Street Fighter 5 Season 2 Changes: Nash

Unfortunately, Nash will not be getting a new costume in the new update.

A general comment from Capcom about the Nash changes:

Moves that were used frequently during footsies have been adjusted. Advantages on Side Knee Attack and Sonic Boom have been adjusted and a new target combo that includes Bullet Clear has been added to give him the ability to go on the offensive while in close range.

Here are the specifics:

Hurtbox:

 Adjusted hurtbox when changing direction while crouching

Dragon Suplex (Forward Throw):

 Reduced stun damage from 170 to 120

 Reduced CA meter gain

 Increased distance from opponent on-hit

 Changed advantage on-hit

Target Down (Reverse Throw):

 Reduced damage from 140 to 130

Air Jack (Air Throw):

 Expanded hurtbox during animation in downward direction

Front Step (Forward Dash):

 Changed total animation from 17F to 19F

 Sped up when Nash begins to move forward by 1F

 Shrunk collision box while moving

Back Step (Back Dash):

 Reduced distance moved

Standing LP:

 Added hurtbox around feet during 4F-8F of animation

Standing MP:

 Changed attack recovery from 13F to 15F o Advantage on-hit and block have not changed

 Added hurtbox around feet during 6F-10F of animation

Standing MK:

 Changed attack startup from 8F to 7F

Standing HP:

 Changed attack startup from 7F to 8F

 Added hurtbox around feet during 8F~14F of animation

 Shrunk forward hitbox during first active frame of attack

 Shrunk lower hitbox during active 2F-3F, and expanded upper hitbox

Standing HK:

 Shrunk torso hitbox

 Shrunk forward hitbox during active frames

 Expanded hurtbox in forward and upward directions during active 1F-2F

 Expanded hurtbox in forward and downward directions during active 3F-6F

Crouching LP:

 Shrunk upper hitbox during first active frame

 Expanded hurtbox during active 1F-3F in upward direction

 Increased pushback on-hit

Crouching MK:

 Shrunk upper and inner hitboxes

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

 Sped up activation when cancelling into V-Trigger by 1F o Advantage on V-Trigger (Sonic Move – Hide) cancel is now +3F to +4F

Crouching HP:

 Changed advantage on-hit to +6F to +7F

 Expanded hurtbox during 1F-6F of animation in forward direction

 Reduced pushback on-hit

 Changed hit property to forced standing hitstun

Crouching HK:

 Reduced damage from 100 to 90

 Increased advantage on normal hit by 2F

Jumping MK:

 Reduced active frames from 7F to 5F

 Shrunk lower hitbox

Jumping HP:

 Changed attack startup from 6F to 7F

 Shrunk lower hitbox

 Expanded hurtbox that appears first active frame in upward direction

 Extended active frames from 4F to 5F

Jumping HK:

 Changed attack startup from 8F to 9F

 Shrunk lower hitbox

Neutral Jumping HK:

 Expanded hurtbox during active 1F-6F and attack recovery in downward direction

Chopping Assault:

 Shrunk forward hitbox

Knee Bazooka:

 Shrunk forward and lower hitboxes

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

Windshear:

 Increased damage of third hit from 60 to 70

 Increased stun damage of third hit from 80 to 100

Raptor Combination:

 Increased recovery of second hit by 4F o Advantage on-hit has not changed

 Reduced damage of second and third hits from 70 to 55

 Increased distance moved forward during second hit

 Can be activated even when second hit is whiffed

 Changed advantage on-block from -6F to -10F

Bullet Combination:

 Added new target combo, which can be activated by inputting MK to HK to MP+MK

Side Knee Attack:

 Changed attack recovery from 15F to 14F

 Changed advantage on-hit from +3F to +4F

 Changed advantage on-block from ±0F to +2F

 Reduced pushback on-hit

 Reduced pushback on-block to match reduced pushback on-hit

Step Kick:

 Changed attack startup from 13F to 14F

 Changed advantage on-hit from +2F to +3F

 Changed advantage on-block from -2F to -3F

V-Skill – Bullet Clear:

 Increased damage from 60 to 70

 Reduced V-Gauge meter gain on projectile absorption from 100 to 80

 Increased V-Gauge meter gain on physical attack hit from 60 to 80

V-Trigger – Sonic Move – Hide:

 Changed start of invincibility during animation from 2F to 4F

 Extended black screen on activation by 5F

V-Trigger – Sonic Move – Blitz Air Sonic Move – Steel Air:

 Changed start of invincibility during animation from 2F to 4F

 Expanded hurtbox after Nash reappears in the air

 Extended black screen on activation by 5F

V-Reversal:

 Reduced distance moved

L Sonic Boom:

 Reduced CA meter gain on activation

 Increased CA meter gain on-hit and block

 Changed advantage on-hit from -3F to -2F

 Changed advantage on-block from -7F to -6F

 Reduced pushback on-block

 Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

M Sonic Boom:

 Reduced CA meter gain on activation

 Increased CA meter gain on-hit and block

 Changed advantage on-hit from -1F to ±0F

 Changed advantage on-block from -5F to -4F

 Reduced pushback on-block

 Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

H Sonic Boom:

 Reduced CA meter gain on activation

 Increased CA meter gain on-hit and block

 Changed advantage on-hit from +3F to +4F

 Reduced pushback on-block

 Added hurtbox around feet during active 1F-15F as well as around arms during attack recovery

EX Sonic Boom:

 Reduced pushback on-block

 Added hurtbox around feet during active 1F-7F as well as around arms during attack recovery

 Extended input buffer between first and second hit by 4F

 Changed advantage on-block for second hit from +1F to +2F

Moonsault Slash:

 Reduced damage from 70 to 60

 Expanded attack startup hurtbox in downward direction

EX Moonsault Slash:

 Reduced damage from 130 to 120

 Changed advantage on-hit from +6F to 7F

M Sonic Scythe:

 Shrunk upper hitbox

 Reduced pushback on-block

 Changed advantage on-block from -8F to -10F

 Reduced knockback on-hit

H Sonic Scythe:

 Reduced damage from 120 to 110

 Reduced stun damage from 200 to 150

 Extended how long opponent is frozen in the air on second hit in the air

EX Sonic Scythe:

 Removed throw invincibility during animation

 Shrunk upper hitbox during active 1F-2F

L Tragedy Assault:

 Increased stun damage from 100 to 150

M Tragedy Assault:

 Increased stun damage from 100 to 150

H Tragedy Assault:

 Reduced damage from 150 to 140

 Increased stun damage from 100 to 150

EX Tragedy Assault:

 Increased stun damage from 100 to 150

H Moonsault Slash:

 Fixed bug that there was no counter box from when Nash leaps up until he falls down

Judgement Saber (Critical Art):

 Reduced damage from 340 to 330

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