Adjustments CE202203 Ver.

NASH

Balance Change Overview

Adjustment Description
Air Jack (Air Throw) 1. Reduced the distance Nash travels backward on hit.
2. Increased the knockback distance on hit.
Standing HP Increased knockback time on a mid-air crush counter.
Diagonal Jumping HK Can now be performed from a neutral jump.
Rainfall (Former Neutral Jumping HK) Changed input command from (HK during neutral jump) to (↑+HK during neutral jump).
Jumping Sobat Extended the recovery hurtbox forward.
[New Move] Gust Front Added a new target combo performed with "Knee Bazooka > HP".
Sonic Boom Can now be used from EX Sonic Boom (2nd attack) with an additional PP.
[Normal] H. Sonic Scythe 1. Anti-air invincibility from the start of the movement to 1F before start-up has been added to the head.
2. Now allows for CA canceling 4F before end of recovery (on hit only).
3. Input is no longer reversed based on the opponent's positioning during the motion.
[V-Skill II] H. Sonic Scythe Changed airborne attack-invincible timing from attack start-up to the start of the move.
[Normal/V-Skill II] EX Sonic Scythe Will no longer pass through the opponent during mid-air hitstun in the corner.
[V-Skill II] EX Sonic Scythe 1. Can now be canceled into from kick-based normal attacks.
2. Increased knockback time on hit.
3. Pressing the forward directional button now moves the character forward until the end of active attack frames.
M. Tragedy Assault Will no longer pass through the opponent during mid-air hitstun in the corner.
EX Moonsault Slash The hitbox after the attack lands has been extended.
[V-Trigger II] Justice Shell Will no longer pass through the opponent during mid-air hitstun in the corner.

Balance Change Overview

Although we don't believe that Nash was made too powerful with the last update's changes to Jumping Sobat,
it was extremely difficult for some characters to deal with it, so we have made some adjustments to increase the risk of performing the move.
Although it is still a powerful technique, it is now necessary to utilize proper timing since the hitbox extends to the end of the movement.
Meanwhile, we have given new advantages to other techniques meant to be used at mid-range, thereby preventing players from relying too much on a single move.

Although it possesses excellent reach and start-up, Knee Bazooka led to close-quarters attacks after landing a hit.
A new target combo with Gust Front was added in order to generate increased returns.
He can now attempt to take opponents down, making it easier to perform combos after punishing a whiff or when landing a Crouching HP.

Sonic Boom can now be performed during the EX version's 2nd attack, even from the normal version.
As a result, Sonic Boom can now be activated after offsetting the opponent's projectiles, giving you a chance to inflict damage.
If you are able to activate each of the V-Triggers, you can deal even more damage, making it an effective tool for keeping opponents in check.
Additionally, it is now possible to perform the move in a variety of ways, such as after Sonic Boom has been blocked, or by incorporating it into combos against a cornered opponent.

Also, as a means of adding depth to mid-range battles, a Rainfall initially triggered from a neutral jump is now a unique attack that can be performed during the neutral jump.
Not only does this change maintain the air vs. air returns of Rainfall, but it also makes it possible to perform a powerful diagonal jumping HK in a downward direction, thereby expanding the range of options provided during a neutral jump.

The EX Sonic Scythe special move that can be powered up by the V-Skill II Silent Sharpness wasn't powered up as much as other strength levels of Sonic Scythe,
so all kick-based normal attacks can now be canceled into from a powered-up EX Sonic Scythe.
Since a combo can now be formed from the long reach of a Crouching MK, it gives Nash an even more powerful mid-range game.
In addition to this, inputting a forward motion during the move now causes Nash to move forward,
so he can choose to take advantage of the opponent getting up from a knockdown, or back up and fight from a distance—whichever is better for the current situation following the move.

【 音量を調整してお楽しみください 】

※メッセージは1件のみ保存できます。

Use Twitter to communicate with other Dojo members, and challenge other fighters to a battle! A great way to sharpen your skills!

CLOSE

The Dojo is a place where like-minded SFV fans can join forces.
All you need to do is to log in to the C.R.I. to join!

  • With detailed search settings, you can find groups of all sorts of players, from casuals, to serious players, and more! Join forces with people who use the same character, or are in the same league, and work together to improve your skills!

  • Can be linked with your Fighters ID and Twitter account, giving you quick ways to communicate!

  • You can use the Dojo stage simply by joining a Dojo! Note: The Dojo stage in-game can contain aspects customized by the individual player. An individual's Dojo stage cannot be customized by anyone else, including the Dojo Master and other Dojo members.

  • The Dojo stage can be customized with items obtained in-game, and through Menat's Fighting Chance! Surprise your opponent with your own personalized stage, start the mind games before the round even begins!

  • You will accumulate Dojo Points as you regularly play SFV! * Dojo Points can be obtained from playing the Arcade, Survival, Extra Battle, Ranked Match, Casual Match, and Battle Lounge game modes.
    * In one day, DP can only be obtained a maximum of 10 times for the Battle Lounge, per each difficulty in Arcade and Survival Modes, and by the total calculation of draws/losses in Ranked and Casual Matches.

  • The Dojo Ranking is calculated from the total Dojo Points from all the Dojo members. Work together with your friends to increase your Dojo ranking!

  • Dojos that earn the top ranking spot will get special Dojo items! Display them in the Dojo and show off to your opponents! Dojo Rankings will begin from October, 2018!

You must log in in order to utilize this Dojo.

In the basic settings, set the Join Authorization to "Not Needed," Join Requests to "Accepting," and the Maximum No. of Members to "100," and you can get a wide range of members! The more members, the bigger the chance you have to get a lot of Dojo Points!

Be strict with your desired league and LP ranking settings to gather similar members, and work together to polish your skills! A direct path to realizing your dreams!

An excellent method to increase communication opportunities. Speaking with your fists isn't the only way get your point across!