April 18, 2021


Game CMD 368

Street Fighter 5: How to play character Nash



Ended a week of Nash play last night, and as it happened, that week lay between two winners of the Infiltration (Finals and NorCal Region) tournament!

How to play Nash

It took me a few days to get used to his toolkit and with good reason: He’s incredibly flexible. Watch the Infiltration matches and you’ll notice that he can spend most of his game running away, harassing opponents with Sonic Booms and falsification, and once his opponent tries to take it in. narrow the gap, he will rush in with a jab or throw to restore momentum. If he is cornered, he will avoid switching positions and cornering the opponent.

mobi game

Skills of Nash

V-Skill: Bullet Clear

Nash held out his hand with a flash of blue light. At the right moment, this move will absorb single bullet attacks while filling his V-Trigger meter. If executed near the opponent, this also does a bit of damage.

V-Trigger: Sonic Move

His V-Trigger charges fast and can charge even faster using your V-Skill skill. Once charged, use it comfortably – it’s a teleportation spell that can really confuse players. It comes in three versions. Only HP & HK are the same first version, while Back + HP & HK is the second version. Finally – obviously – is Forward + HP & HK. The direction held determines where exactly he turns to.

Special Moves of Nash

Sonic Boom

(Quarter Circle Forward + Punch)

Nash threw an exploding bullet that sounded exactly like the one Guile was famous for. The button is used to determine its movement speed. If using the EX version, tapping the button twice will create two Sonic Booms in a row.

Sonic Scythe

(Quarter Circle Backwards + Kick)

He performed a dome kick with acoustic energy. The light and medium rock versions move horizontally, with the average moving further. The hard kick and EX versions perform like an overhead hit, hitting the sky.

Moonsault Slash

(Quarter Circle Forward + Kick)

Nash jumped and dashed forward in the air before sending a dangerous kick downwards. The heavier the button is used, the stronger the kick will be and the further away it will be moved.

Tragedy Assault

(Z-Motion + Punch / Forward, Down, Forward + Punch)

He rushed forward to grab his opponent, smashing the ground to deal damage to them. This is an ideal combo-ender, as it reliably stops the opponent. The strength of the punch is used to determine the distance that his initial dash moves across the screen.

Many beginners find it difficult to make the ‘Z style’ movement. The easiest way to do it is to press forward and then quickly pull down and perform a fireball movement, complete with a punch at the end. So as long as you do this in one dexterous move, this move comes out. Practice! It gets easier over time.

Critical Art (Super) – Judgement Saber

(Quarter Circle Backwards x2 + Punch)

His super can be used to punish opponents who throw bullets in the center of the screen or can be combined at close range. Nash lunged forward, disappearing before touching the opponent. If he comes into contact with them without being blocked by them, then he will appear behind them and unleash a nasty backstab sound attack.

Air Throw: Air Jack

(Light Punch + Light Kick near an airborne opponent)

Nash has an aerial pitch, which means if you meet an opponent in the air you can grab them and throw them to the ground like any other throw.