Nash General Thread: Charlie (Nash) finally revealed!

I’m finding cr.MP > cr.MP xx LP Tragedy Assault to be a very easy to land hit confirm. Only downside is cr.MP > cr.MP isn’t a great frame trap since the gap is 4 frames.

I completely understand what you mean. I would do more of his Hk. Sonic Scythe but start up is bad if on reaction and can be easily stuffed out.

I posted some of my most used combos over in the combo thread. I was hoping to help new people to Nash get some combo starting point as well as having more experienced players letting me know where I can optimize my combos.

I think what happened is that s.Fierce hit first, then the sonic boom shortly after. Sonic Boom hitstun is kind of short so that wrecked your combo altogether, which is why they were able to jab you out. I’ve had something similar happen to me during the beta phases as well.

At that range for the tele mix up I usually do cr.Strong first and then confirm the rest. In general though I only use EX boom for tele mix ups because you can cancel immediately. The regular booms into teleport are too easy to evade altogether at higher level play. Even EX Boom into teleport is easy to block on reaction or jump away.

With 2 bars and V-trigger for AA you can do EX.SS xx f/b.VT, n.air HK, EX.SS

Edit: I was wrong

I thought that Sonic Boom would’ve had enough hitstun for me to combo after but cr.MP, st.MP would’ve been better than straight up st.HP.
Like I said it was day 1 and I was still working stuff out.
I’m at the stage now where I don’t even go for Boom+Teleport mixups unless I feel confident I’ve got a read on the player and even then you are correct it should only be attempted with Ex-Boom if at all.

I was under the impression that nj.HK wouldn’t juggle after Ex-Scythe anymore.

So anyone got good rush down theory? Like any good block strings? frame traps? Flow charts on what normals to follow up on with hit/block that aren’t combos. I feel like I pretty much mash lp/lk up close and don’t really have a plan on how to land a combo starter or even hit confirm the lights into a cancel.

Never really been good at figuring out how to open people up in SF games (I’m spoiled by marvel) and Nash doesn’t have walk speed or invincible “GTFO-me” moves when I mess up and put on defense up close. My entire game plan is mid range pokes and hoping to god a jump in connects for a combo.

Mind you I just started playing but cr.mp > b.mk is a 3 frame gap on block so executed perfectly it should counter hit any mashed jab. b.mk is also linkable from c.mp should that hit and it is also special cancellable and forces stand.

Yep, you’re right - my bad!

So mid match something really weird happened I was able to do Cr.LP->St.LP->St.MP on a Mika. WTF?

It was off a blocked Slide. However you cant do this normally even if you stand right next to her. So I am guessing we can do certain unique combos (Normals that usually miss might hit) on blocked moves that brings the opponent very close to Nash.

I think you misunderstood my post ( Or that I just worded it incorrectly ) . I can hit confirm off Cr.LPx2 or something like that just fine. I am talking about frametraps.

So lets say I do Cr.MP -> B.St.MK ( The Knee) Frame trap. The opponent blocks the Cr.MP , but gets hit by Sr.MK (Counter hit). How exactly do I hit confirm off this? Right now I am just cancelling it into Sonic Boom and then Teleporting if it hits. But Perhaps if theres a Non-Vtrigger Frametrap it would be better.

Basically what is it that you guys do to get better damage off the 2nd or 3rd hit of the frametrap. If the first one is blocked.

Rush down isn’t really Nash’s strong point. His rush down is all mental meaning you condition the opponent not to press buttons somehow and then you can do things you normally wouldn’t get away with. His pokes are amazing and I just harass people with them all day until they are scared to hit buttons. But his Rush down is very basic.

In the corner, if you’re not conservative with meter, you can use an EX Sonic Boom after the b.MK and confirm into cr.LP.
One of the good things of b.MK is that it has less pushback than st.MP or cr.MP. As a result, cr.MP, b.MK xx EX SB would keep you in range to link a cr.LP xx LK/EX SS (cr.MP, st.MP pushes you too far back for the jab to connect after EX SB). This also applies if the cr.MP is blocked and and the b.MK catches them mashing. In case the b.MK is blocked as well cancelling into the first hit of EX SB would still leave you at +2 on block I believe so you can keep the pressure on with another frame trap.

Edit: This only applies if you only use the 1st hit of EX Sonic Boom which is +4 on hit. The 2nd hit of EX SB is +3 so you won’t be able to link anything.

To expand upon this, when you teleport after throwing a sonic boom (either side air teleport), letting the boom hit after your jump causes the opponent to be pushed back into you which can make your combos longer and hit harder, but more difficult because of the lower hitstun on the sonic boom

Anyone mind telling me how you do Knee Bazooka (b+LK in SFIV Guile). I get it randomly (not as part of the target combo) and it drives me crazy not being able to pull it off at will.

Do you mean f.LK?

Streak are you maining Nash this go around? I remember you from the Vega forums back in the day. I’ve been looking at switching off of Vega as I don’t really like his style in this iteration.

i have been using jump back jab as antiair. It does’nt do much damage and it moves you towards the corner but it is reliable so far.

You should be able to. I thought it was all a links at first but st.LP -> st.MP is actually a chain. So it should be:

Cr.LP->St.LP xx St.MP xx (whatever special)

I do the same combo with cr.LK start.

I’m having a lot of trouble confirming into any damage as Nash. His normals that actually chain into significant damage are all very short and I find myself mainly just playing footsies with my opponent ts until they get bored of getting poked by crouching medium and start jumping all over me. Then they realize I have really no close in anti airs to speak of and no reversals to help myself out of pressure and I just get drowned in jump ins. If they were going to intentionally make Nash have no anti airs or reversals it feels like he should have gotten some godly buttons, but if theres this magic tech that makes him actually good I just can’t see it.

Nash has plenty of anti-air normals, they’re just all situational - f.LK at far range; st.MK, st.HK, and cr.HP at medium range; and cr.MP and V-Skill up close. If you don’t want to use a situational AA, then use EX Sonic Scythe - it beats almost every normal jump that isn’t a crossup. If you don’t have meter, you can still use air-to-airs. Air throw, j.HK, j.HP, j.MP, nj.HK, and even j.LP can be used to cover those dead zones where grounded AAs don’t work.