Nash General Thread: Charlie (Nash) finally revealed!

You should be asking this in the Dhalsim match up thread where we’ve covered this topic.

You shouldn’t be trying to predict his air teleports in the neutral game in the first place. If they’re doing TK teleports in the neutral game without a fireball covering their approach you can easily punish their recovery with several attacks. The easiest counter is to use s.Jab after they teleport. You’ll hit them before they’re able to push any button and cause them to flip out and you get a meaty situation. EX Sonic Scythe will punish the recovery of the teleport as well but you have to manually correct the input direction. The last option is more rewarding but higher risk. If you use a delayed s.Fierce and they try to do a j.Fierce from the recovery of their teleport you’ll crush counter them.

Yes, cr.mp meaty. You lose a frame of advantage but you can still frametrap with a b.mk xx LP SB and beat anything they press

Most sims online are pretty ‘rinse and repeat’ so just learn what to look for and how to get in quick to keep the pressure up and youll be golden.

Is there a benefit to using b.Mk over cr.Mp besides being able to combo into VT from cr.Hp and being able to combo into Lp Tragedy Assault?

^In combos? I believe b+MK has slightly more horizontal range.

c.MP can combo into LP Tragedy Assault as well though…

Oh interesting, I didn’t know that. I’ve been using mostly b.Mk, which I assumed to have less range. Looking at the frame data it comes out 1 frame faster and is active for 1 frame longer, so I guess it’s better in most ways. So 5Mp forces stand like b.Mk?

It does not.

Basically you should use b.mk over st.mp if you’re either going to combo into a Sonic Boom or LP TA. It has more range than cr.mp so it’s more reliable in combos into those two as well. Otherwise you might as well use st.mp as your second button as it has the best range.

Hey guys, any european Nash interested in some lounge sessions against Ryu? I am in desperate need of matchup experience, so I thought I’d ask here (any silver would do).

add me

Got Top 16 at NLBC last night, even though I lost my first match. I’m so tired, haha.

Definitely going to spend more time perusing the match up threads since I’m uncomfortable or unfamiliar with a lot of them.

I’m thinking of trying out Nash. I play Necalli, but I find that I don’t like being aggressive on opponent’s wakeup. I’m just sick of mistiming stuff and guessing whether they’re going to dp or not. So here’s my question:

When Nash scores a knockdown, is it always best to go in and be aggressive? Or is it an okay option to stay away and not apply pressure? I’m basically looking for a character where I can choose to just keep playing the neutral game most of the time. I definitely can’t do that with Necalli as he absolutely has to apply pressure on knockdowns to use him to his best.

He’s able to do both.

Infiltration at FR was putting on a display of just how good Nash’s forward dash is

Infiltration confirmed - Laura’s V-Skill.

I posted this the other day, feel free to leave pointers or maybe there are some useful tips and stuff you can learn from these matches. These matches were taken from a 4+ hour session vs Ryan Hart

https://www.youtube.com/watch?v=irfJLQkyTyw

[quote=“LiangHuBBB, post:1555, topic:173955”]

I posted this the other day, feel free to leave pointers or maybe there are some useful tips and stuff you can learn from these matches. These matches were taken from a 4+ hour session vs Ryan Hart

[/quote]

i would split it up in shorter videos.
that way you have “more” content for youtube at the same time.

Have you guys been doing anything specific to get SA chip outs? I still get away with doing block strings into it, but eventually people are going to understand that they can v reversal.

Sometimes I try to super right before a sonic boom makes contact, so it hits them if they try to jump, but it’s hard.

Is there a reason that S.HK is used as an anti air vs S.MK? They both have similar hitboxes at first glance. The S.MK also goes into a target combo so it might be more useful i thought.

I usually wait until they crack V-Trigger before attempting Critical Art chip kills. There’s no point in risking it when they have v-reversal on stock and that’s kind of the point. Capcom really wanted to mitigate check mate situations.

It’s completely dependant on the situation. If you can get a s.RH anti-air then you should be using it over s.Forward because of the damage difference. s.RH hits higher vertically than s.Forward does but is slower on startup. I use s.RH vs people who like to neutral jump Sonic Booms because of the hitbox being higher. s.Forward is good for tight reactionary anti-airs because of its hitbox and faster startup.

His premium alt looks amazing