SF5 > Nash
Nash Street Fighter 5: Arcade Edition artwork

Nash Street Fighter 5: Arcade Edition moves, tips and combos

Overview

Stamina: 950Stun: 950 Tier Ranking: 25th
Popularity: 4th SF5 Tiers
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Tips for Nash

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Helpful/Unrated (14)
Unhelpful (2)
BLACK_PHOENIX3 posted July 23, 2015

Tragedy assault drains opponents OVERALL ex meter by about 1/6 (half of 1 stock)

Ex version still does but also regens Nash's health bar a little as well

+3
Rating
tford posted February 26, 2016

Here's a bunch of combos for Nash hope you enjoy

S.LP,S.MP XX QCB.HK 171
S.LK,S.MK,CR.LP XX QCB.LK 164
CR.MP,S.MP XX QCB.HK 210
CR.MP,B.MK XX QCB.HK 210
CR.HP,S.MP XX QCB.HK 230
S.HP XX DP.MP 198
QCF.LK,S.LP,S.MP XX QCB.2K 221
CR.HP,S.MP XX DP.2P 230
CR.MP,B.MK XX QCB.2K 234
CR.HP,S.MP XX QCB.LK XX QCB2.P 441
S.LK,S.MK,CR.LP XX QCB.LK XX QCB2.P 368
CR.HP,S.MP XX QCB.HK XX F.VTRIGGER,J.HK,QCB.2K 327
CR.MP,S.MP XX QCF.MP XX F.VTRIGGER,J.HP,CR.HP,S.MP XX QCB.HK 308
CR.HP,S.MP XX QCF.2P XX F.VTRIGGER,J.HP,CR.HP,S.MP XX QCB.2K 345
CR.HP,S.MP XX DP.2P, F.VTRIGGER,J.HK,QCB.2K 359
S.HP,S.MK,S.HK,S.MK 267
S.HP,QCF.LK,S.LP,S.MP XX QCB.HK 302
S.HP,QCF.LK,S.LP,S.MP XX QCB.HK,F.VTRIGGER,J.HK,QCB.2K 359
S.HP,QCF.LK,S.LP,S.MP XX DP.2P,F.VTRIGGER,J.HK,QCB.2K 383
S.HP,QCF.2K,S.LP XX DP.2P,F.VTRIGGER,J.HK,QCB.2K 438
S.HP,QCF.LK,S.LP,S.MP XX QCB.MK XX QCB2.P 465
F.HP,DP.MP 216
F,HP,DP.2P,F.VTRIGGER,J.HK,QCB.2K 369

CORNER COMBOS
S.HP XX QCF.2P,S.LP XX QCB.2K 273
S.HP XX QCF.2P,S.LP XX QCF.2P,B.VTRIGGER,J.HP,S.HP XX QCB.2K 336
S.HP XX QCF.2P,S.LP XX DP.2P,B.VTRIGGER,J.HK,QCB.2K 357

CAN ALSO START WITH CLOSE F.MK
MAX RANGE F.LK,S.LP,S.MP XX QCB.HK 223
MAX RANGE F.LK,S.LP,S.MP XX QCB.HK XX F.VTRIGGER,J.HK,QCB.2K 300
MAX RANGE F.LK,S.LP,S.MP XX QCF.2P XX F.VTRIGGER,J.HP,CR.HP,S.MP XX QCB.2K
MAX RANGE F.LK,S.LP,S.MP XX DP.2P XX F.VTRIGGER,J.HK,QCB.2K 328
MAX RANGE F.LK,S.LP,S.MP XX QCB.MK XX QCB2.P 413

+1
Rating
Froinlaven84 posted August 18, 2015

Judgement Saber is Fireball Immune but not Hit Invincible. Can be combo-ed into from special attacks: LK Sonic Scythe or Counter Hit HK Moonsault Slash.

NurseLee posted February 26, 2016

Charlie – Nash-

Charlie has return back in Street Fighter V and this time he looks mean and pissed. So what to expect to play as Nash? Well Nash probably has the best projectile in the game. Nash can really frustrate his opponents with his sonic booms because he can control the trajectory of his projectiles to either shoot fast or slow.

He also has a ton of crazy variation of normals as well:

good set of target-combos to dish out damage and for positioning.

Great set of command normals to poke his opponents in and out during footsies.

Plus a freaking air-grab! Just in case if his opponents decides to jump.

In addition to Nash, he is the only character who can take away his opponents meter and slightly gain some life. So Nash can be a thief and quickly gain meter from his opponents or deny his opponents to gain meter.

A very nasty V-trigger,HIDE, which has the options to teleport in three different Locations; such as, behind the opponent, air- in front of the opponent, or air-back of the opponent. A great V-skill, Bullet Clear, where he can pocket a projectile, and use it as a poke to build some V-meter.

However, although Nash has a ton of tools to help him during a match, what Nash really lacks is a good reliable off pressure tool; he has no true wake up-attack options because none of them are fully invincible. So, Nash’s V-reversal or V-trigger is going to be the options to get away from his opponents.

-Pros-

Has a very strong Projectile game

V-skill practically negates projectile options

Tons of target combo / command normals

He has an air grab

A Target-combo/overhead attack.

Good damage output

A strong mix up game because of V-trigger

Can drain opponents meter or spend EX to regain some life.

-Cons-

He has low health and stun; 950. So he will get K.O faster if you’re not careful.

No true reliable fully-invincible wake up attack options. So you’re going to have to play some strong defense if the opponent gets in.

No true low-cancel atttack pokes. Although Nash does indeed have good normals, he can’t low poke cancel any of his kick pokes into combos.

His walk speed is terrible and probably one of the worst

He lacks a 3 frame pokes. His jabs and shorts starts up on the 4th frame;
only 3 frame poke is his jumping jab.


NashNoMash posted February 26, 2016

Jump in HK->FW.MP->CR.MP->ST.MK->LK Sonic Scythe

lordinson posted February 25, 2016

Does anyone have a good solution for cammy's dive kicks (ex version as well) for Nash?

lordinson posted February 22, 2016

Found a nice way to extend one of his target combos. very simple and 5 hit:

jump in HK, crMP, stMP, LK, HP.

NicholasPrime posted February 21, 2016

BnB Combos
Jump in HK->LP->MP->LK Sonic Scythe
Jump in HK->LP->MP->EX Sonic Scythe
Jump in HK->LP->MP-> xx Critical Art

EX Moonsault slash + EX Sonic Scythe
V-trigger + EX Sonic Scythe

Crush counters
Cr. HK
Cr. HP

Anti-airs
HK Scythe
Jump HK

Cpt_Shades posted February 21, 2016

I wouldn't recommend using Nash's critical art in combos; it's utility means it scales quite badly. However, it works flawlessly as a full-screen punish (as it can go through fireballs), or even an anti air if it's timed well.

Kharyus posted February 20, 2016

Hey, username Pusher has asked me for some BNBs and combos utilizing V-Triggers, so I'm going to paste what I replied to him here in the hopes that it might be useful to other players.

So I guess this is Part 3.

+BNB: When you jump in on your opponent, you can do (Cr.MP, St.MP canceled into H.Sonic Scythe), but don't do the H.Sonic Scythe if you have seen the opponent is blocking. Doing that will leave you vulnerable for a big combo, so if you are not that confident on hit-confirming combos yet, I suggest doing it only when you are absolutely sure it's going to hit.

+Critical Art: When you have your Super bar filled, you can easily change the BNB to (Cr.MP, St.MP xx M.Sonic Scythe xx Critical Art). This way, you can get a lot of extra damage for almost the same thing you would be doing anyway.

+Knockdown: Suppose you get a knockdown on your opponent and he does not quick rise, you could change the combo into (Meaty (see note 2 below) Cr.HP, St.MP xx H.Sonic Scythe) to get some extra damage.

+V-Trigger: I believe V-trigger is very useful in the neutral game, so I don't particularly use it in combos too much, but in case your opponent is almost dead and the V-trigger is the difference between him living and dying, then absolutely go for it. For the V-trigger you could do this (Cr.MP, St.MP xx L.Sonic Boom xx Forward.V-Trigger, Jumping.HP, St.HP xx H.Sonic Scythe). If you have full Super bar, you can also change the H.Sonic Scythe at the end to M.Sonic Scythe and cancel it into Super.

+Critical Art Neutral Tricks: When your opponent is throwing fireballs, you can use a raw Super to go through them. It works almost full-screen. You can also do the same when the opponent jumps on you with the right timing. You can also throw your own Sonic Booms to create an incentive for the opponent to throw his fireball, then you use Super to go through both of your fireballs.

+Avoid Spamming Fireballs: I don't believe Nash is a fireball focused character. His fireballs are there to help him in specific situations but are not meant to be used constantly, since that will only give your opponent huge opportunities for jump-ins. An instance where you should be using them is when you are at fullscreen distance from your opponent: you can do H.Sonic Boom (that’s the slow version) so you can move together with it to apply pressure.

+Avoid Unsafe Moves: Tragedy Assault is easily punishable on block so you have to be careful about when to use it. You can and should use it to go through fireballs though. Moonsault Slash, for its part, is not unsafe when it connects, but it has a long startup that can be punished. Again, I advise caution when using it.

Note: There are more combos and Crush counters options out there but I have faith that this knowledge will be enough to get your engines starting.

Note 2: I'm using Meaty here just to say that as soon as your opponent wakes up you want the attack hitting him at the same time, so don't worry too much about this.

Shout outs to Disciple_X for correcting the grammar in my tips. :D

Kharyus posted February 20, 2016

Part 2

+Blockstrings:
I'm not going to get much into combos since I believe they are straightforward and can be found all over Youtube. Instead I will talk about the next best thing in this game: blockstrings.

In Street Fighter V, as you should probably know, blocked normal moves deal white damage to the opponent's health bar that will be removed when his guard is broken. So, knowing that Nash has a lot of good normals, he can use this mechanic to its full potential. Instead of finishing your blockstrings with a special move, try to continue with hopkicks and moves that let you mount the pressure, move you forward and recover fast so as to not be punished. An example would be (Cr.MP, St.MP, Forward.MK, Cr.MK). I would suggest mixing that up and being extra mindful of the gaps in your blockstrings if your opponent has a DP/Invincible move.

With that in mind, your goal as Nash is to pressure your opponent with his variety of normals. When you feel you are ready to capitalize on that white damage, and if the opponent has not yet taken a hit by now, you can start the dirty tricks. Nash has a target combo with an overhead--Cr.MP -> Forward.MP--so use that to open your opponent up and get all that white damage paid off. If that still does not work, it's all right because now the opponent must respect that option, so you can add Grabs and low-hitting moves to your arsenal to make him second guess himself and finally let his guard down.

+Cheap Stuff (AKA: “Why read all the other stuff?”):
You can also just go full mindless mode and spam his target combo over and over again. You will be surprised by how well it works, then when the opponent blocks, you can sweep/throw him and force him to guess on wake-up. Beware that it's just a matter of time before people get used to this, so enjoy it while it works.

+Conclusion: Use white damage to its true potential. I strongly believe it's THE mechanic that's going to separate players in this iteration of Street Fighter.

Kharyus posted February 20, 2016

In this tip, I will explain Nash as I play him, but I've seen that there's a lot of variety in how Nash players use him. On one end of the spectrum, you have the fireball-heavy Nash players playing defensively, and on the other, pressure-heavy players using his normals/specials to open the opponent up.

+Pros:
- A lot of Normals, each one suited to its own purpose.
- Really easy to hit-confirm combos. Which also means it's easy to add a Super in the combo and make that bar count.
- Can steal opponent's CA bar with Tragedy Assault. The EX version steals life.
- Really strong mix-up game with Overhead/Target combo Overhead, lows and throw.
- Wake-up game is really strong because of his mix-up game, with the added option of meaty moves.
- Can throw slow fireballs from a distance to help him reach his opponent and apply extra pressure.
- Can V-Trigger off connected special moves, which gives him greater possibilities in combos.

+Cons:
- A really huge con is the lack of an Invincible move, so when Nash is knocked down, it's really hard to get out of that situation. In those instances I recommend V-reversal/V-trigger, but be aware that V-trigger can be stuffed with a meaty move.
- Perhaps not completely a con, but since you have a lot of moves to choose from, remembering your options as the situation arises can be troublesome.

+Anti-airing:
- St.HK: Really good Anti-air.
- St.MK: Good AA.
- St.MP: To me this seems like it wouldn't work, but it actually does often.
- V-skill: Good for relatively far jump-ins, also gives you V-trigger bar.
- Cr.HP: Must be used with the right spacing, and V-skill would probably cover that space anyway, so it's very situational.
- Cr.MP: I see this being more useful to retract your hurtbox than actual anti-airing. If the opponent tries to cross you up, depending on the height of the move, it whiffs and you can grab/punish the opponent.
- Ex.Sonic Scythe: I didn't feel like adding this before because of having to spend bar, but i have seen this being used a lot since then and it's really good. It has a great cost-benefit.

End of Part 1

Goldengoron posted October 7, 2015

Yes he is not a charge character just found my main for this game so far. Until Ibuki is revealed...

italkgame posted August 15, 2015

Isn't the command input for Tragedy Assault Z.lp or Z.mp or Z.hp (ex-able)?



jrdriver posted July 24, 2015

Down and v trigger make him teleport in air behind the other character

-3
Rating
BlankaBeast posted July 20, 2015

Looks like Guile, motions like Ryu....

-7
Rating


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