Nash General Thread: Charlie (Nash) finally revealed!

compiled a short Nash HR

https://www.youtube.com/watch?v=-YkeuZY0o04

An under utilize move is HK Sonic Scythe. There is some delay startup with it but you can catch slow jumps-ins. Seems to have good priority. I have some success with it and expect other Nash players to utilize it in the future.

Also it will beat Nash’s regular Moonsault and Karin QCB+P move cleanly. Maybe Birdie’s jumping grab. So you can do it on reaction.

This move can be alot of jump-ins Likes move cleanly. Someone should make a vid on this perhaps.

Also throwing it out at close range is risky but sometimes works. It is quite an odd move with some odd hitboxes. It also covers behind you so people can probably take advantage of that.

I may be completely wrong but I mention this anyways.

It’s a good move but with 17 frames of start up you either need to be psychic or lucky to hit it consistently.
Karin’s Qcb+P’s 16/21/26 frames of start up and so reacting to that with HK-Sonic Scythe is impossible. You’d have to do it pre-emptively.
I can see it potentially working against Nash’s Moonsault or Birdie’s Bull Revenger but I wouldn’t rely on it.

TL:DR - 17 frames of start up and 21 frames of recovery make is a move I do not use in neutral unless I’m being reckless or feeling psychic.

just st hp birdie hop grabs when he lands for free cc combo…
neutral jump ex hop grab though, can’t hit that one.

You are right about this. Have to be psychic so it is not so reliable. But I can still see some use in it in certain situations.

You can only throw it out on a read (if they neutral jump after every knock down, let it fly). In most cases you’re better just using his normals. Nash has solid anti airs and can turn some into full combos (delayed c.MP, c.HP can occasionally turn into a standing counterhit antiair)

Can someone tell me briefly what buttons to press for anti-air under what circumstances? Like “MK for when the opponent is jumping from afar, d+MP for when it’s a deep jump-in” etc? I’ve realized I’m not using any anti-airs outside of EX Scythe at all.

Anyone have a list of some good knockdown meaties? After lk SS I use dash -> c.hp, after mk SS I use dash -> f+HK, and after hk SS I use dashx2 -> cr. mp. These only really cover fast wakeup, but I haven’t yet figured out the best options to cover slow wakeup, backroll, or what to do after throws, CC sweep, or CA. To anyone who could point me in the right direction, it would be much appreciated! Thanks!

In the video thread there’s a video that I posted. The first part of it is just anti airs. :slight_smile:
I would post it here but I’ve been whoring out my videos here enough.

Check Nash Combo/Tech Thread
There’s been a lot of discussion about meaty set ups. @Heavy_Mental has put in serious work including side switch meaties and other assorted goodness.

Are you guys using the target combos at all? They seem to be really good for meaty/throw pressure

just beat SRK on wakeup twice clean with Nash’s overhead

I’ve been using Nash Wind Shear target combo (and to a lesser extent Raptor Combo) and it sets up a really nice strike/throw mixup (using meaty 2Hp or throw)

You get a double dash meaty after an HK SS as well, so I’ve swapped to using Wind Shear pretty much only as a whiff punish, as it’s way better than just canceling into MK SS, losing 6 damage for more stun and better positioning

Are you going with a meaty 2Mp? I tried doing a meaty 2Hp after the double dash and it was getting beat out by Ryu’s 3f jab, but some of that could be my timing too.

If they normal quick stand, you get a meaty cMP from H SS dash dash, and meaty cHP from L SS dash, which links to sHP.

Finding meaties with f.HK will trade with wake up SRKs, you also do more dmg.

There was a video on using all SS and TA sweep teaching how to do meaty setups.
What I found is that after I use TA and the video teaches using bazooka Knee the enemy can still jump away kinda annoying.

HK SS, double dash only leaves you at +5 against quickrise so cr.HP will get stuffed by a 3f move every time.

Yeah double dash is kind of tight too. If you use f+LK everything including st/Cr.HP is pretty free.

I’m getting mangled by dhalsim. Worst matchup by far. Is it just me?

I feel like if i try to predict an air teleport and meaty, they recovery just goes through my attack and I eat the flowchart combo into v trigger. I don’t really have an explanation. Im not talking about wakeup teleport, just if they do it randomly in neutral.