Seemingly slow, but Nash’s V-trigger movement isn’t to be underestimated.
Street Fighter 5: Nash moves list
Back from the dead, Nash (aka Charlie) trained in the same combat techniques as Guile, but now has a deadly zombified twist. He’s a slow-moving character with deadly moves, but also a fast-filling V-Trigger gauge that allows him to warp about the fight to trick an opponent.
V-Skill: Bullet Clear (MP, MK Simultaneously)
Nash extends his hand with a flash of blue light. Timed right, this move will absorb single-hit projectile attacks while simultaneously filling his V-Trigger meter. If done close to an opponent, this also does a little damage.
V-Trigger: Sonic Move (HP, HK Simultaneously when V-Trigger Gauge is full)
Nash’s V-Trigger charges quickly, and can charge even quicker still with careful use of his V-Skill. Once charged, use it liberally – it’s a teleport that can really mess players up. It comes in three versions. Just HP & HK together is the first version, while Back + HP & HK is the second. The final – obviously – is Forward + HP & HK. The direction held determines where exactly Nash teleports to.
Sonic Boom (Quarter Circle Forward + Punch)
Nash throws a sonic boom projectile identical to that Guile is famous for. The punch button used determines how fast it travels. If using the EX version, tapping the punch button twice will unleash two Sonic Booms in quick succession.
Sonic Scythe (Quarter Circle Backwards + Kick)
Nash performs an arching kick with sonic energy. The light and medium kick versions travel horizontally, with medium travelling further. The hard kick and EX versions perform more like an uppercut, hitting skyward. The EX version has two attacks.
Moonsault Slash (Quarter Circle Forward + Kick)
Nash jumps and dashes forwards in mid-air before launching into a vicious downwards kick. The heavier the button used, the more powerful the kick will be and the further the move will travel.
Tragedy Assault (Z-Motion + Punch / Forward, Down, Forward + Punch)
Nash dashes forwards to grab the opponent, slamming to the ground to damage them. This is an ideal combo-ender, as it floors the opponent firmly. The strength of the punch used determines how far Nash’s original dash travels across the screen.
Many beginners find the ‘Z style’ motion difficult to pull off. The easiest way to do it is to press forwards and then quickly pull down and perform a fireball motion, complete with the punch at the end. So long as you do this in one slick move, this move should come out. Practice! It gets easier over time.
Critical Art (Super) – Judgement Saber (Quarter Circle Backwards x2 + Punch)
Nash’s super can be used to punish an opponent who tosses a projectile mid-screen or can be combed into at close-range. Nash dashes forwards, disappearing before he hits the opponent. If he would make contact with them without them blocking, he then appears behind them and unleashes a nasty backstab sonic attack.
Air Throw: Air Jack (Light Punch + Light Kick near an airborne opponent)
Nash has an air throw, meaning if you meet an opponent in the air you can grab them and throw them to the ground like any other throw.
These moves are ‘normal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties. Try them in training mode to see what they’re useful for!
- Knee Bazooka (Forward + Light Kick)
- Jumping Sobat (Forward + Medium Kick)
- Chopping Assault (Forward + Medium Punch)
- Step Kick (Forward + Heavy Kick)
- Spinning Back Knuckle (Forward + Heavy Punch)
- Side Knee Attack (Back + Medium Punch)
- Rapid Punch (Light Punch > Medium Punch)
- Rapid Kick (Light Kick > Medium Kick)
- Wind Shear (Medium Punch > Light Kick > Heavy Punch)
- Down Burst (Down + Medium Punch > Forward + Medium Punch)
- Raptor Combination (Medium Kick > Hard Kick > Medium Kick)