Dragon Suplex 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
110 |
| Stun |
170 |
| Meter Gain |
80 |
Dragon Suplex: Nash grabs his enemy and performs a neck-breaking suplex, leaving their body less than half a screen’s distance away. However, this forward throw isn’t as epic as it sounds. It deals a measly 110 points of damage, and if the opponent quick-rises, you’re only at +8 while being too far away for a meaty crouching
attempt.
You can follow it up with either Knee Bazooka or Jumping Sobat for a potential counter-hit setup (both are -3 from this range). Otherwise, you may just want to start your Sonic Boom pressure safely from this point.
Target Down 






| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Target Down: Target Down is Nash’s back throw. He delivers a knee to his opponent’s gut, followed by a neck-cracking chokehold. He proceeds to chuck the enemy to the other side of the screen. Tactically, Nash’s throws are just not very impressive. If your opponent chooses to quick-rise your back throw, you won’t get any kind of mid-range or close-range setup. Your best bet is to apply pressure by simply throwing an HP Sonic Boom and trailing it with long-distance dashes.
Air Jack 

while jumping


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
— |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Air Jack: Nash grabs his opponent out of the air and delivers a forceful knee to the face, ending with a somersault backflip that sends the foe flying across the screen. It has five frames of startup and little range, so like most air throws, Air Jack is underwhelming (compared to air throws in older Street Fighter games). The upside is that it deals 130 points of damage—impressive for an anti-air.