Nash General Thread: Charlie (Nash) finally revealed!

Nah, I think that’s me till release. I don’t think there’s anything to worry about regarding Nash, he feels great to me, felt nothing different aside from that 1 change. The only thing I’d be slightly concerned about is the day 1 patch, there’s always the small chance he could be hit with more nerfs.

Don’t be depressed, he was never meant to have it, you could tell from when they removed the initial f+LK reset. I’m guessing when they added juggle points to his VSkill, it default worked following HK Scythe in the corner, which was a mistake on their part. It was somewhat fun, especially utilising VTrigger for the layered followups, but not something that’s meant to be part of his game without using VTrigger first. Fortunately it’s a change that has no effect on the core strength of the character. They could’ve fucked with his fireball or his buttons and that would’ve made me salty.

Yeah, messing with his buttons would’ve been much worse.
I was just enjoying the fact that he had something tricky. SFV as a rule looks and feels very, for lack of a better term, linear. Seeing this stuff was just different.
But yeah, you’re right. After the change to the f+LK reset it was obvious that V-Skill would get the same treatment. I was just hoping to have some gimmicks stocked for day 1. xD

Speaking of gimmicks, a few pages back I posted about a side-switch/corpse hop setup after corner EX Tragedy Assault. Originally, I said that doing a delayed LK Sonic Scythe would put Nash behind the opponent if they quickrise. Was messing around with that setup again using the infinite Beta and found that I could do the same setup with st.HK instead and get more frame advantage. Original setup with whiff LK Sonic Scythe only put Nash at +1 but the whiff st.HK setup gives him plenty of time to setup something like a meaty cr.HP.

Did any Nash players notice any changes in the IGN matcg between peter and miek russ?

Day one patch incoming doesn’t matter. I hope it play between beta 2 and beta 4. Both had great things and weak things

Does moonsault still hit crouched opponents in beta 4? Because it’s not working from home what I’m testing

Why does Infiltration whenever he goes for EX SB only throw 1 SB instead of two? I have seen him sometimes doing this even from full screen. any specific reason behind this?

https://www.youtube.com/watch?v=U7T2bEhuuQM

I imagine he’s just aborting the full thing because he wants the recovery to be slightly better. He might be of the mindset that doing both is more niche than doing a single one.

Dat combo at 1:20. 50% damage by using full meter and trigger though is a lot to ask. Still awesome, but probably best to do a neutral jump as a combo starter

[quote=“KrayZ, post:1288, topic:173955”]

[/quote]

Dat combo at 1:20. 50% damage by using full meter and trigger though is a lot to ask. Still awesome, but probably best to do a neutral jump as a combo starter instead of EX-Moonsault. I was doing that in the beta’s and putting out close to that amount of damage without too much meter.

[quote=“ForeverZero, post:1290, topic:173955”]

Dat combo at 1:20. 50% damage by using full meter and trigger though is a lot to ask. Still awesome, but probably best to do a neutral jump as a combo starter

That was a Crush Counter st.HP xx EX Moonsault as a combo starter. Seems like a pretty flexible combo too. If you only have 2 bars instead of 3, you can still do the combo and just end it with a LK SS instead of EX. If you don’t have V-Trigger, you can just end the combo with any version of SS instead of EX TA.

From CC-HP, EX-Moonsault is the best starter I think. You can link a st.HP after it for extra damage/stun. With 2 bars getting to 600 stun isn’t impossible.

[details=Spoiler]
(The following is based on infinite beta)
CC-HP, EX-Moonsault, st.HP xx HK-Scythe, VTC, nj.HK EX-Scythe deals 505dmg and 660stun.
CC-HP, EX-Moonsault, st.HP xx EX-Tragedy Assault, VTC, nj.HK EX-Scythe deals 536dmg and 660stun. (One from the video)

So 2 bars gets you the same stun and 31dmg less than 3 bars.
I just noticed as well that I was hitting the st.HP after the EX-Moonsault whereas the video goes for b.MK instead.

(For reference regarding 3 bars)
CC-HP, LK-Moonsault, st.LP xx st.MP xx HK-Scythe, VTC, nj.HK, Super deals 530dmg and 502stun.[/details]

So it turns out I am super-duper smart and was testing a bunch of stuff on Vega and decided to write up this stuff. This stuff in is the spoiler above but yeah…
Don’t be like me.
Don’t test stuff on Vega.

So let’s try it again but on Ryu -

(The following is based on infinite beta)
CC-HP, EX-Moonsault, st.HP xx HK-Scythe, VTC, nj.HK EX-Scythe deals 453dmg and 660stun. (2 bar)
CC-HP, EX-Moonsault, st.HP xx EX-Tragedy Assault, VTC, nj.HK EX-Scythe deals 486dmg and 660stun. (3 bar)

Compared to -
CC-HP, EX-Moonsault, b.MK xx EX-Tragedy Assault, VTC, nj.HK EX-Scythe deals 451dmg and 620stun. (One from the video)

So you gain a grand total of 33 damage increase for the extra bar. Now granted this doesn’t take into account the Life-Steal from the EX-TA but still, it’s hard to imagine a world where it’s worth it unless you really need that life back. The third combo uses b.MK for the link after EX-Moonsault instead of st.HP. I understand that it’s easier to hit but it means that the 2 bar combo deals more than the one presented which used 3.

I know this seems like a waste of time since Super is easy to combo into and it can actually be a pain to get the Super at the end but I figured having a combo into Super that has some stun behind it would be good.
CC-HP, LK-Moonsault, st.LP xx st.MP xx HK-Scythe, VTC, nj.HK, Super deals 489dmg and 502stun

1-Bar CC-HP

CC-HP, LK-Moonsault, st.MP xx HK-Scythe, VTC, nj.HK, EX-Scythe = 380dmg/575stun
CC-HP, LK-Moonsault, st.MP xx EX-Tragedy Assault, VTC, nj.HK, LK-Scythe = 380dmg/535stun
CC-HP, EX-Moonsault, st.HP xx HK-Scythe, VTC, nj.HK, LK-Scythe = 430dmg/620stun (!!)

Those 3 combos just show the power of EX-Moonsault in my opinion. By using the meter on it rather than Scythe or TA you get an additional 50dmg and 45stun thanks to the st.HP.

I’m going to assume that this info is in amongst this thread at some point but I started doing stuff and thought I may as well share my findings.

EDIT - CHARACTER SPECIFIC FORUMS!! PogChamp

Wait, EX Moonsault goes into st.hp? I thought it was only +6!

How is it possible for EX Moonsault Slash to combo into st.HP? Doesn’t st.HP have 7 frames of startup while EX Moonsault Slash is only +6?

I’ll record it in a bit. I’m 99% sure that the build I’ve been playing on was updated for Beta 4. Not sure if that could make any difference.
(Odd question - How are things for uploading videos from the blatantly cracked beta? I didn’t get to play in the previous betas outside of an hour or two at a friends (On a PS4 pad =/ ) so I wanted a little bit of time with the game before day 1)

It shouldn’t have. EX Moonsault was unchanged in Beta 4 as far as I know and st.HP only received a damage buff.,

Ok well here’s the video - https://www.youtube.com/watch?v=l3wVInPijyI

I’d guess cracked beta glitch; notice how he’s still glowing yellow during the st.hp

Hmm… That’s kinda annoying. He continues to glow after EX moves so I just assumed it was a graphical bug.
Well that was an hour of wasted time then. xD

Haha, don’t think of it as wasted time. It’s still something to check once we get the retail copy.