No one does, to my knowledge.
Yeah I mean crazy and unsafe. Like, dash up normal, dash back, then moonsault, then dash in cr.MK, then dash back fireball, then…
Just throwing out tons of stuff without really having any data first. His mid range normals have all the qualities you say but in addition to the lack of safety they also don’t really convert to anything, even on counterhit. I feel like right now people are playing Nash a lot like people played Gouken in sf4, with like lots of demon flipping (moonsault), lots of random movement and trickiness to make up for the fact that the mid range isn’t really a sustainable strategy for him.
When Nash is in, he’s awesome. 7 frame crush counter and several normals that are +3 make him insanely deadly at close range, his dash is really really great for maintaining pressure, but I stand by my statement that players with good reactions and a lot of patience may begin to expose him
Does anyone know whether nash’s second Ex.Boom speed can be varied with the strength used for it?
I was wondering the same thing, so I tried that in training, but nope, they all seem to be travelling at the same speed.
Something to consider for future buffs perhaps. Could make it something like Sakura’s EX Hadoken in USF4 - different punch variations result in different speeds. I could see a slow double EX Sonic Boom being stupid-overpowered though.
i think his ex fireball is fine anyway, it provides frame advantage and a few cool combo possibilities, you can cancel it into v-trigger, it’s fine the way it is
I’ve been bummed out about back mk too. It’s amazing as a frame trap tool and a defensive move during strings, but you just can’t get anything from it even on counter hit.
Back+MK is incredible. It’s a good anti air and frame trap tool + it is a medium that can go into Tragedy Assault.
You get as much from it as you do with other mediums except it also forces standing.
I a remember rightly you can get -
cr.LP(Blocked), b.MK xx L-Boom, VTC, j.HP, cr.HP, (st.MP xx Scythe) (b.MK xx L-Tragedy Assault)
Ender is dependant on what you want, damage or meter steal.
I agree with @Zachara here. b.MK is easily one of Nash’s best normals. It fits in well for his frame traps, has decent anti air hitbox, it links into LP TA, it has less pushback than any of his other mediums, and it is his fastest medium button at 5f startup.
b+MK is great for whiff punishing and another decent AA.
I don’t see it as a tool for frame traps however. It’s 0 on block and he gets no followups on CH either aside from cancels.
s.LK is a good go-to for frame traps. +3 on block, +6 on CH. Short range but 4f startup means you’ll likely get some use out of it.
Yeah I wasn’t complaining, just wondering since I saw video playback of my match against another Nash and it looked like the 2nd boom was delayed since I neutral jumped the first 1 and got smacked by the 2nd.
The move is good to continue pressure and v-trigger stuff. It would just have another layer if the second boom speed could be varied. It would be a pro and con since it already loses to other ex.projectiles at point blank range. Adding varied speeds would just get ppl counter hit more.
Anyone think lp.TA might be useful at wif punishing in the mid range footsies?
B.mk would be much better if you could get a confirmation on the ch. it gives. Lk is better for the setup my only gripe is that it’s 4 frames but has no range. I think it should have been his only 3frame normal. Are you sure its +6 on ch?
I meant its good as the 2nd part of a frame trap because of its fast startup. For example st.lk, b.MK (not the target combo) is a solid frame trap because of the +3 on st.Lk and the 5f startup of b.MK. It is hard to confirm off a single normal but its something we have to get accustomed to. Hell, thats the way it was in 3S.
I think 4 frames is fine considering it’s +3. And yes, it’s definitely +6. CH s.LK, c.MP(6 frame startup) and CH s.LK, s.MP(6 frame startup) are both combos, but CH s.LK, s.HP(7 frame startup) wont combo. Try it in training if you need to.
Also whiff punishing normals with TA at midrange likely wouldn’t work. 18f startup + the time it takes for you to react to a whiffed button and input the command doesn’t leave you much room to land this consistently.
I think I understood what you meant after I posted but still the reward on b+MK hitting in that situation would be pretty small without V-Trigger. If he got a link combo after CH b+MK, it would be pretty amazing.
remember when ch st lk would link into cr hp/st hp? :’(
beta 1 nash was so cool and broken
I know it’s not exactly related but you can trip guard with it if you see your opponent neutral jump.
Either that or the people I play against are just bad.
Regarding b.MK - You are right that if you don’t have V-Trigger, it loses some of it’s strength as a frame trap.
I miss st.LK>st.MK, st.LP>st.MP.
I only got to play in Beta 2 for an hour and even then it was on a PS4 pad.
I think the one thing I miss the most was beta phase 2 Nash’s f.Short. I would love to have that f.Short properties again.
I’m using a lot of frametraps using b+MK too, like cr.MP b.MK. It can be used for TA which is a pretty nice tool, but TA doesn’t lead to anything after and that’s why I prefer to use sonic scythe.
Anyway, I’m using more and more his f.LK. It has a lot of active frames and if used at max range, in counter hit, you can do f.LK -> b.MK which can be useful.
How do you guys choose which anti air to use? I’m using cr.MP 90% of the time but it feels weird and I got a lot of double touch (which is not at my davantage)… Sonic Scythe HK has the worst start up ever; I sometimes use st.HK for closes jump but it feels more situational to me.
Like the shameless whore that I am -
[quote=“Zachara, post:53, topic:177887”]
[/quote]While it’s not comprehensive, you can see the angles in which they hit. Once you know that, it’s just about reacting with the correct one.
The anti-air choice is going to dependent on range and character match up. The best anti-air at mid-to-close ranges will always be EX Sonic Scythe because it’s above head invincibility and the hit box is gigantic. The best normal anti-air at mid-to-close range is s.Forward since it hits high and is the fastest meterless AA option. I’ve actually had s.Forward even trade in cross up situations. Cr.Strong and cr.Fierce is good for mid range jump ins but can sometimes trade or lose out to certain jump ins. I don’t like using those two normals vs Birdie as his j.Strong, j.Fierce, and his j.RH changes his hurt box and throws off the timing of those AA options. s.Forward/RH will consistently AA Birdie regardless of what normal he uses because of their high hit box.
Air Throw is really good at all ranges if you react fast enough and it is something you can react with. It forces the opponent to use a fast air normal or push a button earlier to beat your air throw attempt. If you opt to not air throw and they use a fast normal or push a button earlier in the air they’re left in the recovery and there’s no trip guard in SFV so they risk eating a fat punish for that.
The f.Short AA option is actually really good at far ranges. This is ideal during your zoning game with sonic boom at far ranges ie. full screen away. You can always change the timing of your f.Short to AA anything the opponent does to change their timing. This is ideal vs Cammy who can use her dive kick to change her air trajectory and falling time. If Ken does air EX Tatsu to throw off your timing the f.Short can actually go underneath air EX Tatsu.
The worst case scenario against cross ups is using jump back j.Forward, j.Fierce, or j.Strong to go air-to-air against the opponent. You lose ground by doing this but it immediately puts a stop to flow charts of block string cross up, block string, cross up.
This is what I have been using too.
S.LK… Then walk up S.LP->S.MP TC->HK scythe