LP Sonic Boom 


| Startup |
15 |
|---|---|
| Active |
— |
| Recovery |
32 |
| Guard Level |
HL |
| On Hit |
-3 |
| On Guard |
-7 |
| SM-HX Hit |
16 |
| SM-HX Guard |
12 |
| Cancel |
CA, V |
| Damage |
50 |
| Stun |
100 |
| Meter Gain |
10/10/5 |
MP Sonic Boom 


| Startup |
17 |
|---|---|
| Active |
— |
| Recovery |
30 |
| Guard Level |
HL |
| On Hit |
-1 |
| On Guard |
-5 |
| SM-HX Hit |
16 |
| SM-HX Guard |
12 |
| Cancel |
CA, V |
| Damage |
50 |
| Stun |
100 |
| Meter Gain |
10/10/5 |
HP Sonic Boom 


| Startup |
22 |
|---|---|
| Active |
— |
| Recovery |
23 |
| Guard Level |
HL |
| On Hit |
3 |
| On Guard |
-2 |
| SM-HX Hit |
14 |
| SM-HX Guard |
10 |
| Cancel |
CA, V |
| Damage |
50 |
| Stun |
100 |
| Meter Gain |
10/10/5 |
EX Sonic Boom 



| Startup |
11 |
|---|---|
| Active |
— |
| Recovery |
26 |
| Guard Level |
HL |
| On Hit |
4 |
| On Guard |
2 |
| SM-HX Hit |
18 |
| SM-HX Guard |
16 |
| Cancel |
V |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
-300 |
EX Sonic Boom 2nd 





| Startup |
11 |
|---|---|
| Active |
— |
| Recovery |
25 |
| Guard Level |
HL |
| On Hit |
3 |
| On Guard |
1 |
| SM-HX Hit |
17 |
| SM-HX Guard |
15 |
| Cancel |
V |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
0 |
Sonic Boom: The classic Sonic Boom projectile is back in SFV and is now performed using a
motion instead of with a
charge. As a fireball motion, it’s been rebalanced as such. Nash’s Sonic Booms have unique properties compared to more conventional projectiles. LP Sonic Boom starts up the fastest at 15 frames (which is still quite slow relative to, say, Ryu’s LP Hadoken at 13 and Ken’s at 14). HP Sonic Boom starts up at 22 frames but has a distinctly slow travel speed with low recovery; it’s clearly meant for setting up an offense from long range.
Generally, you won’t be using Sonic Boom as a pure zoning tool. The slow startup on them (especially HP Sonic Boom), in conjunction with their slow travel speeds, makes it difficult to keep opponents guessing because they’re easy to jump.
EX Sonic Boom is a quick-starting and fast-traveling projectile that can be canceled into a follow-up Sonic Boom. It starts at 11 frames and recovers much faster than LP Sonic Boom (26 frames versus 32). In the corner, you can apply heavy pressure canceling your attacks into EX Sonic Boom (+2 on block for the first projectile, +1 for the second). You can even link a standing or crouching
if Nash is close enough after the first EX Sonic Boom hits.
Interestingly, Sonic Boom makes for a better mid-range attack than a long-range one because of its smaller hurtbox (especially around Nash’s legs) compared to Ryu and Ken’s Hadoken. Nash releases his Sonic Boom closer to his body and without lunging forward. This makes him much less vulnerable just before its release than Ryu and Ken are. Thus, when Nash is at footsie range with his enemy, you can be much more liberal with Sonic Boom pokes than the shotos can be, particularly when you have the opposing character cornered.
LK Moonsault Slash 


| Startup |
37 |
|---|---|
| Active |
3 |
| Recovery |
10 |
| Guard Level |
HL |
| On Hit |
4 |
| On Guard |
1 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
70 |
| Stun |
100 |
| Meter Gain |
10/30/15 |
MK Moonsault Slash 


| Startup |
37 |
|---|---|
| Active |
3 |
| Recovery |
12 |
| Guard Level |
HL |
| On Hit |
4 |
| On Guard |
1 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
70 |
| Stun |
100 |
| Meter Gain |
10/30/15 |
HK Moonsault Slash 


| Startup |
37 |
|---|---|
| Active |
3 |
| Recovery |
14 |
| Guard Level |
HL |
| On Hit |
4 |
| On Guard |
1 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
70 |
| Stun |
100 |
| Meter Gain |
10/30/15 |
EX Moonsault Slash 



| Startup |
30 |
|---|---|
| Active |
3(6)3(22)3 |
| Recovery |
11 |
| Guard Level |
HL |
| On Hit |
5 |
| On Guard |
1 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
130(40x2+50) |
| Stun |
50x3(150) |
| Meter Gain |
-300 |
Moonsault Slash: Nash goes airborne at a steep angle and then descends with an inverted “flash kick.” Moonsault Slash is a hyper-aggressive special attack with advantage on hit and block. While Sonic Boom is a vital part of Nash’s gameplay, Nash’s offense revolves more around proper use of Moonsault Slash.
The different versions of Moonsault Slash vary slightly in some aspects, mostly in terms of horizontal distance covered. LK Moonsault All versions are safe on block and +3 on hit, so you can only link into a follow-up attack on counter-hit.
EX Moonsault Slash is a tracking version (up to a certain distance), where Nash performs two rotations of crescent kicks before landing with frame advantage (+5 on hit, +1 on block). It tracks up to a certain point (but won’t follow), and as long as you aren’t interrupted, you’re guaranteed a high-damage follow-up (see Combo 8) or pressure advantage.
LP Tragedy Assault 


| Startup |
18 |
|---|---|
| Active |
2 |
| Recovery |
23 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-5 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
100(70+30) |
| Stun |
100 |
| Meter Gain |
10/0+50/15 |
MP Tragedy Assault 


| Startup |
22 |
|---|---|
| Active |
2 |
| Recovery |
26 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
120(90+30) |
| Stun |
100 |
| Meter Gain |
10/0+100/15 |
HP Tragedy Assault 


| Startup |
34 |
|---|---|
| Active |
2 |
| Recovery |
28 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-8 |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
150(120+30) |
| Stun |
100 |
| Meter Gain |
10/0+150/15 |
EX Tragedy Assault 



| Startup |
8 |
|---|---|
| Active |
3(17)2 |
| Recovery |
48 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-23 |
| SM-HX Hit |
D |
| SM-HX Guard |
— |
| Cancel |
V |
| Damage |
120(40+50+30) |
| Stun |
100 |
| Meter Gain |
-300 |
Tragedy Assault: Tragedy Assault is a one-of-a-kind hit-grab special. Nash leaps forward, palms his opponent’s face, and then proceeds to slam it into the ground while absorbing their energy. Tragedy Assault is underwhelming at first glance, but it actually possesses unique EX-siphoning properties on hit. Nash is the only character who can reduce enemy EX Gauge, though this comes at a sacrifice of damage and advantage (in most cases).
Button strength used to execute Tragedy Assault determines startup, recovery, distance covered, and most notably, amount of EX Gauge drained. EX Tragedy Assault doesn’t absorb EX Gauge; rather, it heals Nash for 30 points of stamina while having an additional V-cancel property after he throws his opponent across the screen (see the Combos section for EX Tragedy Assault
Sonic Move combos).
You won’t typically use Tragedy Assault outside of combos. Its startup and hitbox are not suited to opening up the opponent’s defense or for punishing attacks. It’s also punishable on block (LP version at -5, with stronger punch buttons being more negative). This leaves its use solely for combos, but which combos? Usually, you can deal more damage and gain more tempo using Sonic Scythe-ending or target combo-ending combos, so it’s not exactly intuitive how and when to use Tragedy Assault.
Siphoning enemy EX Gauge versus gaining better positional advantage is a tough debate. For the sake of simplicity, we’ll say that it’s probably better to use Tragedy Assault combos early on in a round (where you can drain enough EX Gauge to prevent an enemy Critical Art or EX special). Then, use your higher-damage links and target combos later on in the round to finish off opponents with your up-close offense.
LK Sonic Scythe 


| Startup |
10 |
|---|---|
| Active |
3 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-7 |
| SM-HX Hit |
D |
| SM-HX Guard |
8 |
| Cancel |
CA, V |
| Damage |
80 |
| Stun |
100 |
| Meter Gain |
20/40/20 |
MK Sonic Scythe 


| Startup |
15 |
|---|---|
| Active |
3 |
| Recovery |
22 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-8 |
| SM-HX Hit |
D |
| SM-HX Guard |
5 |
| Cancel |
CA, V |
| Damage |
100 |
| Stun |
100 |
| Meter Gain |
20/40/20 |
HK Sonic Scythe 


| Startup |
17 |
|---|---|
| Active |
2/3 |
| Recovery |
21 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-15 |
| SM-HX Hit |
D |
| SM-HX Guard |
2 |
| Cancel |
V |
| Damage |
120(80+40) |
| Stun |
200(100x2) |
| Meter Gain |
20/40/20 |
EX Sonic Scythe 



| Startup |
6 |
|---|---|
| Active |
3(3)3(26)7 |
| Recovery |
30 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-19 |
| SM-HX Hit |
D |
| SM-HX Guard |
8 |
| Cancel |
V |
| Damage |
150 |
| Stun |
200(30x4+80) |
| Meter Gain |
-300 |
Sonic Scythe: Sonic Scythe is essentially four separate kick attack specials, since each kick button used to finish the
command causes Nash to perform a version of Sonic Scythe that is distinct from the others.
LK Sonic Scythe is a quick heel sweep preceded by a slight advance. It looks like a low-hitting attack, but it can be guarded either standing or crouching. Since it has a relatively fast startup time, its main use is in combos canceled from light attacks.
MK Sonic Scythe resembles Step Kick: Nash lunges forward and then performs a sweeping roundhouse attack across the midsection, knocking down on hit. You can use MK Sonic Scythe in combos or as a long-range poke (similar to Spinning Back Knuckle and Step Kick), with a hitbox slightly extending past its hurtbox. It’s -8 on block, however, so you’ll want to use it from max range if possible.
HK Sonic Scythe is an upward heel slice with huge hitboxes covering the entire midsection, transitioning into an even larger hitbox above Nash’s head while he’s airborne. HK Sonic Scythe seems like a powerful anti-air, but it’s usually too slow to execute on reaction against a jump-in. However, if you happen to make an extremely good read and predict a forward jumping attack, you will definitely beat out any aerial attack that the enemy sticks out.
EX Sonic Scythe is your best anti-air attack. It’s quick to startup, and Nash’s head area is completely invincible before and during the initial hitboxes. Normally, you’ll want to save EX Gauge for EX Sonic Scythe since Nash’s meterless anti-air attacks aren’t too impressive. The upside is that EX Sonic Scythe covers all aerial angles, so as long as you have meter, you can deflect any kind of jumping attack. It’s also one of the better combo enders off of light attacks.