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=== Fighting Against Nash ===
=== Fighting Against Nash ===
[[Category:Street Fighter V]]
[[Category:Street Fighter V]]
[[Category:Charlie]]

Revision as of 22:49, 30 December 2020

Template:SFVHeader

Nash

SFV-Nash Portrait.jpg
VITALS
Health: 975 Stun: 1000
WALKING THROWS
Forward Walk Speed: 2.7 Throw Range: 0.85
Back Walk Speed: 2.7 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 18 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 175 Forward Jump Distance: 205.2
Back Dash Distance: 110 Back Jump Distance 198.6
NOTABLE MOVE CLASSES
Overheads: f+MP Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HP, f+HP, crHK

Summary

Bio

A former air force pilot and Guile's mentor, after being killed by M Bison he is resurrected by Kolin with the sole purpose of eliminating M Bison and Shadaloo.


Why Pick Nash?

Nash is a very slow, control based character. He has a slow walk, but fast dash, and relies a lot on keeping the opponent at the perfect distance so he can pester them with booms, scythes, and moonsaults. Despite having bad walk speed, he can get around somewhat easily, thanks to his movement based V-Triggers and his escape V-Reversal. This further compliments the aspect where he's strongest: throwing booms and anti airing. His booms are quite powerful at midrange thanks to their slow speed (and the fact that they do 10 more damage than every other normal fireball) and his vast arrary of anti airs that can all lead to a mixup afterwards. If you like straying a bit away from the classic zoner archetype while still retaining those strong aspects, give Nash a spin.


Players To Watch
Bonchan

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward Throw.png damage increased from 130 to 140, stun increased from 120 to 150
  • Back Throw.png damage increased from 140 to 150
  • Stand MK will no longer hit opponents behind Nash on base on hitbox
  • Raptor/Bullet Combination (MK > HK) forward distance on second hit increased
  • Bullet Clear (MP+MK) advantage on hit increased from +2 to +5, increased V-Gauge gain from 80 to 100
  • Moonsault Slash (qcf+K)) recovery of first active frame on hit/block is now the same as 2nd
  • VT1
    • Sonic Move - Hide (HP+HK) is now Throw.png and projectile invincible on 1-3f, recovery reduced by 2f
  • VT2
    • Justice Corridor (HP+HK > P) cannot be canceled into Stealth Dash (HP+HK) on whiff, adjusted behavior when Nash goes over opponent


Season 3 (Arcade Edition)

  • Forward Throw.png damage increased from 120 to 130
  • Back Throw.png damage increased from 130 to 140
  • Air Throw.png damage increased from 130 to 140
  • Stand LP hurtbox expanded
  • Stand MK active frames increased from 3f to 4f
  • Stand HK hitbox expanded hurtbox reduced, damage increased from 80 to 90
  • Crouch LP hurtbox reduced
  • Crouch MP hurtbox expanded, hitbox reduced
  • Crouch MK hurtbox expanded, recovery increased from 15f to 17f
  • Jump HP hitbox expanded, hurtbox reduced
  • Diagonal Jump HK hurtbox reduced
  • Spinning Back Knuckle (f+HP) hitbox reduced
  • Bullet Combination (MK > HK > MP+MK) status on hit adjusted, V-Gauge gain increased
  • EX Sonic Boom (qcf+PP) adjusted so speed of 2nd boom is adjusted based on strength of the button
  • MK Sonic Scythe (qcb+MK) combo Counter.png eased
  • Judgement Saber (qcb,qcb+P) combo Counter.png eased
  • Added V-Trigger 2: Stealth Dash


Move List

Unique Attacks

SFV-Nash-Unique.jpg

Special Moves

SFV-Nash-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Nash-Vsystem.jpg

Critical Art

SFV-Nash-Critical.jpg

Nash Discussions

Discussions regarding Nash

Nash Shoryuken Forum

Nash Discord Link

Nash Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Other Resources

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 6 3 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 6 3 15 0 2 4 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 8 3 22 -5 0 14 90 150 H ["sp","su","vt1","vt2"] - - - 14 108 180
Stand LK LK 4 3 7 3 4 6 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MK MK 7 4 15 0 2 4 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HK HK 9 4 15 -2 2 4 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 4 2 7 2 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 13 2 6 8 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 9 2 17 3 7 9 80 150 H ["su","vt1","vt2"] - - - 13 96 180
Crouch LK d+LK 4 3 6 1 4 6 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 8 2 17 -4 0 2 50 100 L ["vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 8 2 24 -12 KD KD 90 150 L ["vt1","vt2"] 73 24 29 14 108 180
Jump LP u+LP 3 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 5 5 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 7 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK Ub.png or uf+HK 9 5 - - - ? 90 150 M - - - - 14 108 180
neutral jump HK u+HK 8 6 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Knee Bazooka f+LK 7 6 18 -5 -1 1 60 70 H - - - - 9 72 84
Jumping Sobat f+MK 13 2 18 -3 2 4 60 100 H - - - - 9 72 120
Chopping Assault f+MP 22 3 16 -7 1 3 60 100 M - - - - 9 72 120
Step Kick f+HK 14 4 15 -3 3 5 90 150 H ["vt1","vt2"] - - - 14 108 180
Spinning Back Knuckle f+HP 15 3 30 -13 -3 C 90 150 H ["vt1","vt2"] 97 61 61 14 108 180
Side Knee Attack b+MK 5 4 14 2 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Rapid Punch LP > MP 4+6 3 14 -6 1 3 30*45 70*72 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Rapid Kick LK > MK 4+5 4 11 -2 4 6 30*54 70*72 H*H - - - - CHIP CH_DAMAGE CH_STUN
Wind Shear 1st MP > LK 6+9 4 22 -7 3 5 60*36 100*45 H*H - - - - CHIP CH_DAMAGE CH_STUN
Wind Shear 2nd MP > LK > HP 6+9+6 3 24 -7 KD KD 60*36*56 (152) 100*45*80 (225) H*H*H - 86 25 30 CHIP CH_DAMAGE CH_STUN
Down Burst d+MP > f+MP 6+18 3 16 -7 1 3 60*54 100*90 H*M - - - - CHIP CH_DAMAGE CH_STUN
Raptor Combination 1st MK > HK 7+9 3 26 -10 KD KD 60*50 100*72 H*H - 85 26 31 CHIP CH_DAMAGE CH_STUN
Raptor Combination 2nd MK > HK > MK 7+9+14 4 17 -10 KD KD 60*50*44 (164) 100*72*80 (252) H*H*H - 88 29 34 CHIP CH_DAMAGE CH_STUN
Bullet Combination MK > HK > MP+MK (VS1) 7+9+8 2 24 -10 KD KD 60*50*44 (164) 100*72*80 (252) H*H*H ["vt1","vt2"] 96 37 42 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dragon Suplex LP+LK 5 3 17 - KD KD 130 150 T - 54 5 5 ? 156 180
Target Down b+LP+LK 5 3 17 - KD KD 150 200 T - 69 10 10 ? 180 240
Air Jack LP+LK (air) 5 2 6 - KD KD 130 200 T - - - - ? 156 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sonic Move - Hide HP+HK (VT1) 4 - 7 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sonic Move - Bliz Air b+HP+HK 4 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sonic Move - Steel Air f+HP+HK 4 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Stealth Dash HP+HK (VT2) 4 - 12(38) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Bullet Clear MP+MK (VS1) 8(6) 4(8) 21(28) -5 5 7 70 100 H ["vt1","vt2"] - - - ? 84 120
Silent Sharpness MP+MK (VS2) - - 53 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sonic Move - Avoid f+PPP 16 25 3 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Sonic Boom qcf+LP 15 - 32 -6 -2 0 60 100 H ["su","vt1","vt2"] - - - ? 72 120
MP Sonic Boom qcf+MP 17 - 30 -4 0 2 60 100 H ["su","vt1","vt2"] - - - ? 72 120
HP Sonic Boom qcf+HP 22 - 23 -2 4 6 60 100 H ["su","vt1","vt2"] - - - ? 72 120
EX Sonic Boom 1 qcf+PP 11 - 26 2 4 6 60 100 H*H ["vt1","vt2"] - - - ? 72 120
EX Sonic Boom 2 qcf+PP 10 - 26 2 3 5 54 90 H*H ["vt1","vt2"] - - - ? 64 108
LK Sonic Scythe qcb+LK 10 3 24 -7 KD KD 80 100 H ["su","vt1","vt2"] 85 26 31 ? 96 120
MK Sonic Scythe qcb+MK 15 3 22 -10 KD KD 100 100 H ["su","vt1","vt2"] 89 30 35 ? 120 120
HK Sonic Scythe qcb+HK 13 2(3)3 9+12 -15 KD KD 60*50 100*50 H ["vt1","vt2"] 101 42 47 ? CH_DAMAGE CH_STUN
EX Sonic Scythe qcb+KK 6 3(3)3(26)2*2*3 13+21 -19 KD KD 30x5 (150) 30x4*80 (200) H ["vt1","vt2"] 86 27 32 ? CH_DAMAGE CH_STUN
LK Sonic Scythe (V-Skill 2) qcb+LK 10 3(6) 24 2 KD KD 50*40 50*50 H ["su","vt1","vt2"] 97 38 43 ? CH_DAMAGE CH_STUN
MK Sonic Scythe (V-Skill 2) qcb+MK 15 3*3 19 -5 KD KD 100*10 100*20 H ["su","vt1","vt2"] 90 31 36 ? CH_DAMAGE CH_STUN
HK Sonic Scythe (V-Skill 2) qcb+HK 13 2(3)3*2 7+12 -15 KD KD 60*30x2 (120) 100*50 (150) H ["vt1","vt2"] 111 52 57 ? CH_DAMAGE CH_STUN
EX Sonic Scythe (V-Skill 2) qcb+KK 6 3*3*3(26)2*2*3 13+21 -19 KD KD 30*10*30x4 (160) 30x4*80 (200) H ["vt1","vt2"] 86 27 32 ? CH_DAMAGE CH_STUN
LK Moonsault Slash qcf+LK 37 3 1+10 1(2) 4(5) ? 60 100 H - - - - ? 72 120
MK Moonsault Slash qcf+MK 37 3 12 2(3) 4(5) ? 60 100 H - - - - ? 72 120
HK Moonsault Slash qcf+HK 37 3 14 3(4) 4(5) ? 60 100 H - - - - ? 72 120
EX Moonsault Slash qcf+KK 39 3(6)3(22)3 10 3 7 9 120 50*50*50 H*H*H - - - - ? 144 CH_STUN
LP Tragedy Assault f,d,df+LP 18 2 23 -5(-4) KD KD 70*30 0*150 H - 57 8 8 ? CH_DAMAGE CH_STUN
MP Tragedy Assault f,d,df+MP 22 2 26 -6(-5) KD KD 90*30 0*150 H - 57 8 8 ? CH_DAMAGE CH_STUN
HP Tragedy Assault f,d,df+HP 34 2 28 -8(-7) KD KD 120*20 0*150 H - 57 8 8 ? CH_DAMAGE CH_STUN
EX Tragedy Assault f,d,df+PP 8 3(17)2 48 -23 KD KD 40*50*30 (120) 0*0*150 H*H*H ["vt1","vt2"] 96 37 37 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Judgement Saber qcb,qcb+P 10 3 40 -31 KD KD 330 0 H - 24 24 24 ? 396 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Stealth Dash > Stop HP+HK > B.png 13(4) - 11(7) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Stealth Dash > Justice Corridor HP+HK > P 42(34) 3*3 29 2 KD KD 50*50 100*100 M*H - 102 43 48 ? CH_DAMAGE CH_STUN
Stealth Dash > Justice Shell HP+HK > K 23(15) 4(2)4 13+19 -16 KD KD 60*40 75*75 H*H - 116 57 62 ? CH_DAMAGE CH_STUN
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

  • crMP or crHP
    • sMP xx HK Sonic Scythe
  • crLP
    • sLP xx LK Sonic Scythe
  • LK
    • > MK, crLP xx LK Sonic Scythe

With Meter

  • Replace any LK Sonic Scythe above with EX Sonic Scythe for more damage
  • Replace any LK Sonic Scythe with EX Tragedy Assault for corner carry and slight life recovery
  • HP
    • xx EX Moonsault, b+MK xx HK Sonic Scythe

Corner

Crush Counter

  • HP
    • xx LK Moonsault, crLP xx LK Sonic Scythe
  • f+HP
    • HP Tragedy Assault

V-Trigger Cancels

  • VT1
    • crHP, b+MK xx MP Sonic Boom xx d+HP+HK, crHP, MP xx HK Sonic Scythe
    • crHP, MP xx EX Tragedy Assault xx HP+HK, HK, EX Sonic Scythe

V System

V Reversal

A lengthy teleport, good for getting out of pressure.

V Skill 1

Nash's VS1 lets him absorb one hit fireballs. Upon adsorbing, he gains a bit of V-Meter. It has a small hitbox and a target combo associated with it, giving it some niche usage outside of that, but it isn't very useful in those departments due to it's small hitbox and Low.png damage.

V Skill 2

Nash's VS2 is a buff V-Skill, where he takes a step back and poses, powering up his next Sonic Scythe. This alters the frame data on each version greatly, making the light version +2 on block, and allowing the heavy version to be juggled out of. This makes random Scythe pokes and cancels much more dangerous for the opponent and safer for Nash. You should be using this VS in any matchup where the opponent doesn't have a fireball.

V Trigger 1

Nash's VT1 is Sonic Move. It's 2 bars, and causes Nash to teleport. He can teleport directly behind the opponent by just pressing hp+hk, or he can teleport above them with d, hp+hk. This is a great surprise VT that lets him get out of fireball pressure, punishing his opponent with essentially a full jump in combo. He can use it in combos, too, and unlike every other VT activation in the game, Nash's VT1 only scales 10% as opposed to 20%.

V Trigger 2

Nash's VT2 is Stealth Dash. It's 3 bars, and gives Nash access to a few new special moves, one of which you do on activation. By pressing hp+hk again, Nash will dash forward. During this dash, you can press back to come to a stop, you can press kick for a somersaulting rising kick, or punch for a jumping overhead strike. You can juggle out of both the kick and the punch followups. There's a lot of creative set play with this VT, allowing for strong resets, side switches, and mixups. Although, VT1 is still generally preferred due to more leeway to V-Reversal and ease of use.


Strategy

Playing as Nash

Fighting Against Nash