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 |
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Final Patch
Players to Watch
- Bonchan
Nash | |
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Vitals | |
Life Points | 975 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.027 |
Backward Walk Speed | 0.027 |
Forward Dash Speed | 18 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.75 |
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 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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 MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Neutral Jump HK
Command Normals
Knee Bazooka
Jumping Sobat
Chopping Assault
Step Kick
Spinning Back Knuckle
Side Knee Attack
Target Combos
Rapid Punch
Rapid Kick
Wind Shear 1st
Wind Shear 2nd
Down Burst
Raptor Combination 1st
Raptor Combination 2nd
Bullet Combination
Throws
Dragon Suplex
Target Down
Special Moves
LP Sonic Boom
MP Sonic Boom
HP Sonic Boom
EX Sonic Boom 1
EX Sonic Boom 2
LK Sonic Scythe
MK Sonic Scythe
HK Sonic Scythe
EX Sonic Scythe
LK Moonsault Slash
MK Moonsault Slash
HK Moonsault Slash
EX Moonsault Slash
LP Tragedy Assault
MP Tragedy Assault
HP Tragedy Assault
EX Tragedy Assault
Critical Art
Judgement Saber
Taunts
Taunt
V-System
V-Skill 1
Bullet Clear
V-Skill 2
Silent Sharpness
LK Sonic Scythe (V-Skill 2)
MK Sonic Scythe (V-Skill 2)
HK Sonic Scythe (V-Skill 2)
EX Sonic Scythe (V-Skill 2)
V-Trigger 1
Sonic Move - Hide
Sonic Move - Blitz Air
Sonic Move - Steel Air
V-Trigger 2
Stealth Dash
Stealth Dash > Stop
Stealth Dash > Justice Corridor
Stealth Dash > Justice Shell
V-Shift
V-Shift
V-Shift Break
Vengeful Bullet
V-Reversal
Sonic Move - Avoid