SFV Beta: Charlie Nash Guide

SFV Beta: Charlie Nash Guide

Postby Ralenzo » August 14th, 2015, 5:44 pm

V-System/Specials

Spoiler: show
V-Skill: Fills the V-Gauge when it makes contact with a fireball or the opponent, can also a be used as a poke and AA.

V-Trigger: Fast teleport that can be canceled into from specials and normals. Has a lot of utility.
d+V-trigger teleports behind the opponent.
b+V-trigger teleports above the opponent.
f+V-trigger teleports behind and above the opponent.

qcb+K (Sonic Scythe): Combo ender.
Light (-8) combos off everything.
Medium (-8) combos off medium/heavy and can be used as a poke.
Heavy (-15) combos off medium and heavy but last hit can whiff if you're not close enough.
EX (-28) is very fast (6f) and combos off everything, all hits will usually connect and deals the most damage. Can be used as a punisher as well.

qcf+K (Jaguar Kick): Can be used to pressure with and as an anti fireball tool if used preemptively. The strength of the button determines the distance.
Light (+1) can link into light
Medium (+2) can link into lights
Heavy (+3) can link into lights
EX (+6) grants more advantage on hit and can easily link into medium attacks.

qcf+P (Sonic Boom): Puts airborn opponents in a juggle state.
Light (-5) Best used outside jump ranges and in combos.
Medium (-3) Best used in blockstrings.
Heavy (+1) Can be used to zone, to start pressure and to frametrap with.
EX (+1) can be followed up with another boom, or can be used as a single boom to pressure with.

dp+P (Tragedy Assault): Takes away meter from the opponent and can be used as an optional combo ender.
Heavy can't be combo'd into but is an OH.
EX is the fastest and drains health from the opponent.


Notable Normals/Target Combos

Spoiler: show
Normals
st.MP (6f): Farthest special cancel-able normal. Good to pressure with (+3) and combo ender.

st.HP (8f): strongest cancel-able normal, best used as punisher.

st.LK (4f): Combo filler and pressure tool (+3)

cr.LP (4f): Fastest cancel-able normal. Can be used to pressure with (+2).

cr.MP (7f): Cancel-able AA and combos starter.

cr.HP (8f): Another AA, combo starter and pressure tool (+2)

cr.LK (4f): low hitting combo starter.

cr.MK (7f): Decent ranged low kick.

cr.HK (8f): Standard sweep. Has slightly more range than cr.MK.

Jump Attacks
nJ.HP: Most damaging and best jump attack off a neutral jump or teleport.

nJ.HK: Best A2A, puts the opponent in a juggle state and can be easily followed up with EX qcb+K

J.HK: Go to jump in.

J.MK: Go to cross up.

Unique Normals
b+MK (5f): Combo/Blockstring ender, slightly less range than st.MP.

f+LK (7f): Very fast and covers a lot of range, is (-1) on block, but can be used to pressure with (+1 at best)or allow for combos if spaced correctly.

f+MK (13f): The sobat kick, has a lot of range and can go over lows.

f+HK (11f): Hard hitting kick, has slightly less range than the sobat kick.

f+HP (13f): His crush counter. Is a very long reaching poke, but very negative on block so needs to be spaced well.

f+MP (19f): Slow OH, but can go over lows.

LK MK (4f): Can be used to pressure with (+3) or as an easy hitconfirm. Useless

LP MP (4f): Can be used as an easy follow up in hitconfirms.

cr.MP x f+MP (7f): A normal canceled into his OH, can be used to catch people off guard.


Combos

Spoiler: show
cr.LK > st.LK > st.MP x qcb+HK: 210 damage/353 stun
cr.LK > st.LK > st.MP x qcb+MK x CA: 399 damage/283 stun

cr.LK > cr.LP x qcb+LK: 127 damage/213 stun
cr.LK > cr.LP x qcb+LK x CA: 363 damage/213 stun

LK MK > LP MP x qcb+MK: 215 damage/314 stun
LK MK > LP MP x qcb+MK x CA: 385 damage/314 stun

cr.HP > st.MP x qcb+HK: 255 damage/400 stun
cr.HP > b+MK x LP SB x f+V-Trigger > st.HP > qcb+HK: 344 damage/ 590 stun
cr.HP > st.MP x EX SB x f+V-Trigger > J.HP > st.HP x qcb+HK: 346 damage/565 stun
cr.HP > st.MP x qcb+MK x CA: 475 damage/320 stun

qcf+LK > LP MP x qcb+HK: 255 damage/367 stun
qcf+LK > LP MP x qcb+MK x CA: 439 damage/297 stun
qcf+KK > st.MP x qcb+HK: 305 damage/450 stun

f+V-Trigger > J.HP > st.HP x qcb+HK: 283 damage/445 stun
f+V-Trigger > J.HP > st.HP x qcb+MK x CA: 502 damage/365 stun

f+HP (CH) > dash > st.HP x qcb+HK: 325 damage/580 stun
f+HP (CH) > CA: 452 damage/240 stun
f+HP (CH) > dash > st.HP x qcb+MK x CA: 545 damage/500 stun


cr.HP (CH) > st.HP x qcb+HK: 289 damage/475 stun
cr.HP (CH) > st.HP x qcb+MK x CA: 508 damage/395 stun
cr.HP (CH) > st.HP x LP SB x f+V-Trigger > J.HP > st.HP x qcb+HK: 372 damage/640 stun
cr.HP (CH) > st.HP x LP SB x f+V-Trigger > J.HP > st.HP x qcb+MK x CA: 531 damage/600 stun

st.HP (CH) x qcf+LK > LP MP x qcb+HK: 332 damage/502 stun
st.HP (CH) x qcf+LK > LP MP x qcb+MK x CA: 490 damage/442 stun
st.HP (CH) x qcf+KK > st.MP x qcb+HK: 380 damage/535 stun

CORNER ONLY

st.HP x HP SB > b+MK x qcb+HK: 289 damage/510 stun
st.HP x HP SB > b+MK x LP SB x b+V-Trigger > J.HP > st.HP x qcb+HK: 354 damage/ 655 stun
st.HP x HP SB > b+MK x qcb+MK x CA: 478 damage/440 stun


st.HP (CH) x HP SB > cr.HK: 225 damage/390 stun
st.HP (CH) x HP SB > f+HP: 233 damage/390 stun
st.HP (CH) x HP SB > CA: 417 damage/270 stun

st.HP (CH) x qcf+LK > LP MP x qcb+HK > qcb+KK: 412 damage/602 stun
st.HP (CH) x qcf+KK > MP x qcb+HK > qcb+KK: 475 damage/655 stun



Frame data: https://docs.google.com/spreadsheets/d/ ... 2128920192
Last edited by Ralenzo on February 29th, 2016, 12:20 pm, edited 83 times in total.
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Tips And Strategies

Postby Ralenzo » August 14th, 2015, 5:44 pm

• Build ur V-Trigger to punish fireballs, it's an easy punish for a lot of damage.
• Buffer your AAs to qcf+LK or HP SB to apply pressure.
• Only use LP SB outside of jump range or off buffered normals, the risk of getting punished far outweighs the reward of landing it.
• st.LK > st.MP x qcf+LK is a pressure string that can catch people off guard and be looped in itself. But don't overuse it since it can be stuffed/AA-ed on reaction, use it in combination with SB.
• f+HP is an excellent footsie-tool if used correctly, due to its long recovery animation it's easy to confirm a CH and combo off.
• st.HP slightly lunges himself forward, use this in combination with EX SB and b+MK x HP SB in the corner to keep up the pressure.
Last edited by Ralenzo on August 29th, 2015, 10:47 am, edited 14 times in total.
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Postby Ralenzo » August 20th, 2015, 11:05 am

August 20th: Added frame data.
August 21th: Expanded entire guide and added tips + strategy
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Postby Angelus » October 25th, 2015, 4:03 am

changes (in bold and if you scroll right) to his framedata can be found here now:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0
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SFV Beta 2 changes

Postby Ralenzo » October 25th, 2015, 6:54 am

- CA now deals 330 damage (down from 350)
- HP Tragedy Assault is no longer an OH
- LK Jaguar Kick is now +1 on block (down from +3)
- LK Sonic Scythe is now -8 on block (up from -7)
- MK Sonic Scythe is now -8 on block (up from -5)
- All normal Boom got 2f from recovery OR less blockstun; light is -5 (up from -3), medium is -3 (up from -1) and heavy is +2 (down from +4)
- Heavy Sonic Boom received 2f more recovery OR less hitstun; can no longer link into medium and is now +4 at best (down from +6?)
- cr.MK now has 7f startup (up from 6)
- cr.HK now has 8f startup (up from 7)
- LK MK (Target Combo) is now -1 on block (down from +4)
- cr.HP is now 0 on block (down from +2)
- f+HP now crumples the opponent on CH and increased pushback on hit, can no longer link into cancelable normals.


- Normalized damage and stun on all his normals
- Can no longer link lights into mediums


+ MK and HK Jaguar Kick are now +4 on hit (up from +2), is now the same as LK Jaguar
+ HK Jaguar Kick is now +3 on block (up from +1)
+ HK Sonic Scythe received juggle properties (?)
+ EX Jaguar Kick now tracks properly and is +6 on block (up from +4)
+ EX Sonic Scythe received a better hitbox (?) and can now AA more properly
+ cr.HP is now +6 on hit (up from +5)
+ f+LK is now -1 on block (down from -5)
+ f+HP is now -12 on block (down from -13) and gives more pushback
+ cr.MP is now +2 on block (up from 0)
+ st.HP now crush counters on CH (cannot link into cancelable normals)
+ CA now deals 60 chip damage (up from 0)
Last edited by Ralenzo on October 25th, 2015, 10:03 am, edited 2 times in total.
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Postby Ralenzo » October 25th, 2015, 7:15 am

RIP Sonic Boom pressure and corner combos :biblethump:
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Setups and safe jumps?

Postby Ralenzo » October 25th, 2015, 3:47 pm

phpBB [video]


qcb+HK:
> empty jump is a 3f safe jump
> f+LK > f+HK, can follow up on CH with LP MP
> f+LK > f+HK > * no quickrise * > f+LK (corpse hop) > cr.HP
> dash > f+MP, can follow up on CH with LP MP

qcb+MK:
> dash > f+HK, can follow up on CH with LP MP
> dash > f+HK > * no quickrise * > f+LK (corpse hop) > cr.HP
> dash > f+HK > * no quickrise * > nj.HP (4f safe jump)

cr.HK:
> dash > cr.MP
> dash > cr.MP > * no quickrise * > f+LK (corpse hop) > LP MP
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Postby Angelus » January 30th, 2016, 5:17 pm

Anti Air hitboxes

Spoiler: show
sMK (7f startup - 3f active)
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sHK (8f startup - 3f active)
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cMP (5f startup - 3f active - special cancelable)
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cHP (8f startup - 2f active)
Image

H Sonic Scythe (16f startup - active till he's rekt)
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EX Sonic Scythe (5f startup - active till he's rekt)
Image

Knee Bazooka (6f startup - 6f active)
- Situational AA that might beat neutral jumps. Will only work when opponent has shitty jumpins.
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Spinning Back knuckle(14f startup - 3f active)
- Situational AA that might beat neutral jumps. Will only work when opponent has shitty jumpins.
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Stepkick (12f startup - 4f active)
- Situational AA that might beat neutral jumps. Will only work when opponent has shitty jumpins.
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http://watissf.dantarion.com/sf5/boxdox/#cbt4/A4B-2MP-5

personal tier list:

best: cMP, sMK, EX Sonic Scythe
mid: sHK, cHP
Situational: Knee Bazooka, Stepkick, Spinning Back Knuckle
Shit: Heavy Sonic Scythe (it's too slow!)
Last edited by Angelus on January 30th, 2016, 5:47 pm, edited 1 time in total.
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Postby Angelus » January 30th, 2016, 5:45 pm

I forgot Air throw

4f startup, 2f active

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Postby Ramma » February 19th, 2016, 6:50 am

Safe Jump Set-up

phpBB [video]
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