I’d better try that out then. Ambiguous crossups have been the bane of my existence.

I’d better try that out then. Ambiguous crossups have been the bane of my existence.
back MK doesn’t really beat crossups, but it does beat a few attacks that come in over your head and land in front.
Does anyone know if there have been any significant changes from Nash in the last beta to now?
Did anyone check in the released copy to see if this actually worked?
Can’t link a st.HP after EX Moonsault.
Definitely does not work.
I’m only really having issues with Cammy and Laura, matchup wise. Laura’s pressure game is really great against a character that sucks when under pressure
You and me both. Arturo’s sim is fire.
st.MK seems like the most solid AA at the correct range. Other stuff seems like they trade or lose clean against different moves.
I’m tending to hover around a range where I know st.MK will work.
Yeah, st.MK is perfect at the range in which they are going to land in front. HK also does really well in that area but I wouldn’t recommend it online.
My biggest problem is coming from morons who hold up+forward and go over my head and I can’t do anything about it because of their shitty internet. I watched a replay of mine earlier where the match was laggy as hell and got to see my anti-airs coming out when the person was already passed me or I just got counterhit despite reacting as soon as I could.(/salt)
I had a weird thing happen earlier - Anti-air’d someone with f+LK and went for a meaty V-Skill and even though they were in front, the V-Skill went the wrong way.
I didn’t get punished because I’m assuming my opponent was just as surprised as I was but it’s something to keep in mind. I’m fairly certain that going for a meaty V-Skill isn’t every good anyways but I keep defaulting to it.
meaty v skill is silly because the block/hit stun will be static no matter when it hits, this is because it has a second animation only when it connects
I’m have trouble canceling into cr md punch. I read that nashs bread and butter was hd.punch, cr.med.pun xx h.SS.
I’m have trouble canceling into cr md punch. I read that nashs bread and butter was hd.punch, cr.med.pun xx h.SS.
Do you mean cr.HP, cr.MP xx HK Sonic Scythe? If so, the cr.MP is a link: you must wait for the cr.HP animation to end before the cr.MP can hit. You cannot cancel into cr.MP from cr.HP.
meaty v skill is silly because the block/hit stun will be static no matter when it hits, this is because it has a second animation only when it connects
Well then I am just dumb… I’ve been trying to get it working for a while. I seem to be really good at wasting my own time. xD
I’m have trouble canceling into cr md punch. I read that nashs bread and butter was hd.punch, cr.med.pun xx h.SS.
No, you’ve got it the backwards. It’s cr.HP, st.MP not st.HP, cr.MP.
Rather than make a new post - Just saw something on twitter of Bison using his V-Skill to eat Nash’s energy attacks including Scythe and Moonsault. Is this known?
Antinomy (Antinomy001)
it’s not “energy attacks”, it’s any attack with a few exceptions. think of it like ryu’s parry.
I dont know wtf is wrong with my AA game in SFV with Nash. I used to main Guy in SSF4 , so I am quite accustomed to situational AAs.
But this seriously seems to be my achilles heel in SFV. I AA them 70% of the time then that one time they get the jump in on my C.MP. I see half my life gone. Is it just because of the lack of a invincible DP for really late AAs? Should I just block more jump-ins that aren’t telegraphed and not risk an AA?
I have even gotten EX Sonic scythe beaten out many times. I always thought it at least had upper body invincibility , looks like thats not the case.
Edit - It could just be an Online thing. I have seen so many scrub Nash players just randomly keep doing Moonsaults. It seems like just jumping around in general online is quite strong with the teleporting netcode.
I dont know wtf is wrong with my AA game in SFV with Nash. I used to main Guy in SSF4 , so I am quite accustomed to situational AAs.
But this seriously seems to be my achilles heel in SFV. I AA them 70% of the time then that one time they get the jump in on my C.MP. I see half my life gone. Is it just because of the lack of a invincible DP for really late AAs? Should I just block more jump-ins that aren’t telegraphed and not risk an AA?
I have even gotten EX Sonic scythe beaten out many times. I always thought it at least had upper body invincibility , looks like thats not the case.Edit - It could just be an Online thing. I have seen so many scrub Nash players just randomly keep doing Moonsaults. It seems like just jumping around in general online is quite strong with the teleporting netcode.
it depends on the distance and the character as well. b.MK, s.LP are good for closer jump ins. cr.MP, st.MK, st.HK are good for jump ins a little further out. i haven’t tested vskill as an AA yet in the final version but i assume it’s also good. cr.HP seems to be working a little better if you do it early enough now unlike the betas. for really close jump ins like cross ups, only air to air seems to work like jump up immediate HK or air grab. u could also dash under close jump ins but his dash could be better.
it’s not “energy attacks”, it’s any attack with a few exceptions. think of it like ryu’s parry.
Damn, you’re schooling me today! xD
Seriously though - Did not know that. I was told by a friend that it only reflected projectiles. I suppose I should’ve checked myself though.
Edit - It could just be an Online thing. I have seen so many scrub Nash players just randomly keep doing Moonsaults. It seems like just jumping around in general online is quite strong with the teleporting netcode.
I think it’s an online thing to be sure. I just played a friend who lives 80 miles away from me and he said about how many times he got anti-air’d as the connection was fine for the most part. I’m now scared to go back into the world of Ranked or even Casual after being able to anti-air when I want it.
Seeing people leave the ground and land behind due to the connection is going to encourage constant jumping/Moonsaulting because those doing it aren’t getting punished until they find a good connection and they keep trying it.
Whats the benefit of using b.MK in combos over st.MP? AFAIK b.MK forces stand but st.MP hits crouchers anyway I think, could just be practice but feels easier to hit st.MP after a cr.HP and that it has more range
The benefit is its a frame trap that they can’t jab out of and stop your pressure. Cmp, smp can be interrupted. Bmk also cancels into LP TA.
Note on AA. Flk is really good, always AAs and if u do it early/close enough you can cross under them. Useful in the corner
Whats the benefit of using b.MK in combos over st.MP? AFAIK b.MK forces stand but st.MP hits crouchers anyway I think, could just be practice but feels easier to hit st.MP after a cr.HP and that it has more range
Force stand makes it easier to connect combos with Sonic Boom cancels into forward V-Trigger.For example, against a crouching opponent a combo such as cr.MP->st.MP xx LP Sonic Boom xx f.VT, nj.HP, cr.HP->st.MP xx HK Sonic Scythe will still work but the timing for nj.HP is much stricter. Replacing the first st.MP with b.MK makes the timing much more lenient.
Also, to elaborate on what Materia, b.MK allows for tighter strings than st.MP because it’s 1 frame faster (5f startup compared to st.MP’s 6). Cr.MP->b.MK has a 3f gap.