Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Nash

Overview

Pros
  • Nash has the best forward dash in the game and only requires two dashes from full screen to get into close range.
  • HP Sonic Boom complements his dash well because it travels so slowly, allowing him to trail it.
  • Moonsault Slash gives him great mobility from a distance and allows him to easily mount an offense from the air.
  • With Tragedy Assault, he’s the only character who can reduce enemy EX Gauge.
  • Target combos are particularly useful for knockdown advantage, only sacrificing small amounts of damage when used over link combos.
Cons
  • Nash’s walk speed is incredibly slow, so you must compensate for this deficiency by making good use of his dash and mobility specials.
  • With an awful walk speed, his footsies game is non-existent, forcing you to commit to attacks like Jumping Sobat.
  • Nash does not have an invincible reversal, so his fireball/anti-air game can be tricky to implement against aggressive opponents.
  • His V-Trigger does not provide a power-up, nor is it a powerful attack on its own, so it can be difficult to use for beginners.

Nash is a balance-type character with tools for most situations. Even though he has a decent projectile, he isn’t a conventional zoning character because of his lack of an invincible anti-air. You’ll have to make proper use of all of his tools to be successful, particularly his mid-range attacks and Sonic Boom traps. Nash is recommended for highly experienced fighting game players who don’t mind a challenge.

Your objective is to establish mid and close range, where his unique attacks, Sonic Booms, and LK/MK Moonsault Slash attacks shine the most. Achieve this by:

  • Threatening with HP Sonic Boom from range and closing distance with far-reaching dashes
  • Spotting hesitation points in the opponent’s long-range and mid-range patterns, and getting in with safe Moonsault Slash attacks
  • Engaging into mid and close range with well-timed Knee Bazookas
  • Advancing with safe-on-block EX Sonic Booms (with EX Gauge) since they move Nash forward and leave him at advantage