It’s hard to explain why infiltration is so good. He’s not really doing anything except great spacing and movement.

I like in the final round of the Infiltration vs Veloren match, Infiltration purposely ended a combo in Forward Sonic Scythe to prevent stun. Then when he got the stun, he ended his combo in EX Tragedy Assault so that it would replenish his health to max so he could get the Perfect KO. lol

Can someone explain to me exactly what some of these Nash players are doing? I am unable to analyze high level game play because I don’t understand the game at that level. I watch these videos but learn nothing because my eye isn’t trained to see what other players can see.

I mean I can understand SOME stuff such as why this block string works, punishment, Okizeme, basically what the naked eye can see. What I don’t get is the thought process behind the decision. Why this player chose to approach with this tactic or matchup analysis. Stuff a beginner can’t possibly know without in depth knowledge.

It would help if you pick a video that you have questions about. Ultimately, none of us get truly get into the mind of a player and say for 100% certainty why they do certain things. There’s some situations where it’s a bit more clear but not everything is black and white.

I’m not the best player, but I played vs a pro Smite player yesterday.
I noticed he had ā€œTVā€ in his tag and decided to check if he was on twitch.
Turned out he was pretty salty.

https://www.youtube.com/watch?v=4Qfk_zMGfy0
https://www.youtube.com/watch?v=r7oFofvi-F8

Lol, that was actually quite funny :smiley:

lol glad you enjoyed it

Remember tho, you won only because you played like a bitch and anyone can do that. Had you played like for example Infiltration, you would have been destroyed :wink:

https://www.youtube.com/watch?v=p-ggIzq2ZL8

Watching this match just shows how far ahead of everyone else Infiltration is.
It’s almost sickening to watch how fluid he is.

The traditional advice given in sf to boob’s is ā€œnever jumpā€. To play like infiltration you must never walk. Such great use of dashes and command normals, it’s like he’s playing a different character.

I’m still convinced that Infiltration’s Nash has Laura’s V-Skill.
That’s the only possible way he can be that smooth with his movement.
I suppose the other answer is ā€œGit gdā€ but I don’t want to hear that.
:slight_smile:

Cool little video of Nash doing his thang. That Rashid reset at 0:30 tho.

https://youtu.be/SJVacc2j0Ps

Edit: Wrong thread.

JaycTheAce vs Nuckledu

https://youtu.be/H04gK-N1b4A

Best compliment I’ve ever received as a street fighter player.

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

Good Afternoon SRK,

I am a Karin main who has been learning and playing Nash as a backup character, and there were two ranked matches/sets that I lost last night that left me feeling very frustrated and very confused.

Here is the first set, against a Ryu player:

https://www.youtube.com/watch?v=rNkvBzMF9aQ

With Nash, it appears I sometimes struggle against players who seem to not give any type of response to Sonic Booms, and at times in this match, it felt like that is exactly what happened. How do you play against an opponent who is content to just stay on the opposite side of the screen and not attempt to jump forward or evade Sonic Booms?

Here is the second set, against a Fang player:

https://www.youtube.com/watch?v=bLogT5B15oM

I suppose you can say that I’m not entirely sure how to approach the Fang matchup, or what am I supposed to do when he starts his close range pressure.

In general, how do you play against players who you want to keep away, yet…Seem to be content with being kept away, because it also means that you also can not get in to do damage?

Thank you to anyone who may be able to help!

i don’t know the FANG matchup well (ran into my first fang yesterday online) but the Ryu match up isn’t too difficult. stay your distance where you can poke/counter poke and AA. as for booms, chase your hp SB with dashes and Moonsaults if he’s just parrying from far away. you can also do his old trick of waiting just before hp. SB hits and VT behind them, etc. mix it up also and learn to use booms in footsie range. every now and then, dash in from poke range to throw if he’s being too defensive. also, use his overhead in block strings more and use cr. lk, cr. lp xx lk. SS to open him up.

i’m not a pro or anything but i know these character boards can get pretty dead so try out my advice but i’m sure there are way better players here who know exactly what to do.

Thank you for taking the time to try to help me and give me some advice pootnannies! I have taken your advice to heart, and I have been trying to go for my dash in, throw attempts and V-Trigger Sonic Boom mixups. Sometimes I can be hesitant to go for a dash in throws, as I have a tendency to grow very frustrated if an already very defensive opponent seems to be countering those.

Here is something minor that popped into my head over the weekend that could not just apply to Nash, but to any character in any fighting game: Sometimes, I can grow frustrated if my attacks are continuously blocked, and it can make me less willing to attack, as I fear that the attack could just get blocked. However, I remembered that it can be important to make your opponent block an attack, as the push back that it creates can both guard your space and push your opponent outside of a zone or space that he or she wants to occupy.

That being said, here are a couple of more recent videos of my Nash:

Vs. Birdie:
https://www.youtube.com/watch?v=L9SiBn3EQzI

Vs. Ryu:
https://www.youtube.com/watch?v=1AF66-0RP7Y

Vs, Zangief:
https://www.youtube.com/watch?v=GdMt1WE01pQ

Vs. Balrog:
https://www.youtube.com/watch?v=2bxGlEnE2Mo

yes, keep the pressure of them blocking but not just to move them a little but also to build up gray health. if they make a mistake, a jab from you could do as much damage as a throw or st.hp.

i only watched the vs Ryu vid so far. you’re doing a good job anti-airing and using a reset during your combos. the part that i see you struggle with is jumping in too much. that distance where you feel like you should jump is exactly when you shouldn’t. use f.hp and f.hk more from those ranges. also use mk SS from max range because most characters can’t punish it from there. that will help close the gap and keep pressure without risking a jump. the Ryu player dp’d you almost every time you jumped from that range.
once you start using mk.SS and your command normals from that jump range, he’ll start to expect those and will not expect dash up throw. then you can maybe throw a jump and he might not react in time because he’s expecting ground stuff, but keep it minimal with the jumps from that particular range.

i hope you continue to get better and better!