This is why I love your videos, people in other sources were so confused and didn’t understand how his CC change worked and what it helped for, and you gave so many clear examples. You are the man Baf, keep that awesome FG work you do
And he does it in less than 10 minutes. Other idiot content creators need 1hr + where there is only a minute worth of things said while the rest were inconsistent ramblings.
Best part about that too is that he adresses the changes, their implications and then gives his opinion, looking at the buffs more together than some people do, Waiting for the character to get something amazing and that is where their judgement Begins and ends
God fucking damn I want him in sf6 so bad Any character that is built off of the concept of “guile but motion inputs” is bound to be fucking rad, there’s so many cool ways to take it
Jesus, at last a competent review of characters options. Bafael is the best in this. I am gald that you explained sthp and moonsault buffs, cuz people don't get it and skip it. Even I, a full time Nash player didn't understand it at first and only got it after random air hp cc connected fully with ex moonsault. Nice of Capcom to give Nash options on his rarely used stuff and make other stuff consistent. A fireball buff does what you say but also, since you can choose not only the starting sonic speed but the second too you can create different things like fastmoving two hit sonic, or slow one, or two sonics spared much wider than normal ex one. The best I think is fast nonexboom and slow ex boom as it has the widest presence and almost grants pressure from fullscreen. You can actually combo that into hk moonsault. The one thing you missed is that vs2 hk scythe is now full body invulnerable to air attacks from frame one and not only the active frames. You did talk about it at your overview video, but here only shown the normal one, not the vs2 option. It's still slow and you can be too late so the opponent lands, but it works great and Nash has meterless invulnerable aa with vs2. And he still gets mk scythe after that. Overall great video representation.
I get what you mean. It's like instead of giving him something crazy & wacky, they made the stuff he can do and was good at more consistent/reliable which is better then nothing at all, I suppose
The knee bazooka target combo, normal -> EX boom cancel, and VS2 ex scythe are pretty meaningful changes, and the hk jump-in invincibility is huge. He’s a lot better now
Yeah I remember seeing Rose's VT1 for the first time and expecting Nash's VT1 to get buffed to match Rose since her VT1 is just Nash's VT1 with multiple uses
@@fissilewhistle well, the V-trigger scaling for VT I is less than the universal cost. This was addressed in one of the balances patches; I guess they don't want Nash's damage to go through the roof.
I appreciate the video as a Nash main. I wish Capcom would've made his vt2 more consistent when using it after the 1st use. Or make his vs1 catch multiple projectiles like ryu and partying multiple attacks at once but I might be asking for a lot from a dead Character lol
Those follow-up EXes are a really neat concept. I was a fan of the idea when it was given to Lucia's flame kick in CE, so I'm really interested in seeing how they affect the gameplay when more characters have it. Perhaps SF6 will have a new take on the way EX moves work.
It was technically first seen with Akuma's Demon Flip. A regular Demon Flip could be cancelled into an EX air tatsu, and the EX Flip gave you a free EX air tatsu, essentially giving Akuma the choice of when to spend the meter. And committing 1 bar early had its reward too. EX Flip had a hitbox on the way up, while EX Boom benefits from the fast startup regardless of projectile speed.
Luke has follow-ups to his EX Sand Blast, EX Rising Upper, and his EX Flash Knuckle in SF6. If you press a punch button after inputting the EX command Luke will spend one more Drive bar to perform a follow-up.
I think the issue for nash is that while theses changes goes well on the idea of him dictating the pace with having more way to sneak damage on fireball war, better conversion off poke, better ways to be rewarded on said poke/zoning (stronger anti-air, stronger okizeme with ex scythe, ex-scythe being usable on his cr.mk)... He still has some big flaws (low walk speed, still need vs2 for pure anti air, no reversal, no low-forward hitcorm, scythe is good but is made not abusable which make him too 'honest') while not having the usual top tiers tools that is present in SFV. His v-trigger are good but can feel tame compare to some other character, he has a lot of target combo that can be very awkward to use and basically capcom didn't dare go a bit crazy with him. When you see how bonkers they went for Oro or Rose as low tiers, how they worked hard on Alex patch after patch to finally make him the best grappler, etc... It feel like they are too scarred or uninspired for nash which is a bit sad. Many people complain about Luke still being so strong but I think it is more important to help characters like zangief/blanka/nash to feel just as fun/have a bit of crazy first. If people survived the absurdity that e-ryu/yun was in ultra SF4 (despite pretending elena was the biggest issue), they can survive luke being top tiers.
pre patch Nash was a lot stronger than pre patch Rose & Oro tbf. He's been a serviceable mid tier for a while now, people just refuse to shake off his low tier reputation from before (much like w Juri).
Nash got some good buffs (but I feel like Ill say this a lot), I think he could have gotten a little more. Let Nash cancel the EX Vskill 2 from command normal kicks and not just regular kicks, give him old Lk target combo, idk. And if Shadow Nash isn't legally playable (which pisses me off. I would love for extra battle characters to be legal offline only like the new visual effect filters. One or 2 things from Shadow Nash being present to regular Nash would have been dope. Oh well.
Bruh I’m literally going to stop using VSkill 1 and stay with VSkill 2 forever. I know it’s only for EX Scythe but damn I need that c.Mk to combo into something
His changes aren't bad persay but I certainly think they're quite reserved compared to other characters. One main issue I have is that Gust Front (the new TC) has worse oki than its derivative TC, and such an awkward number. It's +17 on quick rise, meaning he's -1 after a dash. I really would have liked a reduction on recovery of VS2, and something for Moonsault like maybe projectile invincibility on startup for the EX version. Buffs aren't bad but not my favorites either.
@@Onewolf101 hit st.lk now confirms into itself without counter hit, so you have enough time to react if it connects before you fully commit into the target combo, so its a good trade off.
I don't play SFV but all these things seem like he should have had them from the beginning. WTF capcom Only now do I see what people meant when they kept saying Nash was the worst character.
I'm just hoping Street Fighter 6 is good I'm surprised we're even this far into the future to begin with. I started playing with super turbo and third strike when those were like the only games left. And CVS.
@@Bafael that's fair lol. He is dead after all. But you can use other buttons in neutral to gauge if you can go in and atleast make it even on block. It's great when they are panicking and have no health. Edit: maybe it's not great, ok maybe? but it can catch people off guard.
VS2 might just be the way to go imo. VS1 is still solid for what it is and is better against fireball characters, but VS2 boosted Heavy & EX Sonic Scythe being air attack invincible on frame 1 and the Cr.Mk cancel into EX for neutral sounds too good to pass up for me personally
Not necessarily. Both are viable, and dependant on matchup. Against fireball characters, VS1 is still better, and it synergizes well with VT2 for a bunch of crazy resets.
Honestly he is basically the same and had the dumbest changes out of the whole cast in my opinion. VS 2 allowing him to AA is cool but now he can't spend that useful ability on anything else unless he is forced to sacrifice OKI to reinstall VS2. Which is bad. Plus VS2 having head Invul is not good because some moves hitting lower then his head negates the buff. Like Nash vs Cammy's dive kick you can't react you have to preemptively throw it. But VS2 Heavy AA scythe gives him upper body Invul vs that and allowing him to win in all situations...but again waste Oki to have that stocked up and if you try and do EX AA scythe with VS2 buff you don't get the Invul properties like they heavy one does making it useless and you getting Oki off of it even worse since you can still lose trades with the EX version lol. Its just bad overall imo.
i also play in a 5 dollar keyboard pls no bully and despite what ppl might think roll over is not a biiiiig issue its rather actuation force and how mechs and arcade switches too i believe favor touch typing
there are only like 5 meterless wakeup options in the game and all of them are locked behind trigger. Even chars with DPs have to spend a bar for frame 1 invincibility. Use v-shift.
@@Bafael that settles that lol. I don't play so i have basically no information on this game, i didn't even know tatsu hit on crouching opponents until you told me haha
@@bryanleeyf87 yup lol. I was watching these breakdowns and trying to compare them with what i remember from when i last played, which was probably when CE came out, and what i see in matches on channels like Shadaloo guy and Messatsu. I recall Nash's wakeup options being bad with meter too, but i don't know if that's still the case. EX Scythe at least still looks worthless since the invincibility is only on his head. Not sure about tragedy assault though, that might be ok Hey also i never made any claims on whether or not he's good, i just said "i don't think he has a meterless wakeup but i might be missing something" that's so harmless, what "baseless claims" am i making? Are you gatekeeping a patch note breakdown video because i don't play SF5? Lol
This is why I love your videos, people in other sources were so confused and didn’t understand how his CC change worked and what it helped for, and you gave so many clear examples. You are the man Baf, keep that awesome FG work you do
And he does it in less than 10 minutes.
Other idiot content creators need 1hr + where there is only a minute worth of things said while the rest were inconsistent ramblings.
a lot people didn't even understand the EX sonic boom changes, that is why bafael is the only content creator, I trust
Best part about that too is that he adresses the changes, their implications and then gives his opinion, looking at the buffs more together than some people do, Waiting for the character to get something amazing and that is where their judgement Begins and ends
God fucking damn I want him in sf6 so bad
Any character that is built off of the concept of “guile but motion inputs” is bound to be fucking rad, there’s so many cool ways to take it
its hard to think they will try this character again, also with the drive rush meta, imagine nash drive rush lol
Nash, Ed, and Falke getting ex follow-up style attacks makes me think that's going to be a central mechanic in SF6
That's a good catch. I can see that.
mind that Luke also has that as a part of both of his V-Triggers
Mortal Kombat enhance type beat
@@pokeaust7800 Seems like a trend.
I really hope this is true
every time a new one of these are upped, it's like xmas day opening a present
Jesus, at last a competent review of characters options. Bafael is the best in this. I am gald that you explained sthp and moonsault buffs, cuz people don't get it and skip it. Even I, a full time Nash player didn't understand it at first and only got it after random air hp cc connected fully with ex moonsault. Nice of Capcom to give Nash options on his rarely used stuff and make other stuff consistent.
A fireball buff does what you say but also, since you can choose not only the starting sonic speed but the second too you can create different things like fastmoving two hit sonic, or slow one, or two sonics spared much wider than normal ex one. The best I think is fast nonexboom and slow ex boom as it has the widest presence and almost grants pressure from fullscreen. You can actually combo that into hk moonsault.
The one thing you missed is that vs2 hk scythe is now full body invulnerable to air attacks from frame one and not only the active frames. You did talk about it at your overview video, but here only shown the normal one, not the vs2 option. It's still slow and you can be too late so the opponent lands, but it works great and Nash has meterless invulnerable aa with vs2. And he still gets mk scythe after that.
Overall great video representation.
You missed his vs2 H scythe being invincible to jump attacks on frame 1
Yea this is fucking huge
WHAT
I feel like Nash’s buffs in this patch just make him more convenient rather than better if that makes any sense:
I get what you mean. It's like instead of giving him something crazy & wacky, they made the stuff he can do and was good at more consistent/reliable which is better then nothing at all, I suppose
@@jjtjp2469 of course it's better, nash players are damn crazy lol
Yeah but QoL changes still are appreciated. They can definitely make players play more consistently
The knee bazooka target combo, normal -> EX boom cancel, and VS2 ex scythe are pretty meaningful changes, and the hk jump-in invincibility is huge. He’s a lot better now
A great addition would've been Nash being able to use VT1 at least 2 times
Or make it one bar
Yeah I remember seeing Rose's VT1 for the first time and expecting Nash's VT1 to get buffed to match Rose since her VT1 is just Nash's VT1 with multiple uses
Definitely. If they were intent on keeping it single-use, they could have at least removed the universal V-Trigger scaling on it.
@@fissilewhistle well, the V-trigger scaling for VT I is less than the universal cost. This was addressed in one of the balances patches; I guess they don't want Nash's damage to go through the roof.
I appreciate the video as a Nash main. I wish Capcom would've made his vt2 more consistent when using it after the 1st use. Or make his vs1 catch multiple projectiles like ryu and partying multiple attacks at once but I might be asking for a lot from a dead Character lol
Those follow-up EXes are a really neat concept. I was a fan of the idea when it was given to Lucia's flame kick in CE, so I'm really interested in seeing how they affect the gameplay when more characters have it. Perhaps SF6 will have a new take on the way EX moves work.
It's kinda like netherrealm's meter burn mechanic in injustice and mortal kombat
It was technically first seen with Akuma's Demon Flip. A regular Demon Flip could be cancelled into an EX air tatsu, and the EX Flip gave you a free EX air tatsu, essentially giving Akuma the choice of when to spend the meter.
And committing 1 bar early had its reward too. EX Flip had a hitbox on the way up, while EX Boom benefits from the fast startup regardless of projectile speed.
@@MansMan42069 you think that inspired these
@@bguy6778 Maybe not inspired but definitely set the precedent.
Luke has follow-ups to his EX Sand Blast, EX Rising Upper, and his EX Flash Knuckle in SF6. If you press a punch button after inputting the EX command Luke will spend one more Drive bar to perform a follow-up.
Shared this immediately with a buddy who seconds Nash. They’ll probably main now, especially tragedy assaults major corner whiff.
So Nash’s hk summersault autocorrect’s automatically? 😯
Interesting.
Wish birdie had that for his bullhorn especially on jump ins.
I think the issue for nash is that while theses changes goes well on the idea of him dictating the pace with having more way to sneak damage on fireball war, better conversion off poke, better ways to be rewarded on said poke/zoning (stronger anti-air, stronger okizeme with ex scythe, ex-scythe being usable on his cr.mk)...
He still has some big flaws (low walk speed, still need vs2 for pure anti air, no reversal, no low-forward hitcorm, scythe is good but is made not abusable which make him too 'honest') while not having the usual top tiers tools that is present in SFV. His v-trigger are good but can feel tame compare to some other character, he has a lot of target combo that can be very awkward to use and basically capcom didn't dare go a bit crazy with him.
When you see how bonkers they went for Oro or Rose as low tiers, how they worked hard on Alex patch after patch to finally make him the best grappler, etc... It feel like they are too scarred or uninspired for nash which is a bit sad.
Many people complain about Luke still being so strong but I think it is more important to help characters like zangief/blanka/nash to feel just as fun/have a bit of crazy first. If people survived the absurdity that e-ryu/yun was in ultra SF4 (despite pretending elena was the biggest issue), they can survive luke being top tiers.
pre patch Nash was a lot stronger than pre patch Rose & Oro tbf. He's been a serviceable mid tier for a while now, people just refuse to shake off his low tier reputation from before (much like w Juri).
Baf is the goat at these patch updates. Patiently waiting for my characters since I can't play too much right now. Thanks again!
1:34 I didn't know it was that tough before wow
This means Charlie can now react to *Luke.*
I miss beta 1 and beta 2 Nash he was bonkers. But so were most of the initial cast then.
Everyone needs to give this man a kiss for putting these videos together. Thanks
finally, a crouch forward confirm
Nash got some good buffs (but I feel like Ill say this a lot), I think he could have gotten a little more.
Let Nash cancel the EX Vskill 2 from command normal kicks and not just regular kicks, give him old Lk target combo, idk.
And if Shadow Nash isn't legally playable (which pisses me off. I would love for extra battle characters to be legal offline only like the new visual effect filters. One or 2 things from Shadow Nash being present to regular Nash would have been dope. Oh well.
I'm very excited for the Alex rundown, I just picked this game up at the tail end of its life lol
Straight to the point, amazing channel bro, subbed !!
Bruh I’m literally going to stop using VSkill 1 and stay with VSkill 2 forever. I know it’s only for EX Scythe but damn I need that c.Mk to combo into something
His changes aren't bad persay but I certainly think they're quite reserved compared to other characters.
One main issue I have is that Gust Front (the new TC) has worse oki than its derivative TC, and such an awkward number. It's +17 on quick rise, meaning he's -1 after a dash.
I really would have liked a reduction on recovery of VS2, and something for Moonsault like maybe projectile invincibility on startup for the EX version.
Buffs aren't bad but not my favorites either.
They need to give my mans a wake up and change that lk target combo back to the old one and he'll be in there. Oh well
Nah. The new lk target combo gives him free VS1 and VS2 charge.
You can confirm 3f st.lk into b+st.mk off counterhit for extra damage.
@@bryanleeyf87 oh ok ok i gotchu i just miss getting getting a comfirm off of it smh
@@Onewolf101 hit st.lk now confirms into itself without counter hit, so you have enough time to react if it connects before you fully commit into the target combo, so its a good trade off.
Dat Nash.
looks like fun, thanks Baf
I don't play SFV but all these things seem like he should have had them from the beginning. WTF capcom
Only now do I see what people meant when they kept saying Nash was the worst character.
Love your videos
Weird that they only just now released nash xD
You just earned a sub
oh man. one a day/!? damnn :(
Zangief next plz haven't seen a breakdown of him in the final patch
I'm just hoping Street Fighter 6 is good I'm surprised we're even this far into the future to begin with. I started playing with super turbo and third strike when those were like the only games left. And CVS.
The knee bazooka doesn't have to be -1 it depends on range
True but when whiff punishing you generally aren't afforded time to space yourself perfectly especially with nash's snail walk speed
@@Bafael that's fair lol. He is dead after all. But you can use other buttons in neutral to gauge if you can go in and atleast make it even on block. It's great when they are panicking and have no health.
Edit: maybe it's not great, ok maybe? but it can catch people off guard.
VS2 might just be the way to go imo. VS1 is still solid for what it is and is better against fireball characters, but VS2 boosted Heavy & EX Sonic Scythe being air attack invincible on frame 1 and the Cr.Mk cancel into EX for neutral sounds too good to pass up for me personally
Im not a Nash player but 2,2 seems to be the fun setup so glad to hear VS 2's buffs are good
Not necessarily. Both are viable, and dependant on matchup.
Against fireball characters, VS1 is still better, and it synergizes well with VT2 for a bunch of crazy resets.
It's so unfortunate EX scythe still isn't air attack invincible 1f 😞 it feels so bad when you get hit out of it
Honestly he is basically the same and had the dumbest changes out of the whole cast in my opinion.
VS 2 allowing him to AA is cool but now he can't spend that useful ability on anything else unless he is forced to sacrifice OKI to reinstall VS2. Which is bad. Plus VS2 having head Invul is not good because some moves hitting lower then his head negates the buff. Like Nash vs Cammy's dive kick you can't react you have to preemptively throw it.
But VS2 Heavy AA scythe gives him upper body Invul vs that and allowing him to win in all situations...but again waste Oki to have that stocked up and if you try and do EX AA scythe with VS2 buff you don't get the Invul properties like they heavy one does making it useless and you getting Oki off of it even worse since you can still lose trades with the EX version lol.
Its just bad overall imo.
im quite new to sf5 is nash easy to learn
i also play in a 5 dollar keyboard pls no bully and despite what ppl might think roll over is not a biiiiig issue its rather actuation force and how mechs and arcade switches too i believe favor touch typing
Every char in sfv is learnable for a beginner. The only thing that matters is you put in the time
I still don't think he has a meterless wakeup option, but maybe i'm just missing something
there are only like 5 meterless wakeup options in the game and all of them are locked behind trigger. Even chars with DPs have to spend a bar for frame 1 invincibility. Use v-shift.
@@Bafael that settles that lol. I don't play so i have basically no information on this game, i didn't even know tatsu hit on crouching opponents until you told me haha
@@Countdownsmiles You dont play the game and you're making such baseless comments?
@@bryanleeyf87 yup lol. I was watching these breakdowns and trying to compare them with what i remember from when i last played, which was probably when CE came out, and what i see in matches on channels like Shadaloo guy and Messatsu. I recall Nash's wakeup options being bad with meter too, but i don't know if that's still the case. EX Scythe at least still looks worthless since the invincibility is only on his head. Not sure about tragedy assault though, that might be ok
Hey also i never made any claims on whether or not he's good, i just said "i don't think he has a meterless wakeup but i might be missing something" that's so harmless, what "baseless claims" am i making? Are you gatekeeping a patch note breakdown video because i don't play SF5? Lol
E
D- video
Very bad because where is will smith .:(
Can you do vega?
Baf will go thru every character.
Just give him time.
im crying, why are you using old street fighter names for the buttons ;(
under 60 second gang wya?
Was it? Was it the final patch:)
I mean, I think so!
...So he's literally just Omegal Rugal now.
GENOCIDE CUTTER
GENOCIDE CUTTER
GENOCIDE CUT-
GENOCIDE CUT-
-CIDE CUT-
watching this vid just going "holy shit that's so cool. that's so cool. holy shit" dude nash looks so rad now