Nash Q&A Thread

i find using normals a lot more reliable.
it also saves me meter to use super more often.

I kind of feel like while Nash has an anti-air game, he doesn’t exactly have “easy” or “practical” anti-airs. Not as easy as a simple DP obviously.

Just ask fellow Nash players here.

I really don’t play tournaments too often but I was at one today at my college’s campus that was kind of supposed to be a casual tournament and not super by the book. Now I had a relatively smooth ride until a ran into one player. I was playing this Ryu player in casuals earlier (played other characters to mask my main lol) and ran into him again in the winner’s bracket. He really gave me a scare because in a format where it’s first to 3 games he intially went 2-0 on me. I had to make some adjustments (I found that agains this particular player switching between defensive and offensive/hit and run was working out) but I came back and advanced. Just kinda want to know how to optimally play this matchup and how to continue to mix it up vs. Ryu.

More or less we’re supposed to finish this tournament tomorrow and at this point I know for a fact this guy is gonna study this matchup (don’t think he was super familiar although he had to know it to some degree) coming into day 2 so I just want to know how I should be prepping for that. Looking at the remaining bracket I’m pretty confident that he’s coming out of losers to meet me again in grand finals. So maybe the one good other Gief player will bounce him and i won’t have to worry about it but I’d rather be prepared.

It’s supposed to be upper body invincible on start…that means if you jump at me; and I have the bar; you should lose. This however; happens less than 50% of the time.

http://watissf.dantarion.com/sf5/boxdox/#v1_1/A4B-SONICSCYTHE_EX-6

I’m sure that the upper body invul only covers until the 1st active frame.
Also notice that the hitbox isn’t continuous. (Frames 5-7 have hit box, 8-10 do not, 11-13 do)
EX Scythe is great when performed early but you shouldn’t be trying it when late. I mean, it’ll work, just not as consistently I originally believed.

Yea. Anti-airing with Nash is all about timing and picking the right anti-air. I only use ex-scythe if they are trying to cross me up. I try to stick to s.hk for far away jump ins and c.mp for closer ones.

I find myself using jump back LK or Air Throw when they’re going for a cross up. I find them more consistent since I’ve had Ex-Scythe completely whiff vs some jump ins (Ryu’s cross up LK for instance).

Yea, I use that too. Not so much air throw on crossups, but jump back kick. I only really use air throw if someone jumps WAY too much.

I’ve consigned mostly to trading; st.lp will trade with most anything, and cause them to do a little flip landing; which you can generally rush in and get a combo in on them if they’re not expecting it. Cross ups I usually try to run under them, like when fighting Vega when he does any version of his wall dives; just dash under them to either escape or try to the upper hand.

can someone make a list of reasons why nash has to take risks to control space or whatever? ive heard multiple people say this and i don’t understand it.

what are nash’s optimized bnb I don’t want to learn a bunch of stuff that is not optimal or waste of time.

Well most actions will have a risk depending on the opponent’s resources.

Can you be more specific on what these people are pointing out regarding his risk taking though?

What are Nash’s highest damage crush counter combos with:

full bars/v-trigger; and
2 bars/v-trigger?

Godd question. What do you think is gonna get nerfed frist?

full bars+ v trigger max damage seems to be 506 with 530 stun
cc, walk forward hp, teleport behind opponent/ground, crouching hp, standing mp, mk sonic scythe into critical art.

2 bars + v trigger max damage seems to be 442 with 600 stun
cc, ex-moonsault, standing medium punch cancel into ex-tragedy assault, teleport behind opponent/air, nj hk, crouching hk.
**
1 bar + v trigger max damage seems to be 389 with 560 stun**
cc, walk forward hp, ex-tragedy assault,teleport behind opponent/air, nj hk, crouching hk.

be aware that other combos might do less damage but more stun.

You can improve on a couple of those:

3 bars + VT
CC hp (walk forward) hp VT (air behind) nj.hp cr.hp mp xx mk SS xx CA (542/600)
If you don’t want to do the walk forward link you can sub in cr.hp for 534/600 instead.

Opponent or Nash starting in the corner:
CC hp (walk forward) hp xx lp SB VT (air in front) nj.hp cr.hp mp xx mk SS xx CA (549/630)

1 bar + VT
CC hp (walk forward) hp xx EX SB (2 hits) VT (air behind) njhp cr.hp mp xx hk SS (398/670)

i cant link the mpxxmkss when i use the cr.hp variation with 534
does it work just in the corner or something?

My mistake, I was using Alex as the dummy. On normal sized characters you can just have to do hp xx mk SS xx CA after the VT for a bit less damage. The 534 damage combo also works on Gief.

^^ Thanks guys, I will hit the lab.

interesting, didnt know that the size of the chars still matters in 5.

In this video, Infiltration describes his s.mp xx mk SS xx CA whiff punish as an option select. Is he referring to the whole string as an option select or was it only the s.mp xx mk ss as the OS and using it to confirm for the CA on reaction? If the former, how is he doing it?

I’m having a hard time using anything but c.mp, s.mp xx mk SS and lk->mk, s.lp xx lk SS to hit confirm in CA and would like to pick up some other options to hit confirm into CA if possible.