Yeah, if anything the boom changes give him a decent neutral presence but it’s not exactly defensively oriented. His moveset seems much more catered to the pressure game now, which is dicey when like half the cast is pretty much explicitly designed for that. Nash is walking a very fine line, right now.
It seems much harder to jump in on him randomly now that his cr.mp anti air hitbox has been improved. And his st.hk anti air juggle potential seems really neat. I’m pretty sure you’ll be able to reset into a bazooka knee thats + on block in some situations.
Hopefully we’ll see how his anti air game actually pans out pretty soon. Some are acting like he doesn’t have one anymore, when he already had one of the better ones in Season 1.
The difference is that in S1 Nash’s AA game was bolstered by his fantastic mobility. Now that it’s harder for Nash to pick and choose his spots on screen, I think the situational nature of his AAs will become much more troublesome.
It’ll take some time to get used to this new Nash, however it’s a stretch to say he’s “dead”.
It’s more like he’s toned down. With the game being a bit more footsie based, that might be where the focus needs to be (for now anyway).
yeah, he by itself isnt dead. just a certain playstyle…which might lead to the question if there arent better options out there instead to stick to him…but not deadh.
wish i would have bought the halloween costume…it fits so well with the new akuma stage and all the he is death talk.
thx capcom for saving me some money
It wasn’t, in fact, all 3 frames hit box was nerfed vertically.
Problem is he hasn’t got the walkspeed to keep up with the characters that can walk around and play footsies. His footsie buttons have been nerfed in terms of speed and hitboxes. He can definitely fight with characters, b+MK is 5 frames, plus on block, now leaves him closer to the opp and leads to damage on regular hit and even more on counter hit. c.MP is still great for pressure also. The zoning game is still there, I just don’t think he has the movement to supplement it.
Anti-airing has **never **been an issue with Nash, and it is still fine now. It’s where he needs to play his slippery style, it just isn’t all there. VReversal is more susceptible to punishes, defensive VTriggers hold a higher risk, he covers barely any distance backing off now, reacting to his forward movement is easier now. The extra 2 frames on his dash is so big, way more than I realised. People that weren’t reacting to my surprise forward dashes, are now. MK Scythe and f+HK are easier to whiff punish and they were some of his best midrange options. c.MK hitbox got nerfed (because it leads to so much damage right?).
Nash wasn’t even that strong going into the end of S1. So now we are playing a watered down version of what he used to be. Whereas the characters that were better than him like Cammy, Ken and Necalli are near enough the same.
Agreed though, he’s not dead, just worse than most of the cast. I’ll probably keep him around for some of my weaker matchups with Juri if he can do a better job.
There are no more defensive v triggers, just don’t even try anymore. You also have to premeditate and plan reversals to be sneaky since they will get punished by most if they expect them.
He has no more ways out, you can’t make mistakes.
His v bar took a huge hit in s2.
Yeah, I can see what you mean. All in all, I’m just not really sure what Nash is suppose to do in S2. Before you could peg Nash as a Rushdown/Zoning character, but now his playstyle is kind-off all over the place. You would think with the new TC, buffs to Cr.Hp/B.Mk, the hitbox reductions and the changes to V-Trigger, that the focus was to make Nash more of a Rushdown character but his walkspeed is still slow and his dashes are a bit worse now. Funny enough, with these being the final changes it would have really helped if that invincibility on EX Sonic Scythe would have made it in the final S2 build, but I’ll try to work something out.
Yeah, Nash is undoubtedly an aggressive character. His buttons up close are just form-fit to pull off pressure. Thing is, he isn’t really built to extend that pressure. After, say, a meaty cr.LP, b.MK, LP sequence he doesn’t have the walkspeed to counteract a lot of opponent options (like trying to jump out of the corner). My primary sparring partner in person is a Birdie main, and he doesn’t feel at all threatened by any corner sequence any more. I don’t think Nash was ever a very complex character, so reducing him to more linear options with less speed is probably a disservice to the character.
Edit: Forgot to mention some experimentation using the new EX boom delays to pull Nash closer to the opponent after blockstrings. Only really useful in the corner, but that’s where Nash shines in particular anyways.
Have you guys noticed that his LP Tragedy Assault can now connect out of a st.MP? This really is a buff and though, not mentionned in the changelog. Hopefully there are other hidden buffs like this one because playing him now really feels like playing a cripple.
Have you guys noticed that his LP Tragedy Assault can now connect out of a st.MP? This really is a buff and though, not mentionned in the changelog. Hopefully there are other hidden buffs like this one because playing him now really feels like playing a cripple.
yeah, that got covered already that its possible now.
here some stuff which william found - edited it into the startpost too
Finished going through Nash’s frame data, check it here.
Stealth changes:
[list]
[] Knee Bazooka, throw invincibility added frames 7-22
[] Chopping Assault, throw invincibility added frames 9-22
[] Down Burst, throw invincibility added frames 5-18
[] Sonic Move Hide, “start-up” increased by 2 frames, recovery reduced by 1 frame, total frames 10 -> 11
[] Sonic Move Steel Air, can cancel into air normals 1 frame earlier. Hurtbox now appears 1 frame before the opponent is able to move.
[] Sonic Move Blitz Air, can cancel into air normals 2 frames earlier. Hurtbox now appears 1 frame before the opponent is able to move.
[/list]
So does throw invincibility necessarily mean air born or are they two separate properties?
Also can someone explain the v-trigger notes. I’m understanding it as, the trigger is faster but comes out slower, but then it let’s nash act/move faster if you attack from air? It kinda sounds dumb (or maybe I am, this could very easily be the case).
Lost 3k LP since the patch, this is rough. Should have switched.
Lost 3k LP since the patch, this is rough. Should have switched.
It is sad that we Nash main can’t find an appropriate switch character like him.
I guess they felt Nash was too much with his zoning, offense, and defense. They should have nerfed him for sure but not this much.
Nash Hitbox Comparisons:
[details=Spoiler]Standing Light Punch:
Standing Heavy Punch (Active frame 1):
Standing Heavy Punch (Active frame 2/3):
[details=Spoiler]
http://i.imgur.com/7GI8M9w.png
http://i.imgur.com/vcr6iFI.png
It’s the same frame for each image as far as the hitbox is concerned, hitbox viewer just displayed it on a different animation frame[/details]
Standing Heavy Kick:
Crouching Medium Kick:
Jumping Medium Kick:
Jumping Heavy Punch:
Diagonal Jumping Heavy Kick:
Air Throw:
Knee Bazooka:
Chopping Assault:
MK Sonic Scythe:
EX Sonic Scythe:
Moonsault Slash:
[details=Spoiler]
http://i.imgur.com/XUvDLxW.png
http://i.imgur.com/dbJiTkR.png
[/details][/details]
Seems some of the hitbox changes noted for him weren’t actually implemented. Nash’s st.mp, cr.lp, neutral j.hk, and Sonic Booms are the same between Season 1 and Season 2, while the change list notes them as being nerfed (larger hurtboxes/smaller hitboxes).
posted this in the startpost too.
some hitbox change comparisons provided by @LordWilliam1234.
So does throw invincibility necessarily mean air born or are they two separate properties?
Also can someone explain the v-trigger notes. I’m understanding it as, the trigger is faster but comes out slower, but then it let’s nash act/move faster if you attack from air? It kinda sounds dumb (or maybe I am, this could very easily be the case).
i just collect the stuff, i think he/you can explain it better.
Oh and while I’m at it, @appomo asked me to check it and @otter did mention it; Nash’s cr.mp got stealth nerfed.
edited the startpost with it.
I just noticed it had worse results while playing. I didn’t know if it was “stealth” or anything.