Street Fighter V/Nash

From SuperCombo Wiki

Introduction

About Nash

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.

Nash is a slow pace, space 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 pokes. Despite having bad walk speed, he can get around somewhat easily, thanks to his movement based V-Triggers, fast dashes and tricky movement options like his moonsaults. However, nash doesn't shine when played offensively: you want to build your v-meter and super meter safely through using his great v-skills, throwing sonic booms, poking and anti airing thoughtfully in neutral. Nash is all about being in the right spacing, for all purposes - spacing his long range pokes properly, spacing his v-skill activation position, spacing his anti airs properly, spacing his sonic boom throwing and offensive followups, etc. Nash also has suffiecient offensive options when needed, such as solid frame traps, a safe ender, great oki and corner carry. Nash is, however, naturally flawed, and what makes him different is that his flaws are few, but significant. His slow walk speed means he cripples vs. footsies characters. He has 2 somewhat underwhelming v-triggers, limiting his comeback ability, and not much use to his EX moves other than adding damage to his combos (with a few situational exceptions). While having long pokes, the range at which he can convert into a combo seamlessly is actually quite limited, meaning he can struggle vs characters with exceptional mobility.

Strengths Weaknesses
  • Great neutral with long range pokes, slow moving fireballs, and crazy fast and far-reaching forward dash.
  • Has safe ways to build v-meter by using vs2 in neutral (with a fireball up), or with vs1 vs. fireball users (such as sagat or guile)
  • Solid frame traps with safe normals, as well as being able to use his fireball as a safe ender (with spacing)
  • Great anti airs overall such as st.mk, st.hk, cr.mp and hk scythe
  • Great oki and corner carry simultanously thanks to his dashing opportonities after hk scythe
  • somewhat underwhelimg v-triggers, limiting his comeback ability
  • slow walk speed, which adds struggle to his neutral game
  • Limited range of conversion, making his punishing ability at some ranges limited
  • Quite bad EX moves
  • OW the EDGE

Final Patch

Players to Watch

  • Bonchan
Nash
SFV-Nash Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 900
Ground Movement
Forward Walk Speed 0.027
Backward Walk Speed 0.027
Forward Dash Speed 18
Backward Dash Speed 24
Forward Dash Distance 175
Backward Dash Distance 1.1
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.052
Backward Jump Distance 1.986
Throws
Throw Hurtbox 0.25
Throw Range 0.85
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Nash 5LP.png
Startup Active Recovery Hit
4 2 6 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
  • Chains into any of the other light buttons
  • Good tick throw
Stand MP
Stand MP
5MP
SFV Nash 5MP.png
Startup Active Recovery Hit
6 3 15 2
Damage Stun Attack Block
60 100 H 0
  • Cancel options: sp su vt1 vt2
  • Footsies buffer / Combo filler tool
Stand HP
Stand HP
5HP
SFV Nash 5HP.png
Startup Active Recovery Hit
8 3 22 0
Damage Stun Attack Block
90 150 H -5
  • Cancel options: sp su vt1 vt2
  • Juggle Limit: 1
Stand LK
Stand LK
5LK
SFV Nash 5LK.png
Startup Active Recovery Hit
3 3 7 2
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vt1 vt2
  • Nash's only 3F move
  • Can chain into this from st.LP or cr.LP.
  • Can be used to tick throw 4F characters
Stand MK
Stand MK
5MK
SFV Nash 5MK.png
Startup Active Recovery Hit
7 4 15 2
Damage Stun Attack Block
70 100 H 0
  • Cancel options: vt1 vt2
  • Great anti-air and decent oki tool (4F active and minimal pushback on block)
  • Can hit cross-up (behind Nash)
  • Whiffs on crouch from further away (2ndary hitbox hits crouchers up close)
  • Cancelable on whiff into st.HK on frames 7-10
  • Isn't normally cancelable, but has a 1-frame cancel window on BLOCK ONLY into specials / super / V-trigger
  • Has the least block pushback of any normal in SFV (as far as I know of at least)
Stand HK
Stand HK
5HK
SFV Nash 5HK.png
Startup Active Recovery Hit
9 4 15 2
Damage Stun Attack Block
80 150 H -2
  • Cancel options: vt1 vt2
  • Strong vertical anti-air (but also shifts Nash forward)
  • Doesn't hit most crouchers (normal height characters) until 3rd active frame; resulting in +4/+0
  • Has a lot of forward shifting collision box on frame 1 (can still be used as a Counter-Hit pushback tool)
Crouch LP
Crouch LP
2LP
SFV Nash 2LP.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
  • Good frametrap / pressure tool
  • Chains into any of the other light buttons
  • Good tick throw
Crouch MP
Crouch MP
2MP
SFV Nash 2MP.png
Startup Active Recovery Hit
6 3 13 6
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vt1 vt2
  • Good anti-air and frametrap / combo tool
Crouch HP
Crouch HP
2HP
SFV Nash 2HP.png
Startup Active Recovery Hit
9 2 17 7
Damage Stun Attack Block
80 150 H 3
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Forces stand on hit
  • Good frametrap / combo tool
Crouch LK
Crouch LK
2LK
SFV Nash 2LK.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
20 70 L 1
  • Cancel options: vt1 vt2
  • Can chain into this from st.LP or cr.LP.
  • Can be used to tick throw 4F characters
Crouch MK
Crouch MK
2MK
SFV Nash 2MK.png
Startup Active Recovery Hit
8 2 17 0
Damage Stun Attack Block
50 100 L -4
Crouch HK
Crouch HK
2HK
SFV Nash 2HK.png
Startup Active Recovery Hit
8 2 24 KD
Damage Stun Attack Block
90 150 L -12
  • Cancel options: vt1 vt2
  • Juggle Limit: 1
Jump LP
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Nash's only 3F normal
  • Shifts Nash's hurtbox forward a little bit in the air from frame 1
Jump MP
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Good hitbox above Nash
  • Shifts Nash's hurtbox forward a little bit in the air from frame 1
Jump HP
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Pulls Nash's hurtbox up a little bit on frames 1-8 (helps with jumping over projectiles and such)
  • Shifts Nash's hurtbox forward and downwards a little bit on frame 9 and until landing
  • The hitbox has its best horizontal range on active frame 2 (decreases in range on the remaining active frames)
Jump LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Amazing air-to-air hitboxes
Jump MK
Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can cross-up
Jump HK
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Nash's best horizontal jump-in option
  • Pulls Nash's hurtbox up for the entire duration (helps with jumping over projectiles and such)
neutral jump HK
neutral jump HK
8HK
SFV Nash 8HK.png
Startup Active Recovery Hit
8 6 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Puts airborne opponents into a limited juggle state
  • Last 3 active frames can cross-up
  • Juggle Limit / Increase / Start: 1 / 1 / 1

Command Normals

Knee Bazooka
Knee Bazooka
6LK
SFV Nash 6LK.png
Startup Active Recovery Hit
7 6 18 -1
Damage Stun Attack Block
60 70 H -5
  • Cancel options: -
  • Throw Invincible on frames 7-22
  • Not airborne
  • Juggle Limit: 3
Jumping Sobat
Jumping Sobat
6MK
SFV Nash 6MK.png
Startup Active Recovery Hit
13 2 18 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: -
  • Lower-Body invincible on frames 11-19
  • Throw Invincible on frames 10-19
  • Not airborne
Chopping Assault
Chopping Assault
6MP
SFV Nash 6MP.png
Startup Active Recovery Hit
22 3 16 1
Damage Stun Attack Block
60 100 M -7
  • Cancel options: -
  • Throw invincible on frames 9-22 (hops into the air; can hop over some low hitting attacks)
  • Not actually airborne
  • Juggle Limit: 1
Step Kick
Step Kick
6HK
SFV Nash 6HK.png
Startup Active Recovery Hit
14 4 15(17) 3
Damage Stun Attack Block
90 150 H -3
  • Cancel options: vt1 vt2
  • +2 extra recovery frames on whiff (17F)
  • Strong horizontal hitbox priority
Spinning Back Knuckle
Spinning Back Knuckle
6HP
SFV Nash 6HP.png
Startup Active Recovery Hit
15 3 30 -3
Damage Stun Attack Block
90 150 H -13
  • Cancel options: vt1 vt2
  • Can have some use as a V-Trigger conversion tool
  • A very slow and dramatic pimp slap
  • This is really bad on whiff bro
Side Knee Attack
Side Knee Attack
4MK
SFV Nash 4MK.png
Startup Active Recovery Hit
5 4 14 4
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vt1 vt2
  • Forces stand on hit
  • Good frametrap / combo tool

Target Combos

Rapid Punch
Rapid Punch
5LP > 5MP
Startup Active Recovery Hit
4+6 3 14 1
Damage Stun Attack Block
30*45 (75) 70*72 (142) H*H -6
Rapid Kick
Rapid Kick
5LK > 5MK
Startup Active Recovery Hit
3+5 4 11 2
Damage Stun Attack Block
30*54 (84) 70*72 (142) H*H -2
  • Cancel options: vt1 vt2
  • Can make for some decent combo conversions from the 3F stand LK if V-Trigger canceled
Wind Shear 1st
Wind Shear 1st
5MP > 5LK
Startup Active Recovery Hit
6+9 4 22 2
Damage Stun Attack Block
60*36 (96) 100*45 (145) H*H -7
  • Cancel options: -
  • Leaves Nash up close to the opponent with a +2 mix-up on hit
Wind Shear 2nd
Wind Shear 2nd
5MP > 5LK > 5HP
SFV Nash 5MP 5LK 5HP.png
Startup Active Recovery Hit
6+9+6 3 24 KD
Damage Stun Attack Block
60*36*56 (152) 100*45*80 (225) H*H*H -7
Down Burst
Down Burst
2MP > 6MP
Startup Active Recovery Hit
6+18 3 16 1
Damage Stun Attack Block
60*54 (114) 100*90 (190) H*M -7
  • Cancel options: -
  • The overhead (f+MP) follow-up is throw invincible on frames 5-18 (hops into the air; can hop over some low hitting attacks - but is not actually airborne)
  • Tight frametrap that can link into stand LK combo conversions on counter-hit
  • Juggle Limit: 1
Raptor Combination 1st
Raptor Combination 1st
5MK > 5HK
Startup Active Recovery Hit
7+9 3 26 KD
Damage Stun Attack Block
60*50 (110) 100*72 (172) H*H -10
  • Cancel options: -
  • Target combo can be performed on whiff
  • The secondary HK hit puts opponent into a limited juggle state (can juggle in time afterwards if only the secondary st.HK hits on airborne opponents)
  • Further target combo follow-ups after the second hit (HK) are only possible on hit
  • Juggle Limit: 1
Raptor Combination 2nd
Raptor Combination 2nd
5MK > 5HK > 5MK
SFV Nash 5MK 5HK 5MK.png
Startup Active Recovery Hit
7+9+14 4 17 KD
Damage Stun Attack Block
60*50*44 (164) 100*72*80 (252) H*H*H -10
  • Cancel options: -
  • This last Sobat (MK) part of the Target Combo can only be performed on-hit
Bullet Combination
Bullet Combination
5MK > 5HK > 5MPMK (VS1)
SFV Nash 5MK 5HK 5MPMK (VS1).png
Startup Active Recovery Hit
7+9+8 2 24 KD
Damage Stun Attack Block
60*50*44 (164) 100*72*80 (252) H*H*H -10
  • Cancel options: vt1 vt2
  • Launches opponent on-hit into a limited juggle state
  • This last V-Skill part of the Target Combo can only be performed on-hit
  • Last hit builds 80 V-Gauge on Hit (~27% V-bar)
  • Juggle Limit: 5

Throws

Dragon Suplex
Dragon Suplex
Throw
LPLK
SFV Nash LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
Target Down
Target Down
Back Throw
4LPLK
SFV Nash 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -

Special Moves

LP Sonic Boom
LP Sonic Boom
236LP
Startup Active Recovery Hit
15 - 32 -2
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.85
  • Projectile invincible on extended arm hurtbox on frames 15-19
  • Cancelable into V-Trigger 2 on whiff as well
  • Juggle Limit / Increase / Start: 3 / 4 / 1
MP Sonic Boom
MP Sonic Boom
236MP
Startup Active Recovery Hit
17 - 30 0
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.66
  • Projectile invincible on extended arm hurtbox on frames 13-17
  • Cancelable into V-Trigger 2 on whiff as well
  • Juggle Limit / Increase / Start: 3 / 4 / 1
HP Sonic Boom
HP Sonic Boom
236HP
Startup Active Recovery Hit
22 - 23 4
Damage Stun Attack Block
60 100 H -2
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.57
  • Projectile invincible on extended arm hurtbox on frames 20-24
  • Cancelable into V-Trigger 2 on whiff as well
  • Juggle Limit / Increase / Start: 3 / 4 / 1
EX Sonic Boom 1
EX Sonic Boom 1
236PP
SFV Nash 236PP.png
Startup Active Recovery Hit
11 - 26 4
Damage Stun Attack Block
60 100 H*H 2
  • Cancel options: vt1 vt2
  • Can be followed up with the second sonic boom on frames 21-31
  • 1-hit projectile
  • Projectile Speed: 1.0
  • Projectile invincible on extended arm hurtbox on frames 11-16
  • Cancelable into V-Trigger 2 on whiff as well
  • Juggle Limit / Increase / Start: 3 / 4 / 1
EX Sonic Boom 2
EX Sonic Boom 2
236PP
SFV Nash 236PP.png
Startup Active Recovery Hit
10 - 26 3
Damage Stun Attack Block
54 90 H*H 2
  • Cancel options: vt1 vt2
  • Can alter the speed of the second EX Sonic Boom depending on the follow-up button pressed (LP/MP/HP)
  • 1-hit projectile
  • Projectile Speeds (LP/MP/HP): 0.90 / 0.70 / 0.52
  • Cancelable into V-Trigger 2 on whiff as well
  • Juggle Limit / Increase / Start: 3 / 4 / 1
LK Sonic Scythe
LK Sonic Scythe
214LK
SFV Nash 214LK.png
Startup Active Recovery Hit
10 3 24 KD
Damage Stun Attack Block
100 100 H -7
  • Cancel options: su vt1 vt2
  • Juggle Limit / Increase / Start: 3 / 1 / 1
MK Sonic Scythe
MK Sonic Scythe
214MK
SFV Nash 214MK.png
Startup Active Recovery Hit
15 3 22 KD
Damage Stun Attack Block
110 100 H -10
  • Cancel options: su vt1 vt2
  • Can be kara-canceled on frame 1 into EX Scythe for a huge range boost
  • Shifts Nash far forward on frame 1 (can mess-up meaties and even travel through some moves under specific circumstances)
  • Juggle Limit / Increase / Start: 3 / 1 / 1
HK Sonic Scythe
HK Sonic Scythe
214HK
SFV Nash 214HK.png
Startup Active Recovery Hit
13 2(3)3 9+12 KD
Damage Stun Attack Block
60*60 (120) 100*50 (150) H -15
  • Cancel options: vt1 vt2
  • Invincible to airborne strikes on frames 13-19
  • Airborne on frames 15-29
  • Can be kara-canceled on frame 1 into EX Scythe for a small range boost (MK Scythe is the better kara option for this)
  • Shifts Nash forward on frame 1 (can mess-up meaties and even travel through some moves under specific circumstances)
  • Can only VT cancel the first hit
  • Juggle Limit / Increase / Start: 0*3 / 1*5 / 1*1
EX Sonic Scythe
EX Sonic Scythe
214KK
SFV Nash 214KK.png
Startup Active Recovery Hit
6 3(3)3(26)2*2*3 13+21 KD
Damage Stun Attack Block
30x4*40 (160) 30x4*80 (200) H -19
  • Cancel options: vt1 vt2
  • Throw invincible on frames 1-6
  • Invincible to airborne strikes on frames 6-14
  • Airborne on frames 11-24 and again on frames 42-60
  • V-Trigger cancelable on 1st, 3rd and 4th hit
  • 15 less KDA if V-Trigger canceled after the 1st hit
  • Juggle Limit: 3-5
LK Moonsault Slash
LK Moonsault Slash
236LK
Startup Active Recovery Hit
37 3 1+10 4(6)
Damage Stun Attack Block
60 100 H 1(3)
  • Cancel options: -
  • Airborne on frames 11-40
  • +2 extra frame advantage (+6/+3) on Hit / Block vs crouching
  • Reaches about half-screen length
MK Moonsault Slash
MK Moonsault Slash
236MK
Startup Active Recovery Hit
37 3 12 4(6)
Damage Stun Attack Block
60 100 H 2(4)
  • Cancel options: -
  • Airborne on frames 10-39
  • +2 extra frame advantage (+6/+4) on Hit / Block vs crouching
  • Reaches about 75% screen length
HK Moonsault Slash
HK Moonsault Slash
236HK
Startup Active Recovery Hit
37 3 14 4(6)
Damage Stun Attack Block
60 100 H 3(5)
  • Cancel options: -
  • Airborne on frames 10-39
  • +2 extra frame advantage (+6/+5) on Hit / Block vs crouching
  • Reaches about 95% screen length
EX Moonsault Slash
EX Moonsault Slash
236KK
SFV Nash 236KK.png
Startup Active Recovery Hit
39 3(6)3(22)3 10 7
Damage Stun Attack Block
40x3 (120) 50*50*50 (150) H*H*H 3
  • Cancel options: -
  • Airborne on frames 11-75
  • Reaches about 95% screen length but otherwise tries to lock onto the opponent's position during start-up
LP Tragedy Assault
LP Tragedy Assault
623LP
Startup Active Recovery Hit
17 2 23 KD
Damage Stun Attack Block
70*30 (100) 0*150 (150) H -5(-4)
  • Cancel options: -
  • Steals 50 EX meter (1/6th EX bar) from the opponent for yourself
  • Airborne on frames 8-20
  • Denies back roll wake-up
  • 1st active frame whiffs on most crouching opponents (-4 on block on crouch block)
  • Juggle Limit: 0
  • Causes opponent to consider the pointless and fragile nature of life
MP Tragedy Assault
MP Tragedy Assault
623MP
Startup Active Recovery Hit
22 2 26 KD
Damage Stun Attack Block
90*30 (120) 0*150 (150) H -6(-5)
  • Cancel options: -
  • Steals 100 EX meter (1/3rd EX bar) from the opponent for yourself
  • Airborne on frames 8-25
  • Denies back roll wake-up
  • 1st active frame whiffs on most crouching opponents (-5 on block on crouch block)
  • Can juggle with this version of Tragedy Assault after EX TA xx air VT > nj.HK
  • Juggle Limit: 3
  • Causes opponent to consider the pointless and fragile nature of life
HP Tragedy Assault
HP Tragedy Assault
623HP
Startup Active Recovery Hit
34 2 28 KD
Damage Stun Attack Block
120*20 (140) 0*150 (150) H -8(-7)
  • Cancel options: -
  • Steals 150 EX meter (1/2 EX bar) from the opponent for yourself
  • Airborne on frames 23-37
  • Lower body is projectile invincible on frames 23-33 (can travel over and punish extended hurtboxes of fireballs from full-screen range)
  • Denies back roll wake-up
  • 1st active frame whiffs on most crouching opponents (-7 on block on crouch block)
  • Juggle Limit: 1
  • Causes opponent to consider the pointless and fragile nature of life
EX Tragedy Assault
EX Tragedy Assault
623PP
SFV Nash 623PP.png
Startup Active Recovery Hit
8 3(17)2 48 KD
Damage Stun Attack Block
40*50*30 (120) 0*0*150 (150) H*H*H -23
  • Cancel options: vt1 vt2
  • Restore 30 health on hit
  • Launches opponent into a free juggle state
  • Juggle Limit: 1*10
  • Opponent will begin writing hopeless poetry directly after the match

Critical Arts

Judgement Saber
Judgement Saber
214214P
Startup Active Recovery Hit
10 3 40 KD
Damage Stun Attack Block
330 0 H -31
  • Cancel options: -
  • Hard Knockdown
  • Completely invincible on frames 1-10
  • Projectile invincible on frames 11-12
  • Hitbox reaches further up if canceled into from Sonic Scythe
  • Juggle Limit: 99

Taunts

Taunt
Taunt
5PPPKKK
SFV Nash 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Bullet Clear
Bullet Clear
MPMK (VS1)
SFV Nash MPMK (VS1).png
Startup Active Recovery Hit
8(6) 4(8) 21(28) 5
Damage Stun Attack Block
70 100 H -5
  • Cancel options: vt1 vt2
  • Sucks in the opponent on hit and block
  • Has 4 active frames of a Strike hitbox (frames 8-11) and also absorbs 1 hit of projectile on frames 6-13
  • Projectile invincible on extended arms and leg hurtboxes on frames 5-20
  • After successfully absorbing a projectile; Nash is locked into 28 frames of recovery period which is V-Trigger cancelable on frames 13-28
  • Builds 80 V-Gauge on Projectile Absorb (4/15th V-bar)
  • Builds 100 V-Gauge on Hit (1/3rd V-bar)
  • Builds 30 V-Gauge on Block (1/10th V-bar)

V-Skill 2

Silent Sharpness
Silent Sharpness
MPMK (VS2)
SFV Nash MPMK (VS2).png
Startup Active Recovery Hit
- - 53 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Powers up the next Sonic Scythe with new and improved properties such as number of hits / damage / stun / hitboxes / juggles
  • This power-up does not build V-Gauge by itself (but rather through the improved Sonic Scythes)
  • Nash is NOT in a Counter-Hit state during the V-Skill 2 power-up
LK Sonic Scythe (V-Skill 2)
LK Sonic Scythe (V-Skill 2)
214LK
SFV Nash 214LK.png
Startup Active Recovery Hit
10 3(6) 24 KD
Damage Stun Attack Block
60*40 (100) 50*50 (100) H 2
  • Cancel options: su vt1 vt2
  • Spawns a 6F active 1-hit projectile hitbox on frame 12 that acts as a secondary hit
  • effectivee block string ender that actually alows to continue pressure afterwards
  • Juggle Limit: 3*5
  • Builds 20 V-Gauge on activation and then an extra 50 / 25 on Hit / Block (Total: 70 on hit / 45 on block)
MK Sonic Scythe (V-Skill 2)
MK Sonic Scythe (V-Skill 2)
214MK
SFV Nash 214MK.png
Startup Active Recovery Hit
15 3*3 19 KD
Damage Stun Attack Block
100*20 (120) 100*20 (120) H -5
  • Cancel options: su vt1 vt2
  • Increased horizontal hitbox range compared to regular MK Scythe
  • Has a secondary hit that only comes out on hit or block
  • Can now allow yourself to space closer to the opponent when poking from midscreen
  • Can be kara-canceled on frame 1 into EX Scythe (V-Skill 2 version) for a huge range boost
  • Shifts Nash far forward on frame 1 (can mess-up meaties and even travel through some moves under specific circumstances)
  • Juggle Limit / Increase / Start: 3*4 / 1*0 / 1*1
  • Builds 20 V-Gauge on activation and then an extra 50 / 25 on Hit / Block (Total: 70 on hit / 45 on block)
HK Sonic Scythe (V-Skill 2)
HK Sonic Scythe (V-Skill 2)
214HK
SFV Nash 214HK.png
Startup Active Recovery Hit
13 2(3)3*2 7+12 KD
Damage Stun Attack Block
60*30x2 (120) 100*50 (150) H -15
  • Cancel options: vt1 vt2
  • Invincible to airborne strikes on frames 13-19
  • Airborne on frames 15-29
  • Has a third hit that only comes out on hit or block
  • launches and allows for following up with mk scythe on hit, without cancelling into vt
  • Can be kara-canceled on frame 1 into EX Scythe (V-Skill 2 version) for a small range boost (MK Scythe is the better kara option for this)
  • Shifts Nash forward on frame 1 (can mess-up meaties and even travel through some moves under specific circumstances)
  • Can only VT cancel the first hit
  • Juggle Limit / Increase / Start: 0*3*3 / 1*0*0 / 1*1*1
  • Builds 20 V-Gauge on activation and then an extra 50 / 25 on Hit / Block (Total: 70 on hit / 45 on block)
EX Sonic Scythe (V-Skill 2)
EX Sonic Scythe (V-Skill 2)
214KK
SFV Nash 214KK.png
Startup Active Recovery Hit
6 3*3*3(26)2*2*3 13+21 KD
Damage Stun Attack Block
30x2*30x4 (180) 30x4*80 (200) H -19
  • Cancel options: vt1 vt2
  • Throw invincible on frames 1-6
  • Invincible to airborne strikes on frames 6-14
  • Airborne on frames 11-24 and again on frames 42-60
  • V-Trigger cancelable on 1st, 3rd and 4th hit
  • 15 less KDA if V-Trigger canceled after the 1st hit
  • Juggle Limit: 3-5
  • Builds 20 V-Gauge on activation and then an extra 80 / 24 on Hit / Block (Total: 100 on hit / 44 on block)

V-Trigger 1

Sonic Move - Hide
Sonic Move - Hide
HPHK
SFV Nash HPHK.png
Startup Active Recovery Hit
4 - 7 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Adds 10% combo scaling when performed as a cancel (used to be 20%)
  • Frames 1-3; Throw and Projectile invincible
  • Frames 4-24; Fully invincible
  • Freezes opponent actions on frames 4-24 and followed by 7 recovery frames
  • Throw invincible for first 2 recovery frames (frames 25-26)
  • Nash's hurtbox is still inside of opponent for a few frames after he re-appears (might be able to be hit by some odd hitboxes)
Sonic Move - Blitz Air
Sonic Move - Blitz Air
4HPHK
SFV Nash 4HPHK.png
Startup Active Recovery Hit
4 - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Frames 4 and onward fully invincible until Nash re-appears
  • 8 airborne recovery frames after appearing where Nash can't input anything yet
Sonic Move - Steel Air
Sonic Move - Steel Air
6HPHK
SFV Nash 6HPHK.png
Startup Active Recovery Hit
4 - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Frames 4 and onward fully invincible until Nash re-appears
  • 8 airborne recovery frames after appearing where Nash can't input anything yet

V-Trigger 2

Stealth Dash
Stealth Dash
HPHK (VT2)
SFV Nash HPHK (VT2).png
Startup Active Recovery Hit
4 - 12(38) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 4000 frames (~67 seconds)
  • No invincibility on first frame upon activation
  • Fully invincible on frame 3 (yes only frame 3) before freeze
  • Freezes game-time on frames 4-32 (opponents actions start-up again on frame 33)
  • Frames 4-57 (frames 4-28 if you don't count the freeze frames) are projectile invincible upon activation
  • 67 total frames if you don't cancel it into anything (38 frames if you don't count the freeze frames)
  • Can cancel into follow-ups after freeze frames are over (canceling into Stop will stop any form of projectile invincibility the Stealth Dash itself has)
  • Can perform up to 3 reps of Stealth Dash with 3 different follow-ups
  • Each Stealth Dash activation after initial activation spends 1000 V-Timer on use (25% of V-Timer)
Stealth Dash > Stop
Stealth Dash > Stop
HPHK > 4
SFV Nash HPHK 4.png
Startup Active Recovery Hit
13(4) - 11(7) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Spends 1000 V-Timer at the start of Stealth Dash (25% of V-Timer)
  • The (X) framedata in the parentheses refers to the framedata if done from the initial VT2 activation
  • Projectile invincible during start-up on frames 3-13 (up to frame 32 if canceled into follow-ups as late as possible)
  • Projectile invincible on frames 3-4 if done from the initial VT2 activation (up to frame 28 if canceled into this follow-up as late as possible)
  • Minimum of 24 total frames (11 frames if done from the initial VT2 activation)
  • Framedata shown is minimum startup (if follow-ups are canceled into ASAP)
  • We're not factoring in the freeze frames if initial VT2 activation for the framedata or invincibility notes here
Stealth Dash > Justice Corridor
Stealth Dash > Justice Corridor
HPHK > P
SFV Nash HPHK P.png
Startup Active Recovery Hit
42(34) 3*3 29 KD
Damage Stun Attack Block
50*50 100*100 M*H 2
  • Cancel options: -
  • First hit is Overhead
  • Launches opponent into a limited juggle state
  • Cancelable into another VT2 Stealth Dash during recovery frames after landing on hit or block only (not cancelable on whiff)
  • Spends 1000 V-Timer at the start of Stealth Dash (25% of V-Timer) and then another 500 V-Timer (12.5% V-Timer) at the start of Justice Corridor (Overhead follow-up)
  • The (X) framedata in the parentheses refers to the framedata if done from the initial VT2 activation
  • Projectile invincible on frames 3-45 (up to frame 64 if canceled into follow-ups as late as possible)
  • Projectile invincible on frames 3-37 if done from the initial VT2 activation (up to frame 50 if canceled into this follow-up as late as possible)
  • Fully invincible on frames 21-27 (frames 13-19 if done from the initial VT2 activation)
  • Airborne on frames 19-45 (frames 11-37 if done from the initial VT2 activation)
  • Minimum of 76 total frames (68 frames if done from the initial VT2 activation)
  • Framedata shown is minimum startup (if follow-ups are canceled into ASAP)
  • We're not factoring in the freeze frames if initial VT2 activation for the framedata or invincibility notes here
  • Juggle Limit: 10*10
Stealth Dash > Justice Shell
Stealth Dash > Justice Shell
HPHK > K
SFV Nash HPHK K.png
Startup Active Recovery Hit
23(15) 4(2)4 13+19 KD
Damage Stun Attack Block
40*60 75*75 H*H -16
  • Cancel options: -
  • Launches opponent into a limited juggle state
  • Cancelable into another VT2 Stealth Dash during recovery frames after landing
  • Spends 1000 V-Timer at the start of Stealth Dash (25% of V-Timer) and then another 500 V-Timer (12.5% V-Timer) at the start of Justice Corridor (Overhead follow-up)
  • The (X) framedata in the parentheses refers to the framedata if done from the initial VT2 activation
  • Projectile invincible on frames 3-32 (up to frame 51 if canceled into follow-ups as late as possible)
  • Projectile invincible on frames 3-24 if done from the initial VT2 activation (up to frame 37 if canceled into follow-ups as late as possible)
  • Airborne on frames 27-45 (frames 19-37 if done from the initial VT2 activation)
  • Minimum of 64 total frames (56 frames if done from the initial VT2 activation)
  • Framedata shown is minimum startup (if follow-ups are canceled into ASAP)
  • We're not factoring in the freeze frames if initial VT2 activation for the framedata or invincibility notes here
  • Juggle Limit: 1*2

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Vengeful Bullet
Vengeful Bullet
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Sonic Move - Avoid
Sonic Move - Avoid
6PPP
SFV Nash 6PPP.png
Startup Active Recovery Hit
16 25 3 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike invincible for the entire duration
  • Projectile invincible on frames 1-41
  • Nash can be thrown during the first 15 frames of startup before he teleports behind the opponent (after which he is throw invincible on frames 16-41)
  • Vulnerable to projectiles and throws on last 3 frames of recovery (frames 42-44)


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