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Charlie Nash Guide

February 29th, 2016, 12:22 pm

Combos

Spoiler: show
SB (Sonic Boom) = qcf+P
TA (Tragedy Assault) = dp+P
CG (Critical Gauge)

Note: Ending combos with EX TA instead of qcb+HK will result in 30 less stun, but drains 30 health

cr.LK > cr.LP:
x qcb+LK (x CA) : 111 damage/213 stun (354 damage)
x EX TA: 143 damage/213 stun (+30 health)
x EX TA x f+VT > nj.HK > qcb+LK: 237 damage/353 stun
x EX TA x f+VT > nj.HK > qcb+KK: 272 damage/403 stun
x qcb+KK: 167 damage/293 stun

cr.HP > b+MK:
x qcb+HK: 230 damage/400 stun
x qcb+KK: 254 damage/400 stun
x qcb+MK x CA: 457 damage/320 stun
x LP SB x f+VT > nj.HP > st.HP x MP TA: 321 damage/525 stun (+1/3 CG)
x LP SB x f+VT > nj.HP > cr.HP > st.MP x qcb+HK/EX TA: 328 damage/585 stun (+30 health)
x EX SB > P x f+VT > nj.HP > cr.HP > st.MP x qcb+HK/EX TA: 343 damage/595 stun (+30 health)
x LP SB x f+VT > nj.HP > cr.HP > st.MP x qcb+MK x CA: 495 damage/555 stun

f+HP (CH):
> HP TA: 243 damage/270 stun (+1/2 CG)
> SB > qcb+MK x CA: 475 damage/350 stun
x f+VT > nj.HP > st.HP x MP TA: 315 damage/465 stun (+1/3 CG)
x f+VT > nj.HP > cr.HP > st.MP x qcb+HK/EX TA: 332 damage/565 stun (+30 health)
x f+VT > nj.HP > cr.HP > st.MP x qcb+KK: 347 damage/565 stun
x f+VT > nj.HP > cr.HP > st.MP x qcb+MK x CA: 495 damage/515 stun

st.HP (CH):
x qcf+K > LP MP x qcb+HK/EX TA: 302 damage/502 stun (+30 health)
x qcf+K > LP MP x qcb+MK x CA: 464 damage/442 stun
x qcf+KK > st.MP x qcb+HK/EX TA: 357 damage/535 stun (+30 health)
x qcf+KK > st.MP x LP SB x f+VT > nj.HP > st.HP x MP TA: 425 damage/630 stun (+1/3 CG)
x qcf+KK > st.MP x LP SB x f+VT > nj.HP > cr.HP > st.MP x qcb+HK/EX TA: 427 damage/670 stun (+30 health)
x qcf+KK > st.MP x EX SB > P x f+VT > nj.HP > st.HP x MP TA: 438 damage/650 stun (+1/3 CG)
x qcf+KK > st.MP x EX SB > P x f+VT > nj.HP > cr.HP > st.MP x qcb+HK/EX TA: 435 damage/670 stun (+30 health)

cr.HP (CH) > st.HP:
x LP SB x f+VT > nj.HP > st.HP x MP TA: 364 damage/600 stun (+1/3 CG)
x LP SB x f+VT > nj.HP > cr.HP > st.MP x qcb+HK: 371 damage/660 stun
x LP SB x f+VT > nj.HP > cr.HP > st.MP x qcb+MK x CA: 538 damage/630 stun

st.HP (CH) x HP SB > f+HP x f+VT > nj.HP > cr.HP > st.MP x qcb+HK: 379 damage/655 stun (distance specific)
st.HP (CH) x HP SB > f+HP x f+VT > nj.HP > cr.HP > st.MP x qcb+MK x CA: 546 damage/625 stun (distance specific)



Blockstrings And Frametraps

Spoiler: show
st.HP x HP SB | 3f gap
b+MK x HP SB | 4f gap
cr.MP x HP SB | 5f gap
HP SB (CH) can be followed up with b+MK in the corner

LP/LK > b+MK | 2f gap
- Links into st.MP/b+MK

LP/LK > cr.MP or cr.LP > b+MK | 3f gap
- Links into st.MP/b+MK
- Links into cr.HK and V-Skill

LP/LK/cr.HP > st.HP | 5f gap
- HP x HP SB combos everywhere

cr.MP > cr.MP | 4f gap
- links into cr.HK on CH

cr.HP > cr.MP/b+MK | 3f/2f gap
- cr.MP links into cr.HK on CH
- b+MK x HP SB combos everywhere

.......................................
Last edited by Ralenzo on March 5th, 2017, 9:45 am, edited 31 times in total.

February 29th, 2016, 12:33 pm

fullscreen antiair: F+LK
anywhere/close: cr.MP
close/situational: st.HK

spam boom, win game gg

Setups

February 29th, 2016, 1:31 pm

Setups

Spoiler: show
VT Setups
- All lights + cr.MK (on block) xx VT (ground), will put u behind a cornered opponent.
- Every other button + cr.MK (on hit) xx VT (ground), will put in front of a cornered opponent.


f+throw
> cr.MP (meaty on recovery) > HP SB (meaty no recovery, can link into st.HP)
> cr.MP (meaty on recovery) > f+LK > throw/b+MK (meaty no recovery)
> st.HP (beats 3f normals and jump on recovery) > Dash > throw/b+MK (meaty no recovery)
> cr.HP (beats 4f normals on recovery)

b+throw
> f+LK (meaty on recovery in corner, can link into b+MK on CH)
> LK Scythe (meaty on recovery) > HP SB (meaty no recovery, can link into st.HP)

cr.HK (CH)
> HP SB (safe vs jump on recovery) > Dash > cr.HP (meaty no recovery)
> st.HP > jump (4f safe jump)
> LK Moonsault > f+MP (meaty, can link into LP on CH)
> LK Moonsault > Dash > throw/cr.MP (meaty)

EX TA
xx VT (air) > j.MP > Dash > cr.MP (you'll land in front or behind the opponent depending on the timing of your j.MP press)
> qcf+HK (meaty on recovery) > Dash > f+MP (meaty no recovery, can link into LP on CH)
> qcf+HK (meaty on recovery) > Dash > Dash > throw/ b+MK (meaty no recovery)
> st.HK > cr.HP (side switch + meaty on recovery)

qcb+KK
> dash > st.HP/cr.HP (meaty on quickrise, safe from 3f on back recovery) > HP SB (meaty no recovery)
> HP SB (+4 on quick recovery, +9 on back recovery in corner) > Dash > j.MK (50/50 w button press on no recovery)
> HP SB (+4 on quick recovery, +9 on back recovery in corner) > Dash > f+MP (meaty no recovery, can link into LP on CH)
> HP SB (+4 on quick recovery, +9 on back recovery in corner) > Dash > Dash > throw/b+MK (meaty no recovery)

qcb+HK
> MK Scythe > b+MK (meaty on quick recovery, safe from back recovery)
> MK Scythe > cr.MP (beats 3f on quick recovery, safe from back recovery)
> Dash > Dash > cr.HP (meaty on back recovery)

qcb+MK
> LP SB (meaty on recovery) > Dash > Dash > cr.MP/b+MK (meaty on no recovery)
> Dash > f+HK (beats 3f on recovery) > f+LK or f+HK > cr.HP (meaty on no recovery)

qcb+LK
> HP SB (safe vs jump on recovery) > j.HK (4f safe jump no recovery)
> Dash > cr.HP (meaty on quick recovery)
> Dash > f+HK (meaty on back recovery)
Last edited by Ralenzo on March 5th, 2017, 9:39 am, edited 6 times in total.

February 29th, 2016, 2:22 pm

Here's some theoretical setups u could do with Nash, most, if not all probably works.
Only thing that needs testing is which one leaves you closest to the opponent and difficulty performing it.
Order of executing normals doesn't really matter, but I put the normals that move you forward (I think) at the end.

Nash also seems to be able to cancel the latter frames of his dash into a jump?
Anyways, doing it that way seemed to mess with the setups..


cHK - hard knockdown (71 knockdown frames)
- Meaty cHP setups (9f start, 2f active, +7 oh, +4 ob)
-- Jump (45), dash (17)
-- sLK (13), MP TA (49)
-- fLK (30), fMK (32)
-- fHK (31), fHK (31)
-- bMK (23), MK SoSc (39)
-- sMK (26), LK SoSc (36)
-- HP Tragedy Assault (63) (connects with 1st active frame, switches sides)

- Meaty cMP setups (6f start, 3f active, +8 oh, +4 ob)
-- dash (17), dash(17), fLK(30)
-- fMK (32), fMK (32)
-- cHK (33), fHK (31)

- Meaty bMK setups (5f start, 5f active, +6 oh, +4 ob) & Meaty sHP (7f start, 3f active, +2 oh, -3 ob)
-- HP Tragedy Assault (63) (crosses up)
-- sMP/cMP (21), LP TA (42)
-- cHK (33), fLK (30)
-- fMK (32), fHK (31)
-- fMP (40), bMK (23)
-- throw/cMK (24), MK SoSc (39)
-- LK SoSc (36), sHK (27)

Frame data was wrong, bMK doesn't have 5 active frames :residentsleeper:
Everything else should be correct though.

March 2nd, 2016, 5:13 pm

Added some more setups

March 3rd, 2016, 6:28 pm

Damn, I've been playing Nash in the lab for about 5 minutes, and he is really good. Oh my goodness.

March 26th, 2016, 12:40 pm

Simplified some setups.

April 17th, 2016, 5:12 pm

cr.HK (CH)

> LK Moonsault > f+MP (meaty)

EX TA
> qcf+HK (meaty on recovery) > Dash > f+MP (meaty no recovery)

How meaty do they hit?

F+MP is +3, does it become +4 or +5 with these set-ups?

April 17th, 2016, 5:53 pm

It's normally impossible to link after f+MP since it has 3 active frames and is only +1 on hit.
U can link into lights on CH tho, but I don't remember which setups hit meaty enough. It's something I was supposed to revisit.

It's pretty obvious (visually) when u can link after it tho, I remember practicing it with CH on random, but feel free to test out those setup in training and share ur findings so I can update it.

April 25th, 2016, 7:10 pm

Added some cheap VT Setups :mvgame:
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