Nash General Thread: Charlie (Nash) finally revealed!

In my opinion Charlie Nash is the single coolest entity to grace any fighting game ever, so I’ve been messing around with him for fun in this game; his style in SFA2 (the only Alpha I have played) didn’t really suit me but the more aggressive approach here is perfect for me.

Granted I’m not especially GOOD at him yet, but in due time. I am absolutely in love with Tragedy Assault’s meter stealing <3

I see what you mean now.

As far as I know, the only way to confirm in this scenario is to followup cr.MP in the corner with b.MK xx EX Sonic Boom (1-hit)->cr.LP xx LK Sonic Scythe as Unlimited mention. Not a good option in my opinion as it’s corner only and requires meter.

I’ve been messing around with blockstrings and frame traps in the lab and I found out that after a point-blank blocked st.LP or st.LK, it’s still possible to connect two mediums. What I did was set the dummy to guard only the first attack, then did st.LP, cr.MP->b.MK/st.MP xx HK Sonic Scythe. Managed to get it to land consistently, though there were times when st.MP and b.MK whiffed. Only tested this against Laura and Ryu, but I wouldn’t be surprised if it’s universal. This might be what you’re looking for.

is it possible to land a full teleport into hp cr.hp st.mp flashkick combo without doing any SB before?

If it is I imagine it’ll be hurtbox dependant since the V-Trigger has you quite far back to start with and the SB pushes them back into you. I will try it out on the beefier characters later (Gief/Birdie).

Semi-Related - Using V-Trigger to try and punish Larua’s fireball can result you in completely whiffing. I think it’s to do with her hurtbox moving backwards since she pulls herself back to throw the fireball. Whatever the reason it happened twice in my matches against a friend last night. Was really frustrating due to not only wasting V-Trigger but also leaving me right next to her whiffing a normal (That’s a bad place to be against Laura as it turns out).

If you land cr.Fierce or f+Fierce starter you can hit confirm into f+V-Trigger into that sequence.

Nash does have godly buttons but you need to be spacing yourself out for them.

Best Pokes: f+Fierce, f+Short, f+Forward, f+RH, cr.Forward, cr.RH, and Forward Sonic Scythe

Anti-Airs: Air Throw, f+Short (far range), cr.Strong, cr.Fierce, s.Forward, s.RH, V-Skill and EX Sonic Scythe.

For the most part cr.Strong, cr.Fierce, s.Forward, and s.RH all anti-air at the same range but some characters have jumping attacks that can beat out one or two of these, which forces you to pick a different AA button instead. For the most part you want to stick to cr.Strong, s.Forward, and s.RH as your go-to anti-airs at midrange. V-Skill can be used at slightly farther back than this range but carries some risk with it so use it sparingly. If you got the distance mastered for V-Skill AA then use it more liberally to build that V-Trigger. EX Sonic Scythe is a good anti-air at the range where people want to cross up but if you let the opponent already get the cross up distance in his jump then it’s too late for EX Sonic Scythe. In that scenario you want to try jump back Normal or an air throw. When you’re using Sonic Booms at far range and the opponent decides to jump over it then f+Short is your anti-air choice.

EDIT: Blah…double post.

I’m really struggling with stopping people from memeing on me. :frowning:

I’ve always felt I had okay anti airs, but jesus christ sf5 really tests you in that regard. it’s so low-risk to jump in this game and so rewarding if you get one, and anti-airing is just harder now than in past games. That’s not to say it’s bad, it’s just more demanding.

On top of that I also think Nash’s mid range is not great, his walk speed is bad and his pokes don’t really convert into any additional damage beyond the single hit unless you get a counterhit or crush counter. Once people start anti-airing moonsault I just don’t know how this character really gets any damage.

So you spend a lot of time whittling people down with hopkicks but then birdie reacts to your fireball and deals 200 damage from full screen and it’s like, why am I playing this character?

I feel like with Nash, you need to use the fear of your superior buttons to keep them block then dash in and start your pressure. Thats been my gameplan and it has been working out pretty well so far

Yea, he’s not an in-your-face character. You poke and run, poke and run, poke and run, then after you’ve conditioned your opponent to push buttons you open them up. I like characters like that.

But he doesn’t have superior buttons. His best mid range buttons are unsafe and have high start-up or don’t cancel. Where’s the awesome button?

Some frame data seems off, for example, is his V Skill 6f startup? Trying to punish -7 moves with it, and no joy.

Anyway, not sure if the following belongs in the MU thread, or for here, but I’ll post in both anyway. Sorry if anyone already covered this. Played some games against a friend’s Birdie and after examining frame data, some stuff was negative that I let go unpunished (f+hp, bull heads, etc). Here’s what I found

Birdie’s f+HP is -7, so the following punishes it:

st.fierce is a 1f punish (not hard given the buffer). Works as a punish at pretty much all ranges, unless the f+hp hits super far. st.hp xx MK/HK SS seems to be the best meterless punish.

st.mp has a great hitbox and punishes it too, 6f startup so this punish has an extra frame of leniency. Might be better going for this if you aren’t confident in st.fierce as a punish. Worth nothing is that st.mp will punish at ranges where st.hp wont, so this might be the best go to option. You give up 30 or so for more consistency. Fair trade imo.

At max distance, this move seems unpunishable, but 90% of the time, st.mp xx HK SS/MK SS will be the go to punish. You can get fancy with V Trig and one EX by doing stuff like st.mp xx ex boom (2 hits), f v trig, nj.hp, cr.hp, st.mp xx HK SS, pretty standard stuff. As an extra tip, if you’re cornered and they do f+hp, you can use v trigger in your punish to corner them =)

Bull Head punishes:

lp/mp/hp/ex bullhead are -10/-10/-5/-10. st.fierce xx SS is a perfect punish on lp and mp. HP is -5 to st.mp/st.hp punishes wont work, however it leaves Birdie right in range for a cr.jab xx lk ss punish. There’s also an audio cue to tell which version is the HP one, as well as the distance it travels.

EX is annoying in that even though it’s -10, it leaves him out of range of every nash normal. However, LK SS reversal timing is a 1f punish too. Super will punish it too. EX SS and EX TA will work too, for meter. So overall nash has some good punishes meterless for each bull head.

Bull head in V Trig

This is where it gets annoying. lp/mp/hp/ex are now -9/-9/-9/-7 respectively, but very annoying to punish meterless. The best nash can get meterless on lp/mp/hp is cr.mk, sweep, cr.fierce. That’s really all I have found. On block Birdie’s hurtbox reels back out of range for other punishes. Meterl punishes include ex SS and EX TA.

EX bullhead is annoying in that there is no meterless punish. EX SS seems to be the only one. EX TA is 8f startup so no go :frowning:

So all in all, nash has meterless punishes for everything birdie can do, apart from EX bullhead in VT, which requires a bar to punish.

V Reversal is also an option if you want to get away from Birdie too

Uhh… crouching light kick pushes back less on counter hit.

If the cr.LK is counterhit and you are point blank, cr.LK, TC 1 combos.

ye I know, but I think Ive seen it once without any hit confirm before, it was the ground teleport
need to hit the lab again

Maybe I’m just fighting at the wrong ranges then? It feels really hard to win fights when I’m spending the majority of the match trying to back out and whittle them down with poking normals that can’t cancel. I’m barely taking nibbles out of my opponent and if I choose the wrong anti air I lose easily 20% This might be a low ranked problem but I can’t seem to condition anyone to respect my buttons when it feels like my pokes are like throwing marshmallows at them and any time I make a mistake they get huge damage in return.

tbh i feel this way too, when i watch higher level/better nash players though it just looks like they move around really fast, throw lots of hitboxes out, in general play really crazy and memey

they also get away with a lot of shit. like infiltration cancels his MP into f.LK all the time and then just throws the guy. if i ever do that, it’s JABJABJABJAB

Yep, thanks a lot! For some reason I couldn’t get something as simple as that to come out when I first got the game. Probably day 1 issues.

wish we had a video guide going or had everythign in one place kidna like shintroys dudley guide

Anyone have a good setup to get the perfect range for f.Short (Bazooka Knee)? There’s a range where if you hit it on the last few frames you’re + on block. I’ve been trying to find a good block string to get this ideal range but haven’t found it. I did find a good setup on hit to get that range where you can combo off of Bazooka Knee. If you hit cr.Strong up close and then back dash into Bazooka Knee you will always hit on the last few frames where you’re +4 on hit and you can combo into cr.Jab xx Short Sonic Scythe. It’s not a good setup but it gives you an idea of the range you need to be for that sweet spot.

Can you be specific when you say they play memey? Are you saying they play unsafe?

Nash has a pretty good diversity between space control and rush down. You need to be able to switch between the two at any point during a match based on match-up and player styles. Yes, a lot of his normals are negative on block but they good range, good hitboxes, and some move him forward. You really have to know your spacing with your normals and the timing of your sonic booms to create a wall for your opponent. Once you’ve landed solid hits with Nash you can either continue to play this wall if it’s working or switch to offense to throw your off your opponent’s perception of your play style. You need to also know when not to over extend your offense and switch back to play defense.

Movement is also key with Nash because his dashes are amazing and also help throw off the ranges your opponent wants to be at while putting yourself in the ranges that you want to be at. Nash compensates for his slow walk speed with his fast long range dashes, and his forward moving command normals/specials. There’s always a way to space yourself at a range that is within one of your plethora of attacks while outside your opponent’s range but this comes with experience, as you get use to the character.

Nash’s Target combo s.Strong~Short is actually -2 on block and while they could just mash Jab after wards to stop your offensive momentum if you got them conditioned or catch them sleeping you can definitely sneak in a throw. Part of the reason Infiltration can get away with that is lack of match up knowledge from the other player.

placed 7th at d town beatdown in Dallas Texas just now with Nash. 120ish entrants. choked pretty hard on stream in Winners vs Hamad, but got my runback in losers but choked even harder in top 8 vs a Vega. couldn’t handle the pressure and lost to myself by making silly mistakes haha.

will work harder for the future.

Does Nash have a kara throw in this? I’ve been suffering from short throw ranges…