Nash General Thread: Charlie (Nash) finally revealed!

V-Skill has still retained its juggle properties, it just got removed as a followup to HK Scythe in the corner.

Still, using f+LK as a reset leaves you at a better advantage, so you’d probably default to that, but using V-Skill will rebuild V-Gauge, and if you already used your V-Trigger early in the round, you might consider going with the V-Skill reset instead.

[quote=“EyeOfThundera822, post:1318, topic:173955”]

Thought this was pretty cool

[/quote]

Really cool. While Nash’s rushdown is useful, it’s nice to have a video showing his neutral and footsie game is strong in it’s own right, and shows what options he’s capable of. I have been looking into Nash’s meter stealing abilities as well, so the video was nice to show off.

https://docs.google.com/document/d/1BJ7b8VZFgMmZFAmSKoILeM-qRldhtV9DhPjKxOJHnW8/edit?usp=sharing

I don’t expect SRK to be able to keep the information organized within the individual threads. From my own personal experiences a google doc is a lot easier to manage and keep information updated. I’ve created a template google doc that I usually use when doing these type of things. I don’t plan on being the sole person to keep the google doc organized so if some people want to help contribute to updating this google doc please give me your google ID or email address so I can give you editing permissions.

nash v skill is 1 or 2f slower than it was from beta 4

may be my imagination but the move overall feels very different active/recovery wise as well

v skill doesn’t steal projectile + hit opponent at same time anymore either, it prioritizes projectiles first it seems like

noticed this too, would consider this a nerf

The timing on his combos seem ‘off’

Cr.Hp, V-skill doesnt combo anymore also

so does anyone know if any safejumps still exist?

i’ve looked into it on my own but haven’t found anything that isn’t beaten by back roll, lol

The frame data in the official guide and app aren’t accurate. V-Skill is still listed at 6 frame startup, and Moonsault frame advantages are off.

So I’ve been messing around with EX Soul Scythe compared to EX Sonic boom in V-trig extended combos, and I’ve come to the conclusion that EX SB ones do 35 stun more, minimum (certain combos go to 50+) and about 20 damage less.
Is there any other reason people use Sonic Scythe or?
(Combo being compared are:
cr.HP, st.MP xx ex.SB xx v-trig, cr.hp st.mp H.SS and
cr.HP, st.MP xx H.SS xx Air v-trig, NJ.HK, EX.SS)

Not entirely sure where to put this so general it is.
Found a weird animation that happens during Ex-Tragedy Assault when it grabs out of the air. Ken goes behind Charlie but then gets slammed to the ground as normal.
I’m assuming there isn’t any practical application to this since Anti-Airing with Tragedy Assault is a myth but whatever.

https://www.youtube.com/watch?v=2nT-ZRRYrOY

EX Sonic Scythe isn’t worth using in that particular combo unless you don’t have the meter for EX Sonic Boom to start with or you’re going to kill. Furthermore, that’s not even the optimal combo for one bar and V-Trigger. Best combo you can do with a cr.HP opener is cr.HP->b.MK xx EX Sonic Boom (1 hit) xx f.VT, nj.HP, cr.HP->st.MP xx HK Sonic Scythe. Does 330 damage and 585 stun.

EDIT: Added damage values.

Air CC st.HP xx EX Tragedy Assault might have a practical application against Birdie’s dive grab. IIRC, if you press a normal early enough, you can counter-hit him during the dive.

His midscreen forward jump/corner neutral jump 5f safejump setup after HK Sonic Scythe still works, but like you said, it loses to back roll. As far as I know, there isn’t any safejump setup that doesn’t.

thanks.

heads up, laura’s jump medium kick beats almost everything. it stuffs EX Moonsault lmao

was testing a couple of things, then ran into this
https://www.youtube.com/watch?v=TJ6zCufkzrE

[quote=“Windalfr, post:1334, topic:173955”]

was testing a couple of things, then ran into this

[/quote]

By Akuma’s ghost! What’s happening there?

So after about an hour of trying to do this (And getting destroyed online by Ryus and Kens that constantly jump but only spend 3-5 frames going from ground to my face) and I couldn’t get it to work. Some other normals could hit him out of the but st.HP has too short a range and kept getting grabbed. Then an odd thing happened where every time I hit him with a normal it would say “Counterhit” other than with st.HP so I couldn’t get the crush counter. Not entirely sure what’s going on but once I have an idea I will record it.

Video -

Well… I didn’t know the Morrigan//Strider glitch would make it’s way from Marvel to Street Fighter.
It’s like Nash pulls the world inside out.

What are some good AA’s for Nash?

F.LK, cr.MP, st.MK, st.HK, cr.HP, V-Skill, air throw, EX Sonic Scythe, j.HK, j.HP, j.MP, and CA.

Aight, thanks.

Good looks, thanks.

I have been having a lot of success with b+mk as well. It beats out most jump ins, and crossovers.