Street Fighter V/Nash

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Nash

SFV-Nash Portrait.jpg
VITALS
Health: 950 Stun: 950
WALKING THROWS
Forward Walk Speed: 2.7 Throw Range: 0.85
Back Walk Speed: 2.7 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 18 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 175 Forward Jump Distance: 205.2
Back Dash Distance: 110 Back Jump Distance 198.6
NOTABLE MOVE CLASSES
Overheads: f+MP Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HP, f+HP, crHK

Summary

Bio

A former air force pilot and Guile's mentor, after being killed by M Bison he is resurrected by Kolin with the sole purpose of eliminating M Bison and Shadaloo.


Why Pick Nash?

Why Play


Players To Watch
Bonchan

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw damage increased from 130 to 140, stun increased from 120 to 150
  • Back throw damage increased from 140 to 150
  • Stand MK will no longer hit opponents behind Nash on base on hitbox
  • Raptor/Bullet Combination (MK > HK) forward distance on second hit increased
  • Bullet Clear (MP+MK) advantage on hit increased from +2 to +5, increased V-Gauge gain from 80 to 100
  • Moonsault Slash (qcf+K)) recovery of first active frame on hit/block is now the same as 2nd
  • VT1
    • Sonic Move - Hide (HP+HK) is now throw and projectile invincible on 1-3f, recovery reduced by 2f
  • VT2
    • Justice Corridor (HP+HK > P) cannot be canceled into Stealth Dash (HP+HK) on whiff, adjusted behavior when Nash goes over opponent


Season 3 (Arcade Edition)

  • Forward throw damage increased from 120 to 130
  • Back throw damage increased from 130 to 140
  • Air throw damage increased from 130 to 140
  • Stand LP hurtbox expanded
  • Stand MK active frames increased from 3f to 4f
  • Stand HK hitbox expanded hurtbox reduced, damage increased from 80 to 90
  • Crouch LP hurtbox reduced
  • Crouch MP hurtbox expanded, hitbox reduced
  • Crouch MK hurtbox expanded, recovery increased from 15f to 17f
  • Jump HP hitbox expanded, hurtbox reduced
  • Diagonal Jump HK hurtbox reduced
  • Spinning Back Knuckle (f+HP) hitbox reduced
  • Bullet Combination (MK > HK > MP+MK) status on hit adjusted, V-Gauge gain increased
  • EX Sonic Boom (qcf+PP) adjusted so speed of 2nd boom is adjusted based on strength of the button
  • MK Sonic Scythe (qcb+MK) combo counter eased
  • Judgement Saber (qcb,qcb+P) combo counter eased
  • Added V-Trigger 2: Stealth Dash


Move List

Unique Attacks

SFV-Nash-Unique.jpg

Special Moves

SFV-Nash-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Nash-Vsystem.jpg

Critical Art

SFV-Nash-Critical.jpg

Nash Discussions

Discussions regarding Nash

Nash Shoryuken Forum

Nash Discord Link

Nash Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Other Resources

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 4 2 6 3 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 6 3 15 0 2 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 8 3 22 -5 0 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 4 3 7 3 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 7 4 15 0 2 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 9 4 15 -3 1 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 2 7 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 13 2 6 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 9 2 17 3 7 FILL_ME_IN_COUNTER_HIT 80 150 H su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 3 6 1 4 FILL_ME_IN_COUNTER_HIT 20 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 8 2 17 -4 0 FILL_ME_IN_COUNTER_HIT 50 100 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 8 2 24 -12 KD FILL_ME_IN_COUNTER_HIT 90 150 L vt1/vt2 73 24 29 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 3 6 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 5 5 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 6 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK ub or uf+HK 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
neutral jump HK u+HK 8 6 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
knee bazooka f+LK 7 6 18 -5 -1 FILL_ME_IN_COUNTER_HIT 60 70 H - - - - CHIP CH_DAMAGE CH_STUN
jumping sobat f+MK 13 2 18 -3 2 FILL_ME_IN_COUNTER_HIT 60 100 H - - - - CHIP CH_DAMAGE CH_STUN
chopping assault f+MP 22 3 16 -6 1 FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
step kick f+HK 14 4 15 -3 3 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
spinning back knuckle f+HP 15 3 30 -13 -3 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 97 61 61 CHIP CH_DAMAGE CH_STUN
side knee attack b+MK 5 4 14 2 4 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
rapid punch LP > MP 4+6 3 14 -6 1 FILL_ME_IN_COUNTER_HIT 30*45 70*72 H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
rapid kick LK > MK 4+5 4 11 -2 4 FILL_ME_IN_COUNTER_HIT 30*54 70*72 H*H - - - - CHIP CH_DAMAGE CH_STUN
wind shear 1st MP > LK 6+9 4 22 -7 3 FILL_ME_IN_COUNTER_HIT 60*36 100*45 H*H - - - - CHIP CH_DAMAGE CH_STUN
wind shear 2nd MP > LK > HP 6+9+6 3 24 -7 KD FILL_ME_IN_COUNTER_HIT 60*36*56 100*45*80 H*H*H - 86 25 30 CHIP CH_DAMAGE CH_STUN
down burst d+MP > f+MP 6+18 3 16 -6 1 FILL_ME_IN_COUNTER_HIT 60*54 100*90 H*M - - - - CHIP CH_DAMAGE CH_STUN
Raptor Combination 1st MK > HK 7+9 3 26 -10 KD FILL_ME_IN_COUNTER_HIT 60*50 100*72 H*H - 85 26 31 CHIP CH_DAMAGE CH_STUN
Raptor Combination 2nd MK > HK > MK 7+9+14 4 17 -10 KD FILL_ME_IN_COUNTER_HIT 60*50*44 100*72*80 H*H*H - 88 29 34 CHIP CH_DAMAGE CH_STUN
Bullet Combination MK > HK > MP+MK 7+9+8 2 24 -10 KD FILL_ME_IN_COUNTER_HIT 60*50*44 100*72*80 H*H*H vt1/vt2 96 37 42 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
dragon suplex LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 150 T - 54 5 5 CHIP CH_DAMAGE CH_STUN
target down b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 150 200 T - 69 10 10 CHIP CH_DAMAGE CH_STUN
air jack LP+LK (air) 5 2 6 - KD FILL_ME_IN_COUNTER_HIT 130 200 T - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
sonic move hide HP+HK (VT1) 4 - 6 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
sonic move bliz air b+HP+HK 4 - - - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
sonic move steel air f+HP+HK 4 - - - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
bullet clear MP+MK 8 2(8) 19 -5 5 FILL_ME_IN_COUNTER_HIT 70 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
sonic move avoid f+PPP 16 25 3 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
sonic boom LP qcf+LP 15 - 32 -6 -2 FILL_ME_IN_COUNTER_HIT 50 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
sonic boom MP qcf+MP 17 - 30 -4 0 FILL_ME_IN_COUNTER_HIT 50 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
sonic boom HP qcf+HP 22 - 23 -2 4 FILL_ME_IN_COUNTER_HIT 50 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
sonic boom EX 1 qcf+PP 11 - 26 2 4 FILL_ME_IN_COUNTER_HIT 60 100 H*H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
sonic boom EX 2 qcf+PP 10 - 26 2 3 FILL_ME_IN_COUNTER_HIT 54 90 H*H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
sonic scythe LK qcb+LK 10 3 24 -7 KD FILL_ME_IN_COUNTER_HIT 80 100 H su/vt1/vt2 85 26 31 CHIP CH_DAMAGE CH_STUN
sonic scythe MK qcb+MK 15 3 22 -10 KD FILL_ME_IN_COUNTER_HIT 100 100 H su/vt1/vt2 89 30 35 CHIP CH_DAMAGE CH_STUN
sonic scythe HK qcb+HK 17 2(3)3 21 -15 KD FILL_ME_IN_COUNTER_HIT 110 150 H*H vt1/vt2 101 42 47 CHIP CH_DAMAGE CH_STUN
sonic scythe EX qcb+KK 6 3(3)3(26)7 34 -19 KD FILL_ME_IN_COUNTER_HIT 30x5 30x4*80 H vt1/vt2 86 27 32 CHIP CH_DAMAGE CH_STUN
moonsault slash LK qcf+LK 37 3 10 1(2) 4(5) FILL_ME_IN_COUNTER_HIT 60 100 H - - - - CHIP CH_DAMAGE CH_STUN
moonsault slash MK qcf+MK 37 3 12 2(3) 4(5) FILL_ME_IN_COUNTER_HIT 60 100 H - - - - CHIP CH_DAMAGE CH_STUN
moonsault slash HK qcf+HK 37 3 14 3(4) 4(5) FILL_ME_IN_COUNTER_HIT 60 100 H - - - - CHIP CH_DAMAGE CH_STUN
moonsault slash EX qcf+KK 39 3(6)3(22)3 10 2 7 FILL_ME_IN_COUNTER_HIT 120 50*50*50 H*H*H - - - - CHIP CH_DAMAGE CH_STUN
tragedy assault LP f,d,df+LP 18 2 23 -5 KD FILL_ME_IN_COUNTER_HIT 70*30 0*150 H - 57 8 8 CHIP CH_DAMAGE CH_STUN
tragedy assault MP f,d,df+MP 22 2 26 -6 KD FILL_ME_IN_COUNTER_HIT 90*30 0*150 H - 57 8 8 CHIP CH_DAMAGE CH_STUN
tragedy assault HP f,d,df+HP 34 2 28 -8 KD FILL_ME_IN_COUNTER_HIT 120*20 0*150 H - 57 8 8 CHIP CH_DAMAGE CH_STUN
tragedy assault EX f,d,df+PP 8 3(17)2 48 -23 KD FILL_ME_IN_COUNTER_HIT 40*50*30 (120) 0*0*150 H*H*H vt1/vt2 96 37 37 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
judgement saber qcb,qcb+P 10 3 40 -31 KD FILL_ME_IN_COUNTER_HIT 330 0 H - 24 24 24 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Stealth Dash > Stop HP+HK > b 13(4) ~ 13(12) ~ ~ FILL_ME_IN_COUNTER_HIT ~ ~ ~ - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Stealth Dash > Justice Corridor HP+HK > P 42(34) 3*3 29 -6 KD FILL_ME_IN_COUNTER_HIT 50*50 100*100 M*H - 102 43 48 CHIP CH_DAMAGE CH_STUN
Stealth Dash > Justice Shell HP+HK > K 23(15) 4(2)4 13+19 -16 KD FILL_ME_IN_COUNTER_HIT 60*40 75*75 H*H - 116 57 62 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

  • crMP or crHP
    • sMP xx HK Sonic Scythe
  • crLP
    • sLP xx LK Sonic Scythe
  • LK
    • > MK, crLP xx LK Sonic Scythe

With Meter

  • Replace any LK Sonic Scythe above with EX Sonic Scythe for more damage
  • Replace any LK Sonic Scythe with EX Tragedy Assault for corner carry and slight life recovery
  • HP
    • xx EX Moonsault, b+MK xx HK Sonic Scythe

Corner

Crush Counter

  • HP
    • xx LK Moonsault, crLP xx LK Sonic Scythe
  • f+HP
    • HP Tragedy Assault

V-Trigger Cancels

  • VT1
    • crHP, b+MK xx MP Sonic Boom xx d+HP+HK, crHP, MP xx HK Sonic Scythe
    • crHP, MP xx EX Tragedy Assault xx HP+HK, HK, EX Sonic Scythe

V System

V Reversal

V Skill

V Trigger 1

V Trigger 2

Strategy

Playing as Nash

Fighting Against Nash