Pretty sure the move doesn’t absorb normal attacks, but I could be wrong. By pressing the medium attacks, he swipes outwards, hitting his opponent while absorbing a fireball. Last thing to mention for now is his V-Skill. Crouching medium punch and crouching heavy punch sort of work if they’re a bit far, but anything within a usual jump-in distance is going to hurt unless you block or get out of the way completely. What’s missing in his normal arsenal is a reliable anti-air.
His best one is probably light punch into medium punch, as it’s super easy to use and is special cancellable after the medium punch. He has four different target combos that are effective in different scenarios. In terms of normal moves, Nash has an interesting set of tools that are going to take some practice with on your part. Keeping my fingers crossed that it’s still somewhat effective in all of those scenarios. Shouldn’t get used to it though, as word from players who have played the new build report that Nash’s teleport speed has been greatly reduced. In its current state, I really like using it in all of those scenarios. Heck, even if you randomly mash it, countering Nash’s teleport can be really tough due to how fast it is. It’s can be cancelled off of special moves, even those that are blocked. You can use it to greatly extend your combos.
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It can be used to punish whiffed moves from almost full screen. Depending on the direction you’re holding, he can appear behind, above and in front, or above and behind his opponent.Īll three versions of this move are deadly in the right hands. Unlike everyone else, whose V-Trigger puts them in some sort of powered-up state, Nash gets a one-time teleport that sends him in one of three different spots. Speaking of, Nash has a unique one relative to the rest of the cast in the beta. You can combo into that grab and then use your V-Trigger to continue. The EX version though is much more practical. Not really sure what the purpose of the normal version of it is, as it starts up slowly and is easy to block. Like Ibuki’s command grab, it can be blocked. Leaping forward, he grabs his opponent’s face and slams them into the ground, pulsing energy into them before tossing them away. The final special move in his arsenal is the Tragedy Assault. Having said that, he can be easily knocked out of the sky, so keep that in mind before throwing it out there recklessly. Adding to its usefulness is the fact that some versions of the move are safe on block and can act as a combo starter. Timed right, he’ll sail over any ground moves to plant his feet onto someone’s head. The closest parallel I can think of for this is Adon’s Jaguar Kick. Jumping in the air, he comes back down with multiple kicks to the head. Instead, it’s much more functional as a combo ender.Īnother move in his offensive-centric toolset is his Moonsault Slash. Only the heavy version of the move comes out in an arching manner, though it’s executed far lower to the ground and doesn’t hit airborne attackers very well. The light version of Nash’s Sonic Scythe sweeps at the legs, while the medium version kicks his opponents in the gut. Instead, the Sonic Boom works much better if its used to cover your approach by throwing it from a safe distance and dashing behind it.įurther digressing from Guile is Nash’s Flash Kick like move that isn’t really a Flash Kick at all.
As such, it’s not very hard for an opponent to jump over the projectile and kick Nash in the head. Charlie’s projectiles aren’t charge moves, making them easier to pull off, but they can’t match Guile in terms of start-up and recovery. Guile’s start-up and recovery on his are very quick, at the cost of them being charge moves.
Both of them share a Sonic Boom, though their properties are very different. The key differences lie in their special moves. This may strike some as odd, as his closest parallel is Guile, who has always been designed to be a defensive specialist. Most of his tools are designed to help him get in on his opponent, or dish out damage when he is inside. From my time with Nash, I got the sense that he was primarily meant to be played as an offensive aggressor.