Charlie Nash Guide

Nash Season 2 Changes

Postby Ralenzo » March 5th, 2017, 4:36 am

Key Changes
- Slower forward Dash
- Reduced backdash distance
- Reduced V-reversal distance
- st.MK: 8f -> 7f startup
- st.HP: 7f -> 8f startup
- cr.HP: +6 -> +7 on hit (now forces standing)
- New Target Combo: MK > HP > MK+MP
- b+MK: 0 -> +2 on block, and +3 -> +4 on hit
- f+HK: 13f -> 14f startup, -2 -> -3 on block, +2 -> +3 on hit
- Sonic Boom: L (-7/-3 -> -6/-2), M (-5/-1 -> -4/0), H (-2/+3 -> -2/+4)
- EX Sonic Boom: 2nd hit +1 -> +2 on block
- EX Moonsalt: +6 -> +7 on hit
- MK Moonsalt: -8 -> -10 on block
- EX TA: no more throw invincible
- VT: changed startup invincibility from frame 2 to frame 4

All Changes
Spoiler: show
Hurtbox:
• Adjusted hurtbox when changing direction while crouching

Dragon Suplex (Forward Throw):
• Reduced stun damage from 170 to 120
• Reduced CA meter gain
• Increased distance from opponent on-hit
• Changed advantage on-hit

Target Down (Reverse Throw):
• Reduced damage from 140 to 130

Air Jack (Air Throw):
• Expanded hurtbox during animation in downward direction

Front Step:
• Changed total animation from 17F to 19F
• Sped up when Nash begins to move forward by 1F
• Shrunk collision box while moving

Back Step:
• Reduced distance moved

Standing LP:
• Added hurtbox around feet during 4F-8F of animation

Standing MP:
• Changed attack recovery from 13F to 15F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Advantage on-hit and block have not changed
• Added hurtbox around feet during 6F-10F of animation

Standing MK:
• Changed attack startup from 8F to 7F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Reduced overall animation by 1F

Standing HP:
• Changed attack startup from 7F to 8F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Increased total animation by 1F
• Added hurtbox around feet during 8F~14F of animation
• Shrunk forward hitbox during first active frame of attack
• Shrunk lower hitbox during active 2F-3F, and expanded upper hitbox

Standing HK:
• Shrunk torso hitbox
• Shrunk forward hitbox during active frames
• Expanded hurtbox in forward and upward directions during active 1F-2F
• Expanded hurtbox in forward and downward directions during active 3F-6F

Crouching LP:
• Shrunk upper hitbox during first active frame
• Expanded hurtbox during active 1F-3F in upward direction
• Increased pushback on-hit

Crouching MK:
• Shrunk upper and inner hitboxes
• Moved position that animation begins after taking damage or cancelling attack forward
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Accordingly adjusted position of hitbox, hurtbox, and collision box
• Sped up activation when cancelling into V-Trigger by 1F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Advantage on V-Trigger (Sonic Move - Hide) cancel is now +3F to +4F

Crouching HP:
• Changed advantage on-hit to +6F to 7F
• Expanded hurtbox during 1F-6F of animation in forward direction
• Reduced pushback on-hit
• Changed hit property to forced standing hitstun

Crouching HK:
• Reduced damage from 100 to 90
• Increased advantage on normal hit by 2F

Jumping MK:
• Reduced active frames from 7F to 5F
• Shrunk lower hitbox

Jumping HP:
• Changed attack startup from 6F to 7F
• Shrunk lower hitbox
• Expanded hurtbox that appears first active frame in upward direction
• Extended active frames from 4F to 5F

Jumping HK:
• Changed attack startup from 8F to 9F
• Shrunk lower hitbox

Neutral Jumping HK:
• Expanded hurtbox during active 1F-6F and attack recovery in downward direction

Chopping Assault:
• Shrunk forward hitbox

Knee Bazooka:
• Shrunk forward and lower hitboxes
• Moved position that animation begins after taking damage or cancelling attack forward
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Accordingly adjusted position of hitbox, hurtbox, and collision box

Windshear:
• Increased damage of third hit from 60 to 70
• Increased stun damage of third hit from 80 to 100

Raptor Combination:
• Increased recovery of second hit by 4F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Advantage on-hit has not changed
• Reduced damage of second and third hits from 70 to 55
• Increased distance moved forward during second hit
• Can be activated even when second hit is whiffed
• Changed advantage on-block from -6F to -10F

Bullet Combination:
• Added new target combo, which can be activated by inputting MK to HK to MP+MK

Side Knee Attack:
• Changed attack recovery from 15F to 14F
• Changed advantage on-hit from +3F to +4F
• Changed advantage on-block from ±0F to +2F
• Reduced pushback on-hit
• Reduced pushback on-block to match reduced pushback on-hit

Step Kick:
• Changed attack startup from 13F to 14F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Increased total animation by 1F
• Changed advantage on-hit from +2F to +3F
• Changed advantage on-block from -2F to -3F

V-Skill - Bullet Clear:
• Increased damage from 60 to 70
• Reduced V-Gauge meter gain on projectile absorption from 100 to 80
• Increased V-Gauge meter gain on physical attack hit from 60 to 80

V-Trigger - Sonic Move – Hide:
• Changed start of invincibility during animation from 2F to 4F
• Extended black screen on activation by 5F

V-Trigger - Sonic Move - Blitz Air Sonic Move - Steel Air:
• Changed start of invincibility during animation from 2F to 4F
• Expanded hurtbox after Nash reappears in the air
• Extended black screen on activation by 5F

V-Reversal:
• Reduced distance moved

L Sonic Boom:
• Reduced CA meter gain on activation
• Increased CA meter gain on-hit and block
• Changed advantage on-hit from -3F to -2F
• Changed advantage on-block from -7F to -6F
• Reduced pushback on-block
• Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

M Sonic Boom:
• Reduced CA meter gain on activation
• Increased CA meter gain on-hit and block
• Changed advantage on-hit from -1F to ±0F
• Changed advantage on-block from -5F to -4F
• Reduced pushback on-block
• Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

H Sonic Boom:
• Reduced CA meter gain on activation
• Increased CA meter gain on-hit and block
• Changed advantage on-hit from +3F to +4F
• Reduced pushback on-block
• Added hurtbox around feet during active 1F-15F as well as around arms during attack recovery

EX Sonic Boom:
• Reduced pushback on-block
• Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery
• Extended input buffer between first and second hit by 4F
• Changed advantage on-block for second hit from +1F to +2F

Moonsault Slash:
• Reduced damage from 70 to 60
• Expanded attack startup hurtbox in downward direction

EX Moonsault Slash:
• Reduced damage from 130 to 120
• Changed advantage on-hit from +6F to 7F

M Sonic Scythe:
• Shrunk upper hitbox
• Reduced pushback on-block
• Changed advantage on-block from -8F to -10F
• Reduced knockback on-hit

H Sonic Scythe:
• Reduced damage from 120 to 110
• Reduced stun damage from 200 to 150
• Extended how long opponent is frozen in the air on second hit in the air

EX Sonic Scythe:
• Removed throw invincibility during animation
• Shrunk upper hitbox during active 1F-2F

L Tragedy Assault:
• Increased stun damage from 100 to 150

M Tragedy Assault:
• Increased stun damage from 100 to 150

H Tragedy Assault:
• Reduced damage from 150 to 140
• Increased stun damage from 100 to 150

EX Tragedy Assault:
• Increased stun damage from 100 to 150

H Moonsault Slash:
• Fixed bug that there was no counter box from when Nash leaps up until he falls down

Judgement Saber:
• Reduced damage from 340 to 330
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~ Analyzing your defeat would be a waste of time. The truth is painfully simple: You lost because you aren't me ~
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Ralenzo
 
Joined: 5 Jan '13
Location: Antwerp
Gamertag: Ralenzo
PSN ID: Ralenzo

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