish his dash had slightly more range and speed (like Oro’s, nothing broken). it is already low profile but i still had a hard time dashing under jumps. also, even if you pull it off, he doesn’t really have any combos from lows to punish trip guard.
i’m pretty sure you can cancel into mp and ex versions of it as well. you can kinda use it as an anti air. off the EX version you can VT cancel and he tosses them into the air and you can continue to combo into air HK, land into EX Scythe. does decent damage but then you’ve lost vgauge in case you’re under pressure. you seem to get a little bit of health back too from landing the EX version of dp.
Oh man, this is gold. cr.mp works really well except for deep jump-ins/cross-ups, that would be a perfect complement. st.mk might also be a solution for those cases, but you can’t press any direction and I mess up many times on reaction.
I complained a lot about Nash AAs on 3rd beta, but this last one I found myself AA just fine with cr.mp, except for ambiguous jump-ins.
So, Nash AA game can be summarized as: f.lk for really far jumps, V-skill for very deep jump-ins/cross-ups, cr.mp for everything else. Mentions to j.hk (juggles into super) and air throw (this one apparently is good for cross-up attemps as well and can be done on reaction).
As far as best I’d say Gief, I beat most of em just using cr.Hp to AA and play footsies.
Worse IDK lol I struggled against alot of the cast. Necalli’s footdive gave me problems.
Considering his options in neutral it’s a fair trade-off imo. Same reason why Vega and Bison also have no reversal game to speak of. Personally I think lacking a reversal will make me a better player overall, because I’ll have to be honest on defense every single time, and look to exploit the gaps in my opps offense in other ways than from mashing on an invinsible reversal.
May have just been bad players, but I’ve never had any trouble playing against Dhalsim. A cornered Dhalsim is toast against Nash. Dhalsim was also the only character I manged to get a perfect against XD Zangief is also a relatively easy zoning game. However, I feel a good Zangeif player would be capable of blowing up at least 70% of Nash’s hp just by getting in once.
As for worst, I struggled most against Bison, but then again I don’t really know much about him in SF5 to begin with so I got blown up way too easily… I hear people say Chun li gives Nash problems in this game, but I didn’t face enough of them to judge for myself.