He probably means “optimized”/“not optimized”.
i thought he was referring to character distance.
“flush” meaning right next to each other.
Yeah, flush as in “VERY close/touching”. Not a common term for it, mb.
Hey people, playing online felt like I was banging my head against a wall so I made another video instead.
Anyone have any tips on cancel b+mk into tragedy assault? Do I do the normal then a shoryu motion or should I use the shortcut?
Do it in one fluid motion. Back (mk), forward, down, down/forward l.p
…buy a Hitbox? Other than that I don’t envy stick/pad players executing that motion. I will say that input leniencies state you do not need to hit the down alone. It’s possible to do +:mk:, :f::df::f:+:p:, that said you can over shoot the :f: into an :uf: and just make sure you hit +:p: before you do…the idea being it would feel more natural on a square gate
:f::df::uf:.
On another topic…is c.MP Nash’s only way to stop cross up jump ins besides early reaction air to airs? EX: someone wants to just spam c.LP (blocked), c.LP (blocked), forward jump into cross up attack, repeat… Can’t seem to get any other tools to knock them out of it and the timing gets really risky since you have to wait for the right moment when they cross up to ensure you face the right way AND still beat out the attack. I feel I’m losing to really scrubby players doing this even though I already know they’re going to do it, I simply just need to know the tool that tells them to knock it off.
Depending on the spacing you can use s.Forward to stop that but the more reliable options are EX Moonsault, jump back button, or an air throw. The least risky option is jump back with a button because you can do that on reaction with minimal risk. The worst that happens is that you do it a bit late and you get hit out of the air. If you mess up a grounded anti-air then you eat a full jump in combo.
EX-scythe doesn’t work on that angle, you go past them. I took Ryu in training and set him do just spam (close) c.LP, c.LP, forward jump, j.MK. My options were air-to-air (risky since they jump first and can beat you out if they expect it), dash under or use a f.:k: move (but i think you are negative on the neutral? need to test), and heavily delayed c.MP after that cross up. s.LP, s.MK, s.HK, c.HP, and b.MK either didn’t work, tied, or were reeeeeallly tight and inconsistent. Is there a button I’m not thinking of? I feel comfortable with a lot of more angled jump ins…it’s just I can’t find a button that is directly over his head when they go for cross up that isn’t c.MP. Is this just perhaps a weakness of Nash?
Just dash under then… Can only think of a handful of characters that have an AA button against deep crossups, and Nash isn’t one of them (s.MK covers a good angle, but not behind which is what you’re after). Luckily his dash is very low profile and travels a long distance, you can even dash under the likes of Chun’s Instant Air Legs, granting you a punish on the other side.
If they’re being predictable, you should also be able to pre-emptively stuff these options with a jump normal, or a standing button to tag them on the way up.
Can’t say I’ve considered this a major weakness anyway, you just have to adjust your game and not rely on a standing AA here. Think outside the box almost.
I think it’s one of those situations that doesn’t have a consistent answer and we should consider avoidance instead.
Give it a week or two and you’ll know the angles on those jumps as soon as they happen and can get out of dodge.
As stated by others - If you can react/predict their jump in, jump back Air Throw isn’t a terrible option.
I’m even starting to use Air Throw as a combo ender now after EX-Tragedy Assault xx VTC. Putting a Mika/Cammy/Gief full screen can be worth it’s weight in gold.
Ok. I just wanted to make sure I wasn’t missing a tool. I’ve been trying to go head to head with these, thinking my timing was just off. Gotta get used to the hit and run nature of nash and just abuse dash to get out of pressure before it begins.
I need help guys. Silver to Super bronze in one sitting and am not happy.
this is what I need help with:
AFTER MOVES…
What do you have success doing AFTER LANDING the following to continue scoring damage…whether it be something like dash in meaty button or throw, or whatever timing is right and works rather safely to setup MORE pressure/damage. Even boom over wakeup or whatever…
After s.mk aa?
cr mp aa?
HK aa?
EXSS aa?
After front and back throws?
After combo finishers like:
MP/LP TA?
MKSS?
HKSS?
CA?
I would love to know aa follow ups…I swear to god I try to land an LP on landing to check them and lose to a throw somehow. I’m like “where did you get those start up frames!!!”

I need help guys. Silver to Super bronze in one sitting and am not happy.
this is what I need help with:
AFTER MOVES…
What do you have success doing AFTER LANDING the following to continue scoring damage…whether it be something like dash in meaty button or throw, or whatever timing is right and works rather safely to setup MORE pressure/damage.After s.mk aa?
cr mp aa?
HK aa?
EXSS aa?After front and back throws?
After combo finishers like:
MP/LP TA?
MKSS?
HKSS?
CA?
This video will answer a couple of your questions.

I need help guys. Silver to Super bronze in one sitting and am not happy.
this is what I need help with:
AFTER MOVES…
What do you have success doing AFTER LANDING the following to continue scoring damage…whether it be something like dash in meaty button or throw, or whatever timing is right and works rather safely to setup MORE pressure/damage.After s.mk aa?
cr mp aa?
HK aa?
EXSS aa?After front and back throws?
After combo finishers like:
MP/LP TA?
MKSS?
HKSS?
CA?
They just posted a vid on the front page of srk going over Nash’s pressure options.
quick question: why do most people favor c.HP, b.MK xx instead of c.HP, s.MP xx? if i’m not mistaken s.MP has slightly longer range, and the same damage
^b.mk forces them to stand if you hit them crouching, and I think is one frame quicker.

^b.mk forces them to stand if you hit them crouching, and I think is one frame quicker.
This is all correct.
s.Strong is 6f startup, 3 active frames, 0 on block and deals 60 damage.
b.MK is 5f startup, 5 active frames, 0 on block, forces stand on crouch hit, and deals 60 damage.
From a combo perspective you want to use b.MK if you want to combo into Tragedy Assault or if you want to do a meterless V-Trigger combo from cr.Fierce. From a frame trap perspective, you leave a 1f bigger gap with s.Strong than b.MK but both have their purposes against characters and players. s.Strong is better for footsies and whiff punishing due to it’s range.
[quote=“EmptyXzero, post:1496, topic:173955”]

snip
They just posted a vid on the front page of srk going over Nash’s pressure options.
Great, if we can discuss this type of stuff more that would be awesome!
Been reading the thread a while and lots of good stuff for the Nash Army so far!
Special thanks to Killey, I find myself reading his posts twice lol and for the frame info too.