Nullifying Nash
Like M. Bison, Nash has a terrible walk speed but a terrific forward dash, which he must rely on frequently to close in. Try to watch out for this like it was a forward roll. He does not have an invincible reversal attack (besides his Critical Art), so you don’t have to worry about being blown out while attacking him when he’s knocked down. His best anti-air is upper body-invincible but requires the use of EX Gauge.
His throws are also weak advantage-wise, so don’t be afraid to take a throw at close range if he happens to dash in. His counter-hit frame trap attacks are much more frightening than his throws. His best range is mid range, where Sonic Boom and Moonsault Slash shine. If you see him going airborne, be ready to use an anti-air or a fast air-to-air attack.
When he has a loaded V-Gauge, be careful of his HP/EX Sonic Boom into Sonic Move cross-up setups. You can mostly avoid these by holding
as soon as you see a sequence of Sonic Boom into V-Trigger screen freeze. Nash has to use a particular setup to counter this tactic, but it involves sacrificing damage (he doesn’t get a full grounded combo).