Low Hit-Checks
COMBO 1
Crouching 
standing
, then finish with either:
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|
163 damage, 293 stun (requires one stock of EX Gauge) |
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|---|
|
111 damage, 213 stun |
This should be your standard low hit-check combo at close range. For punishing attacks that are -4 on block, you can skip the crouching
and go straight into crouching 



.
Normal Hit-Checks
COMBO 2
Standing 


standing
, then cancel into either:
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|
210 damage, 338 stun (requires one stock of EX Gauge) |
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|---|
|
164 damage, 268 stun |
Another close-range hit-check combo, but easier to confirm on hit; you get the whole standing 

target combo to assess whether your opponent has blocked.
COMBO 3
Crouching 
crouching
OR 

, then cancel into either:
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|
194 damage, 270 stun, drains 50 EX Gauge from opponent |
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|---|
|
230 damage, 350 stun (requires one stock of EX Gauge) |
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|---|
|
210 damage, 350 stun |
A hit-confirm off of crouching
. You can link either 

(forces standing), crouching
, or standing
after the initial crouching
.
Jump-ins
COMBO 4a
Forward jump cross-up
, crouching 
standing
, then cancel into:
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|---|
|
246 damage, 410 stun |
COMBO 4b
Forward jump cross-up
, crouching 
standing 




|
226 damage, 353 stun |
COMBO 4c
Forward jump cross-up
, crouching 
crouching 




|
232 damage, 340 stun, drains 50 EX Gauge from opponent |
You’ll be using Nash’s cross-up jumping
frequently as a hit-check, so follow up with this moderately damaging combo on hit.
Combo 4a deals slightly more damage than Combo 4b, but Combo 4b provides more advantage and pressure because Nash is much closer to the downed opponent. A useful follow-up to Combo 4b is to dash forward and either go for a meaty crouching
or a throw.
Combo 4c is an alternative to 4a, sacrificing tempo and some damage for a significant EX Gauge boost.
COMBO 5
Forward jump cross-up
, standing 




|
219 damage, 324 stun |
A two-level hit-check combo leading into a Raptor Combination target combo. After your cross-up jumping
, press standing
—by this point, you should have enough time to decide whether you’ll cancel into 

. This meterless combo isn’t optimal damage-wise, but its knockdown advantage is huge, giving Nash more than enough time to dash in for a meaty, a frame trap, or a throw mix-up. Additionally, if your standing
is blocked, you’re at -1 with virtually no pushback, so you can then follow up with either a throw or standing/crouching
.
COMBO 6a
Forward jump
, crouching 
standing
, then cancel into either:
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|---|
|
478 damage, 435 stun (requires full EX Gauge) |
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|---|
|
294 damage, 505 stun |
COMBO 6b
Forward jump
, standing 









, jumping
while falling, crouching 








|
350 damage, 600 stun, drains 50 EX Gauge from opponent (requires full V-Gauge) |
COMBO 6c
Forward jump
, standing 












, jumping
while falling, standing 




|
365 damage, 600 stun, drains 100 EX Gauge from opponent (requires full V-Gauge and one stock of EX Gauge) |
Combos 6a and 6b should be your bread-and-butter combos for clean jump-ins. Combo 6b requires having V-Gauge, but it also drains EX Gauge from the enemy. Combo 6c uses up one EX Gauge for EX Sonic Boom, though it refunds some with MP Tragedy Assault.
COMBO 7a
(Midscreen) Forward jump
, crouching 
standing 




, 



, jumping
while falling, then finish by juggling with either:
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|
397 damage, 590 stun (requires full V-Gauge and two stocks of EX Gauge) |
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|---|
|
379 damage, 550 stun (requires full V-Gauge and one stock of EX Gauge) |
Standing ![]() ![]() ![]() ![]() (Does not combo, but sets up for block string pressure) |
|---|
|
371 damage, 570 stun (requires full V-Gauge and one stock of EX Gauge) |
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|---|
|
363 damage, 538 stun (requires full V-Gauge and one stock of EX Gauge) |
COMBO 7B
(Cornered opponent) Forward jump
, crouching 
standing 




, 



, jumping
while falling, then finish by juggling with either:
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|
397 damage, 590 stun |
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|---|
|
379 damage, 550 stun |
Standing ![]() ![]() ![]() ![]() (Does not combo, but sets up for block string pressure) |
|---|
|
371 damage, 570 stun (requires full V-Gauge and one stock of EX Gauge) |
A high-damage and stylish combo that drains your V-Gauge and a stock of EX Gauge. You can devastate an opponent if you earn a clean jumping attack over a projectile or attack whiff. The corner variant (Combo 7b) requires using 



instead of 



. If using the standing 
HP Sonic Boom ender in the corner, you’re +5 advantage on block for guaranteed tempo.
The midscreen version with the Bazooka Knee finisher leaves you with plenty advantage to go for a meaty or overhead setup because Nash ends up directly next to the opponent.
COMBO 8a







, then cancel into either:
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|---|
|
280 damage, 400 stun (requires one stock of EX Gauge) |
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|---|
|
300 damage, 400 stun (requires two stocks of EX Gauge) |
COMBO 8b




standing or crouching
, then cancel into either:
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|---|
|
221 damage, 293 stun (requires one stock of EX Gauge) |
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|---|
|
273 damage, 373 stun (requires two stocks of EX Gauge) |
These are your possible links from hitting with EX Moonsault Slash. Use Combo 8a if you connect with EX Moonsault Slash from close range and Combo 8b if you hit it from farther out (e.g., as a projectile punish).
Grounded Counter-hits
COMBO 9
Counter-hit standing OR crouching 



, then cancel into either:
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|
186 damage, 334 stun |
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|---|
|
170 damage, 254 stun, drains 50 EX Gauge from opponent) |
Off of a counter-hit jab, you can link into 

, crouching
, or standing
. This is a two-level hit-check, where you’ll input
and 

, and then confirm to commit to canceling into your special attack combo ender.
COMBO 10
Counter-hit standing 
standing OR crouching
, then cancel into either:
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|
215 damage, 343 stun (requires one stock of EX Gauge) |
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|---|
|
163 damage, 263 stun |
A counter-hit check using standing
into standing or crouching
. Input standing
, then watch for the “Counter” system message. On confirmation, hit either standing
or crouching
canceled into LK or EX Sonic Scythe.
COMBO 11
From past your crouching
range, counter-hit 


standing OR crouching
, then cancel into either:
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|
163 damage, 227 stun |
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|---|
|
215 damage, 307 stun (requires one stock of EX Gauge) |
Off of a counter-hit Knee Bazooka from range, you can link into a jab. The sweet spot is just past your crouching forward’s reach. Input the 

command and watch for the “Counter” system message. On confirmation, link into either standing or crouching
and cancel into LK or EX Sonic Scythe.
COMBO 12a
Counter-hit standing 



, 







, jumping
while falling, crouching 
standing 









|
531 damage, 625 stun (requires full V-Gauge and EX Gauge) |
COMBO 12b
(Cornered opponent) Counter-hit standing 



, 







, jumping
while falling, crouching 
standing 




|
349 damage, 625 stun (requires full V-Gauge) |
A high-damage combo that requires specific spacing. A good setup to distance Nash properly is by starting with a point-blank crouching
, then going for standing 
HP Sonic Boom. Cancel into Sonic Move – Steel Air on hit to finish the sequence. This variation will not work if the enemy is cornered because jumping
while falling will whiff (use Combo 12b instead). You can also set this up by baiting out a counter-hittable reversal, such as Ryu’s HP Shoryuken. Block or have the reversal whiff, then position Nash appropriately and connect with counter-hit standing
.
COMBO 13
Counter-hit standing 








, then either:
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , jumping while falling, crouching ![]() standing ![]() ![]() ![]() ![]() ![]() |
|---|
|
415 damage, 670 stun (requires full V-Gauge and one stock of EX Gauge) |
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|---|
|
345 damage, 535 stun |
Standing 




is a relatively safe pressure string (it can be interrupted in between the two moves, however), and it can be used as a counter-hit fishing sequence. On a successful counter-hit, you can link EX Moonsault Slash into 

for major damage. You can also use this combo without the counter-hit standing
(for instance, if you blow through a projectile with the invincibility properties of EX Moonsault Slash).
COMBO 14
Counter-hit 


crouching 




|
163 damage, 263 stun |
A decent mid-range poke that both crushes lows and links into crouching
on counter-hit.
COMBO 15
Counter-hit 

, then finish with:
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|---|
|
469 damage, 350 stun (requires full EX Gauge) |
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|
243 damage, 270 stun, drains 150 EX Gauge |
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|---|
|
216 damage, 360 stun |
These are a number of possible combos from landing a counter-hit Spinning Back Knuckle. HK Sonic Scythe ender leads into better follow-up pressure games, as you have enough advantage to dash toward the downed opponent, while HP Tragedy Assault drains and builds more EX Gauge.
Alternatively, you can juggle with MP Sonic Boom as the crumpled foe falls into the projectile, and then finish with MK Sonic Scythe canceled into Judgement Saber.
COMBO 16
Counter-hit 


standing
, then finish with either:
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|
251 damage, 403 stun (requires one stock of EX Gauge) |
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|---|
|
199 damage, 323 stun |
A possible link off of a close Step Kick. Usually, you’ll want to use standing 
Sonic Boom for your frame traps, but you can mix it up with a slightly slower attack to throw off your opponent’s timing. On counter-hit, you’re at +4 advantage, allowing a link into standing or crouching
. If you score a counter-hit 

up close on a crouching adversary, you can tack on a standing 

target combo for a bit more damage.
Anti-Airs
COMBO 17
Anti-air neutral jumping
, then juggle with:
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|---|
|
392 damage, 150 stun (requires full EX Gauge) |
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|---|
|
144 damage, 213 stun |
Crouching ![]() |
|---|
|
171 damage, 285 stun |
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|---|
|
180 damage, 240 stun |
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|---|
|
162 damage, 240 stun |
If you manage to sniff out an opponent’s forward jump, and you connect with a descending neutral jumping
, you can follow up with these potential juggle combos. This tactic is more effective when you have your enemy cornered.