The Street Fighter V Lounge: Kolin is COLD HEARTEEEEEEEEED!

They actually did.

I have no idea what Nash is supposed to excel at right now.

His runaway game is mainly dead. Booms got buffed, but his AA game isn’t watertight enough to just sit there and be a turret like Guile. He can’t really play footsies with such a slow walk speed, especially now that his pokes were nerfed.

His pressure was somewhat buffed, but not enough to justify any of these changes IMO. In what world does slightly better frame traps make up for a character’s gameplan being demolished?

steal all the meter

Not being sarcastic by this, but I’ve been asking this question since Alpha 3. In Alpha (1) it was obvious that Charlie was just supposed to play similar to Guile, yet for timeline reasons and to make shit interesting it was … Charlie Nash.

In Alpha 3 I was like, “Uhm, Charlie is already in the Alpha series, wtf is Guile going to do?”

So here we are again, he was different enough to begin with, however they run the risk of nerfing Nash into obsolescence or making him too much like Guile.

So my question for you, is what do YOU think Nash should excel at?

wasnt his original gameplay design suppose to be full on offense?

winning!

The irony is delicious! :clapdos:

So, when the fuck is:

Star Wars vs Street Fighter

I mean why the fuck not?

After MvsC:I it would make sense, the with the final follow up:

Disney vs Capcom

Mickey Mouse, Darth Vader and Iron Man vs Strider, Haggar and Bison.

IDK what their intentions were but… if S2 was supposed to make him more offensive, removing his defensive tools and leaving him to sink or swim seems like a crap way of doing it. it would be one thing if his offense received huge buffs to compensate but as far as I can tell the nerfs were a whole lot more significant than the buffs were.

I don’t even think S1 Nash with a +2 b.MK and slightly better booms and combo enders would be all that ridiculous…

When the beloved Carrie Fisher leaves the hospital in good health, and this year fucks off already.

My guess to his design is that he was supposed to be played kind of like Necalli and Ken. He loses out on the DP but gains a better fireball. Capcom just didn’t realize that his dash speed + MK SS and solid anti-airs made him a really good slippery character instead of a rushdown character.

Necalli and Ken have walk speed, though. And much better pressure once they’re in.

I think the idea is that he could follow a fireball or use his dashes instead.

Here is a question, Nash has so many target combos but I never see most of them being used really. What is the idea behind having so many? From a design point of view.

often times TCs are impractical but put in to make execution easier for new players

Btw, I just read about it, can’t help but ask for y’all to send positive vibes/prayers her way please. :neutral:

st.lk xx st.mk is a hitconfirm into st.lp; you see that on occasion
st.lp xx st.mp is seen after every connected Moonsault
st.mp xx st.lk xx st.hp is there as a whiff punish; the idea is that you catch a limb with st.mp and then get the rest of the combo into an oki setup. It does less damage than st.mp xx HK SS, but as HK SS won’t connect as those ranges it’s optimal. You just don’t see this much because you don’t see Nash whiff punishing much at those long ranges unless it’s into MK SS xx CA. In addition people seem to like to just reset to full screen with MK SS in these cases, either that or it’s just raw muscle memory.
st.mk xx st.hk xx st.mk I think is meaty to give you damage when you know you’ll stuff something low with st.mk. The problem is that st.mk is an shitty ground poke.
st.mk xx st.hk xx VSkill seems to be there for V Gauge building. You get slightly less damage and worse oki outside the corner than just a basic cr.mp xx HK SS.

Capcom said that his slippy style was unintentional so we all knew Nash wasn’t going to be soap bar anymore in Season 2.

ha…i love it when people get beaten and start to warp in the second match.
os_ass-ryu :coffee:

Thanks man.