Oh so is this why the Cammy matchup felt impossible?
c.MP was the only bufferable normal on the ground I could use to contest with her buttons, but it was getting stuffed a lot when I played one of my training partners… I was just convinced my reactions were getting worse. Less reasons to use Nash yay!
EX SS having throw immunity gives him at least a slight edge on wakeup on a read (which is something, at least). I didn’t even expect a wakeup buff at all.
Standing HP change is interesting. Probably a reaction to all the throw-it-out CCs gaining steam right now. Could prove worthwhile for him with EX moonsault followups, since even with the dash speed increase he’s unlikely to ever join the dash-up CC combo crowd.
Cr.MK to VT adjustment is nice. +5 is a reasonable amount to work with, if b.MK connects cleanly.
Aah, MK scythe. I guess making this thing the ‘neutral, safe is spaced’ tool is probably the safest option, since use in combos was never its strong suit.
I’m hopeful of some slight stealth buffs to his cr.MP hitbox, but otherwise these changes are very reasonable. I’ll remain optimistic-- I think there’s a lot of untapped potential in Nash’s moveset that could be addressed in the future.
They probably just changed it back to season 1, i hope i’m wrong. Wish they turned that normal into something much better, his offense still needs some serious buffs.
so i played again today with Nash in the beta. he’s just still so bad that i’d recommend him as a secondary or just wait until season 3. also, the netcode was much worse today for me. getting a TON of one sided rollbacks. opponents were confirming hits where there were rollbacks and some of my hits would suddenly revert into blocks and whatever i was buffering next would come out and get me punished. i don’t think Capcom knows what its doing.
Watching SonicSol’s videos on Nash Season 2 and Season 2 w/Balance Update, etc. got me hype for Nash again.
Reading through this thread for info and reactions to the S2 changes has been very helpful too. I honestly barely played this game during season 2, so with the update on Tuesday it’ll be like Nash got hit with a smaller nerf bat afaik.
By no means am I a great player but the things from season 2 that I’ve been getting good mileage out of include: the tick throw off a blocked d+lk, abusing the shit out of b+mk, non counter d+hp into the new target combo, and linking d+lp into lk-Sonic Scythe after a hp-Sonic Boom on hit.
He did lose his silky smooth dash, now it feels sluggish. Fortunately the update this Tuesday should be a good middle ground fix that I’m looking forward to. And his mk-sonic scythe losing it’s pushback distance sucks bc I tend to spam sonic booms and mk-sonic scythes for chip damage. Also his ex-Sonic Scythe being throwable has lost rounds for me. Thank Capcom for coming to their senses and giving it some throw invincibility in a couple days.
As a long time Guile main and DeeJay secondary since the nostalgic SF2 days, I consider Nash the best hybrid between them. He’s also the only character in SFV that I click with (Guile feels awkward to me for some reason). I do plan on trying out Ed though. He looks fun.
i quit the game in jan so i might be wrong but i think you could just connect lp or lk afterwards without a counterhit.
not sure if standing crouching makes a difference but i am sure some active player can help you out more.
edit: you have to use the teleport behind him (ground) version…i think air ones will not connect.
Ex-Moonsault gives +2 on block now. Can jab or b.MK afterwards to stuff jabs, etc. This is not in the notes apparently. Was this in the previous patch? Either way, it’s a great tool for his offense (along with the other changes).