Nash - Season 02 - Balance Changes Discussion

I create this thread for later discussions when the final balance
change list is out, which i will edit here in later on.

Final Patchnotes from Capcom / Hitbox-Framedate from LordWilliam1234



Hurtbox:

  • Adjusted hurtbox when changing direction while crouching

Dragon Suplex (Forward Throw):

  • Reduced stun damage from 170 to 120
  • Reduced CA meter gain
  • Increased distance from opponent on-hit
  • Changed advantage on-hit

Target Down (Reverse Throw):

  • Reduced damage from 140 to 130

Air Jack (Air Throw):

  • Expanded hurtbox during animation in downward direction
    **
    Front Step:**
  • Changed total animation from 17F to 19F
  • Sped up when Nash begins to move forward by 1F
  • Shrunk collision box while moving
    **
    Back Step:**
  • Reduced distance moved

Normals

Spoiler

Standing LP:

  • Added hurtbox around feet during 4F-8F of animation

Standing MP:

  • Changed attack recovery from 13F to 15F
  • Advantage on-hit and block have not changed
  • Added hurtbox around feet during 6F-10F of animation

Standing MK:

  • Changed attack startup from 8F to 7F
  • Reduced overall animation by 1F

Standing HP:

  • Changed attack startup from 7F to 8F
  • Increased total animation by 1F
  • Added hurtbox around feet during 8F~14F of animation
  • Shrunk forward hitbox during first active frame of attack
  • Shrunk lower hitbox during active 2F-3F, and expanded upper hitbox

Standing HK:

  • Shrunk torso hitbox
  • Shrunk forward hitbox during active frames
  • Expanded hurtbox in forward and upward directions during active 1F-2F
  • Expanded hurtbox in forward and downward directions during active 3F-6F

Crouching LP:

  • Shrunk upper hitbox during first active frame
  • Expanded hurtbox during active 1F-3F in upward direction
  • Increased pushback on-hit
    **
    Crouching MK:**
  • Shrunk upper and inner hitboxes
  • Moved position that animation begins after taking damage or cancelling attack forward
  • Accordingly adjusted position of hitbox, hurtbox, and collision box
  • Sped up activation when cancelling into V-Trigger by 1F
  • Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F

Crouching HP:

  • Changed advantage on-hit to +6F to 7F
  • Expanded hurtbox during 1F-6F of animation in forward direction
  • Reduced pushback on-hit
  • Changed hit property to forced standing hitstun

Crouching HK:

  • Reduced damage from 100 to 90
  • Increased advantage on normal hit by 2F

Jumping MK:

  • Reduced active frames from 7F to 5F
  • Shrunk lower hitbox

Jumping HP:

  • Changed attack startup from 6F to 7F
  • Shrunk lower hitbox
  • Expanded hurtbox that appears first active frame in upward direction
  • Extended active frames from 4F to 5F

Jumping HK:

  • Changed attack startup from 8F to 9F
  • Shrunk lower hitbox

Neutral Jumping HK:

  • Expanded hurtbox during active 1F-6F and attack recovery in downward direction[/details]

Command Normals / Target Combo

[details=Spoiler]Chopping Assault:

  • Shrunk forward hitbox

Knee Bazooka:

  • Shrunk forward and lower hitboxes
  • Moved position that animation begins after taking damage or cancelling attack forward
  • Accordingly adjusted position of hitbox, hurtbox, and collision box

Windshear:

  • Increased damage of third hit from 60 to 70
  • Increased stun damage of third hit from 80 to 100

Raptor Combination:

  • Increased recovery of second hit by 4F
  • Advantage on-hit has not changed
  • Reduced damage of second and third hits from 70 to 55
  • Increased distance moved forward during second hit
  • Can be activated even when second hit is whiffed
  • Changed advantage on-block from -6F to -10F

Bullet Combination:

  • Added new target combo, which can be activated by inputting MK to HK to MP+MK

Side Knee Attack:

  • Changed attack recovery from 15F to 14F
  • Changed advantage on-hit from +3F to +4F
  • Changed advantage on-block from ±0F to +2F
  • Reduced pushback on-hit
  • Reduced pushback on-block to match reduced pushback on-hit

Step Kick:

  • Changed attack startup from 13F to 14F
    Increased total animation by 1F
  • Changed advantage on-hit from +2F to +3F
  • Changed advantage on-block from -2F to -3F[/details]

V-Skill/Trigger/Reversal

[details=Spoiler]V-Skill - Bullet Clear:

  • Increased damage from 60 to 70
  • Reduced V-Gauge meter gain on projectile absorption from 100 to 80
  • Increased V-Gauge meter gain on physical attack hit from 60 to 80

V-Trigger - Sonic Move – Hide:

  • Changed start of invincibility during animation from 2F to 4F
  • Extended black screen on activation by 5F

V-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air:

  • Changed start of invincibility during animation from 2F to 4F
  • Expanded hurtbox after Nash reappears in the air
  • Extended black screen on activation by 5F

V-Reversal:

  • Reduced distance moved[/details]

Special Moves/CA

[details=Spoiler]L Sonic Boom:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from -3F to -2F
  • Changed advantage on-block from -7F to -6F
  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
    **
    M Sonic Boom:**
  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from -1F to ±0F
  • Changed advantage on-block from -5F to -4F
  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

H Sonic Boom:

  • Reduced CA meter gain on activation
  • Increased CA meter gain on-hit and block
  • Changed advantage on-hit from +3F to +4F
  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-15F as well as around arms during attack recovery

EX Sonic Boom:

  • Reduced pushback on-block
  • Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
  • Extended input buffer between first and second hit by 4F
  • Changed advantage on-block for second hit from +1F to +2F
    **
    Moonsault Slash:**
  • Reduced damage from 70 to 60
  • Expanded attack startup hurtbox in downward direction
    **
    EX Moonsault Slash:**
  • Reduced damage from 130 to 120
  • Changed advantage on-hit from +6F to 7F
    **
    M Sonic Scythe:**
  • Shrunk upper hitbox
  • Reduced pushback on-block
  • Changed advantage on-block from -8F to -10F
  • Reduced knockback on-hit

H Sonic Scythe:

  • Reduced damage from 120 to 110
  • Reduced stun damage from 200 to 150
  • Extended how long opponent is frozen in the air on second hit in the air

EX Sonic Scythe:

  • Removed throw invincibility during animation
  • Shrunk upper hitbox during active 1F-2F

L Tragedy Assault:

  • Increased stun damage from 100 to 150

M Tragedy Assault:

  • Increased stun damage from 100 to 150

H Tragedy Assault:

  • Reduced damage from 150 to 140
  • Increased stun damage from 100 to 150
    **
    EX Tragedy Assault:**
  • Increased stun damage from 100 to 150

H Moonsault Slash:

  • Fixed bug that there was no counter box from when Nash leaps up until he falls down
    **
    Judgement Saber:**
  • Reduced damage from 340 to 330


PrePatchNote Infos [details=Spoiler]

Videos- 18.12.2016 - LiangHubbb

update- 18.12.2016 - infos from LurkBrian

https://toolassisted.github.io/DIFF/#NSH_003_BAC
This is very hard to read and close to impossible if you don’t have a background in modding Street Fighter 4/5, but I do, so:

  • They substantially buffed the anti-air hitbox of cr.mp. The way it works is the first frame is like before, and then the 2nd and 3rd active frame the hitbox increases a lot horizontally and vertically.
  • Standing medium kick comes out 1 frame faster.
  • Can confirm that his dash is exactly 2 frames slower (19 frames now).
  • They buffed the size of the hitbox on standing heavy kick. It should AA more consistently now.
  • They may have nerfed the range of crouching medium kick, but don’t believe me without testing it first, it’s hard to tell what they did.
  • They removed 2 active frames from jumping medium kick.
  • No changes to walkspeed, in fact unless I made a mistake, no one in the game received a walkspeed nerf or buff.
    Many other changes, but this is just the stuff I noticed scanning through a barely human readable json file.

*Update- 16.12.2016 - infos from OceanMachine

  • st. MP is -4 oB (was 0)
  • st. MK is -1 oB (was 0)
  • st. HP is 8f startup (was 7f)
  • cr. HP is +7 oH (was +6). comboes into knee bazooka
  • f+HK is +3 oH (was +2) and -3 oB (was -2)
  • b+MK is +2 oB and +4 oH (was 0/+2)
  • L Boom is -2 oH and -6 oB (was -3/-7)
  • M Boom is 0 oH and -4 oB (was -1/-5)
  • H Boom is +4 oH (was -3). comboes into st. LP
  • EX Moonsault is +2 oB and +7 oH (was +1/+6). same as cr. HP
  • forward dash looks to be 19f of startup wtf??

Unlike what other people said, EX scythe is still not invincible. *


*Original Post - based on some tweets

hix ex scyth has now invul
walkspeed is better
backdash distance is shorter
teleport recovery seems higher
*

PS4 EXPERIENCE VIDEOS -

Spoiler

https://www.youtube.com/watch?v=dBsUBHRZxLE
https://www.youtube.com/watch?v=ZeCC65ctYWo [/details]


would love these changes

EX Scyth being invul is dope. Backdash being shorter but still having it’s speed is cool with me. better walkspeed means no need to shimmy across the board to do tick throws.

i added two videos.

is it just me or is his knee bazooka safer on block on shorter distances.

Where are these video’s? @appomo

doesnt they show up in the startpost for you?
all new infos/material will land there.

His nerfs aren’t bad at all. Considering the nerfs to DPs and other bullshit in the upper tiers, he could be even better than before.

i think it depends on the kind of playstyle you had.
dashes really seem shorter and slower so people who relied on them might need to rethink theire gameplan.

so far it seems okayish, for me personally in term of what he lost/get but without the final patchnotes its to early to make a final conclusion.

i pulled this off of a comment on EventHubs, so take it with a grain of salt:

“More recovery on back and front dash.
Front dash doesn’t go as far.
More recovery on v-trigger.
Less push back on block for mk scythe (meaning it’s going to get punished a lot easier. As far as nerfs go, this one is the biggest one)
Step kick (f+hk) has more start up frames.
For all these nerfs, he got startup invincibility on ex scythe. No where near enough.”

and faster walkspeed.
i dont know…i will wait for the final anouncement before i make a judgement.
the videos i have seen so far with nash doesnt looked like he is now bad…we will see.

https://docs.google.com/document/d/1QBjFjsdMevMnO46a1iewsR0Diav5fbwj4_6Cku1FHUE/mobilebasic

The nerfs for Nash seen in the link seem unnecessary/forced and I hope either aren’t true or don’t make the final cut.
I get nerfing back dash (i mean kind of… it’s not invincible like in sf4 so I don’t see much of a problem) but one or the other would be enough no need for less range and more recovery. And why nerfs moon slash? Was it too fast at 37 frames or did they need make it easier to hit Nash before he hits anybody with any part of the move?

Also talk about what you would liked changed for Nash you never know who’s lurking, Capcom dev’s visit this forum and Im sure they take ideas they like.

I would personally like to see H.Tragedy Assault turn back into a Command Grab. As it is right now, there’s not much of a point to the move.

Moonsault nerf is definitely puzzling. That move is stoppable online…let alone offline. Unless perhaps they buffed the hitbox and made it hit deeper. Otherwise it won’t make sense.

Changes I would like to see:
[list]
start up invincibility on ex.ss
3f st.lk
cr.mk special cancellable
faster vskill start up so that it can be used in combos
[/list]

I didn’t know that was ever a thing.
That would be pretty cool.
The only time I use it now is for CC combos or dizzy opponents.

I’m really glad this is the nerf he’s getting. Like u said, it already gets blown up, so making it further slower will not affect high level play in anyway.

Now that recover on V-trigger and slower backdash, well… interesting

Yeah, it was one of his early changes during the beta. Also, I feel like the start-up on Light and Medium Tragedy Assault needs to be slightly decreased. I just want players to have a reason to use Tragedy Assault outside of Crush Counter combos and flashy finishes.

The Moon Slash nerf might not hurt high lvl game play but it won’t help it either. They shouldn’t be trying to make moves with moderate use, useless. If that’s the case why create the move in the first place. One of the main things I like about sf5 and nash was that he uses almost all of his moves. Now to take that aways seems like a step backwards.

Then to top it off with Nerfs to his V-trigger,back dash nerf and etc that’s just alot of uneeded changes, and for what reason?

yeah i would rather seem the change things so that they get used more instead to decrease the usage of his tools…his mk,hk,mk target combo or the mp, lk, hp target combo are for me a little example of that. i barely use them since there are better combos with more stun/damage.

cr mk special cancellable would be to god because of its range.
i would be happy when it would be vt cancellable…kinda like ryus standing mk poke.

are you sure? from what i heard is was at one point a overhead so you got crouchblockers with it.

Yes, it would be very good (which is why i want it lol).
It still would be the slowest cr.mk in the game at 8 frames besides Birdie’s.