Nash General Thread: Charlie (Nash) finally revealed!

I really need to get in the habit of using st.MK for closer jumps. I default to using cr.MP in those situations and more often than not end up whiffing my AA completely. Makes me want to go Sanford on my pad.

Bazooka Knee is such a godlike AA. Even on trades where the attacker gets more damage, Nash is still in a good position (most of the time) because he is at enough frame advantage to set up a throw/frame trap mixup. I love it.

I probably go for Air Throws too much but it is nice to know that the only air moves fast enough to beat are j.LPs, j.LKs and Zangief’s Air SPD. That said there are a few characters that have 5f j.MPs and I’m not sure what happens when air throw meets air normal on the exact same frame.

Yeah, I’m not sure about the situation. The only other time you’ll see your air throw attempt get beaten is if they jump and push a button almost immediately after the jump to anticipate on the air throw. You end up creating a mind game as a result and can get bigger punishes if they make the wrong read. At worst you take a hit in the air and reset.

I usually always use cr.MP at any distance has been workin solid for me so far besides EX scythe. maybe I need to try some of ther others.

I have too many issues with cr.Strong losing to certain jump ins and some of this could be due to online roll back issues. I still like using it though because when it’s spaced properly you can cancel into Sonic Boom for a meaty to regain momentum. I know this is stuff we already knew from e3 and beta phase 1 but just stating the information for new players.

Sooo what’s the situational purpose for his raptor target combo( s.MKxxHKxxMK)? I don’t get a whole lot of mileage out of s.MK beyond a fast AA (and I’m still exploring the optimal options)…but I’m at a loss when this is relevant. It’s unsafe and a small short hit box, suggesting you only want to do it on free damage…but I can’t think of a single situation where this is better than a basic BnB. Does it have set up potential? I understand his other target combo, because s.MP has a much better hitbox and there’s great shenanigans to buffer the target combo as an option select…but I can’t figure out why I’d ever use this besides easy execution damage when I’m on tilt and too afraid to do an optimal combo.

Me too , it would be easier if Nash didnt have one million command normals :frowning: . Its a bit annoying to get the stick back to neutral after moving into the right position to AA. But dont forget Cr.MP also has the added benefit of cancelling into Sonic boom for more pressure.

That’s something I definitely need to incorporate into my game, along with cr.MP xx HK Moonsault Slash to escape the corner. Don’t know if Nash is able to hit AA cr.MP early enough to dash under the opponent so that’s the best meterless corner escape I’ve found. Never used it yet though because it’s difficult enough to do a normal AA in Rollback City.

I’ve noticed this as well, but the combo still works with (Cr.Mp -> B+Mk xx Lp TA), its just a little harder to execute just because of the awkward motion of holding back, then doing a forward dp motion. I’ve gotten into the habit of completely replacing all St.Mp that I can with B+Mk, but that’s sort of how I practice so that I can ingrain it into me along with the motions.

Both of nash’s grounded target combos are for footsies, if you hit st.MP or st.MK just inside your opponent’s max poke range and buffer into the next hit in the target combo you can whiff punish them without even knowing you did it :stuck_out_tongue:

I get that for s.MP because the hit box is better. It hits crouching and is quite easy to set up just outside tip range to do the buffer option select if they hit any buttons…but s.MK isn’t a good poke. I really get no use out of this move beyond an anti air and this target combo doesn’t combo as an AA.

Agreed that s.Forward is not a good poke and should primarily be used as an AA tool. It can be used as a whiff punish tool but the hit box is really high so you’re going to whiff against crouching attacks so at most you would whiff punish standing attacks or Sim’s limbs.

The s.Strong~Short~Fierce TC is mostly for combo enders, imo. The major reason you would use this as a combo ender is strictly for positioning because its good corner carry and leaves you near the opponent for a mix up (vs quick rise) or an easy meaty.

How do you guys usually get s.hp to land as a CC? Ive been fishing for it in matches but i either get stuffed or i whiff it.

I’ve been using it as a frame trap after c.MP connects. You are +6, s.HP is i7. I do this when I notice people mashing light attacks after landing c.MP if I mess up the combo. c.MP is just Nash’s mix up generator in so many ways.

EX: on a mash happy opponent…

cross up j.MK, c.MP, [CC RESET attempt] s.HP xx EX-MS, b+MK xx h.SS

Learn the range of it. As silly as that sounds it really does matter.
You can also wait for them to do their reversal move (Like a Shoryuken) and then punish with the st.HP, netting you the crush counter.

Actually this brings up a question I did want to ask.
When pressuring on wake up, what’s been the overall response you guys have got? Have people been waking up with Shoryu’s/Supers or have they been move conservative?
I’m only asking because over the last few days I’ll play against what seems like a completely nuts Ryu/Ken, doing random sweeps right up in my face and crap like that but they refuse to wake up Shoryu. I’m not sure if I’m paying them too much respect or they’re not mashing hard enough for it to come out.

c.LP seems to be all the rage these days. People seem to be savvy to the dangers of SRKs on walk up baits…empty/safe jump in however seem to work. I notice that characters with awkward spacing after an SRK tend to do it more since a lot of matchup ignorance leads to people missing the punish because they’re not in range (often fixed by a dash).

How are you guys dealing with rushdown? having trouble keeping everyone out in the neutral

I know its range its just setting it up thats hard. I typically do a block string and then use it but that never seems to work. Just wondering if theres any set ups that lead to a crush counter to punish stuff like them trying to tech throw.

St.MP is obviously not something you use for straight pokes and footsies - Nash has much better buttons for that - but its actually really solid for whiff punishing in neutral. The range is pretty solid for something you can cancel into m.SS for a knockdown

edit: nevermind I can’t read

Quick question. Might seem noobie of me but in training mode how do you make the dummy use a normal? Trying to practice some frame traps. Thanks