V-Skill
Bullet Clear 


| Startup |
6 |
|---|---|
| Active |
8(4) |
| Recovery |
19 |
| Guard Level |
HL |
| On Hit |
2 |
| On Guard |
-5 |
| SM-HX Hit |
15 |
| SM-HX Guard |
9 |
| Cancel |
V |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
V: 60/30 |
Bullet Clear: Bullet Clear is a projectile-absorbing poke attack that reaches slightly past Nash’s standing
range. Its main use is to build V-Gauge against projectiles. You can also use it as a physical attack, but it doesn’t reward much in terms of damage and advantage (-5 on block). You still gain V-Gauge, however, if you manage to hit your opponent with it.
Otherwise, Bullet Clear is a lackluster V-Skill when compared to, say, M. Bison’s Psycho Reflect. Its startup is reasonable, but it’s essentially a dead move against non-projectile characters because you would rather use Nash’s normal attacks in mid and close range.
V-Reversal
Sonic Move - Avoid 



during guard
| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
27 |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Sonic Move – Avoid: Nash’s V-Reversal is basically a better version of Sonic Move – Hide (aside from being throwable during its initial frames). Nash becomes completely invincible when he disappears and retains his invincibility even on reappearance. Note that he can be thrown for two frames at the end of his V-Reversal, but he’ll usually be too far for anyone to throw him. With Nash having poor defensive options, you might have to sacrifice a bar of your V-Gauge if he’s in a sticky situation. Fortunately, Nash’s V-Trigger only costs two stocks of V-Gauge, so you’re likely to gain access to Sonic Move – Hide/Blitz Air/Steel Air if you still have enough stamina left (or if you can land Crush Counter attacks and Bullet Clears).
V-Trigger
Sonic Move - Hide 


| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
11 |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Sonic Move - Hide: Nash’s two-bar V-Trigger is a teleport that’s completely invincible on the second frame up until he reappears behind the enemy. You can cancel all grounded normal attacks, as well as certain unique attacks (see the data tables), affording you cross-up opportunities or making your attacks safe from punishment when they otherwise wouldn’t be. With its high amount of invulnerable frames, it can also be used defensively. For instance, if Nash is cornered, you can go for Sonic Move to easily swap sides with the aggressor. While it’s fast, it can be punished because Nash is vulnerable at the tail end during his reappearance (although not very easy to hit).
Offensively, Sonic Move – Hide is one of the best ways to punish ranged ground attacks. It’s easy, for example, to use it on reaction to an opponent’s long-range fireball toss, giving you a low-effort punish. This is also good for stuffing Dhalsim’s long-range limbs and getting around Rashid’s projectiles, which are usually difficult to jump past.
Sonic Move - Blitz Air 




| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
10 |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Sonic Move - Steel Air 




| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
10 |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| SM-HX Hit |
— |
| SM-HX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Sonic Move – Blitz Air/Steel Air: You can modify Sonic Move by using either a
or
input while inputting 

. These teleport Nash from the ground into the air, tracking the opponent and leaving him in a neutral jumping state from which he can perform a neutral jumping attack on the way down. To teleport to the front of the enemy, input 



. To teleport behind them, use 



.
These are extremely useful as left/right mix-up maneuvers, especially in conjunction with a Sonic Boom on screen. For example, throw out HP Sonic Boom from long range. Then, while your opponent is blocking, go for either Sonic Move – Hide or Sonic Move – Steel Air to teleport behind the enemy just before your projectile connects. Your opponent will have to guard in the opposite direction after the screen freeze; otherwise, you get a combo opportunity. However, this tactic may not work against experienced players. One of the ways out of this setup is to simply jump over the Sonic Boom as soon as Nash freezes the screen with Sonic Move, completely wasting your entire V-Gauge.
Instead, you can use Sonic Move to extend your combos, adding significant amounts of damage. For instance, you can do standing 
LP Sonic Boom
Sonic Move – Steel Air, and while the opponent is in hitstun from your LP Sonic Boom, Nash can fall on them with a linked jumping
into your preferred ground combo (see Combo 6b).
Being loaded with V-Gauge and ready to use Sonic Move on reaction means that your enemy can’t throw projectiles, whiff moves to build EX Gauge, or reflect Nash’s own projectiles back at him, any of which you can punish on reaction with your V-Trigger. This gives you more leeway to press your HP Sonic Boom game, moving back to mid range. Against characters who rely on ranged tactics (Ryu, Ken, M. Bison, Nash, Laura, Rashid, F.A.N.G, and Dhalsim), this alters the match dynamic in your favor.