Nash Moves and Hitboxes

Nash moves, stats and hitboxes

How to play Nash in Street Fighter 5

Nash his playstyle is quite balanced.

You can play in a defensive way with your poking normals and using Sonic Boom outside of your poke range.
Or get on the offense with your V-Skill after you get a knockdown.

He has a lack of proper reversals, slow walkspeed and if you get knocked down the only way to deal with proper mixups is using different knockdown recovery’s and simply blocking after that.

Stats:

Vitality: 950
Stun: 950
V-Gauge: 600
Forward Walk Speed: 2.7
Backward Walk Speed (Pixels Per Frame): 2.7
Dash Duration (Total Frames): 17
Dash Distance (Total Pixels): 175
Backdash Duration (Total Frames): 24 (frames 1-10 throw invincible; frames 3-10 airborne)
Backdash Distance (Total Pixels): 125
Pre-Jump Frames: 3
Jump Duration (Total Frames): 38
Forward Jump Distance (Total Pixels): 205.2
Backward Jump Distance (Total Pixels): 198.6

Normal Moves

Nash Light Punch Hitbox - Normal Move

Light Punch

  • Long range for a jab
  • Startup: 4
  • Active: 2
  • Recovery: 6
  • On hit: 4
  • On block: 3
  • Damage: 30
  • Cancels into: SP/CA/VT/CH
Nash Medium Punch Hitbox - Normal Move


Medium Punch

  • Good footsie tool when close.
  • One of his go-to normals.
  • Startup: 6
  • Active: 3
  • Recovery: 15
  • On hit: 2
  • On block: 0
  • Damage: 60
  • Cancels into: SP/CA/VT/CH
Nash Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Crush Counter properties.
  • Good for punishing the opponent.
  • Startup: 8
  • Active: 3
  • Recovery: 22
  • On hit: 0
  • On block: -5
  • Damage: 90
  • Cancels into: SP/CA/VT/CH
Nash Light Kick Hitbox - Normal Move


Light Kick

  • Cancelled into from standing and crouching Light Punch.
  • Cancelled into from crouching Light Kick.
  • Poor reach.
  • Startup: 4
  • Active: 3
  • Recovery: 7
  • On hit: 4
  • On block: 3
  • Damage: 30
  • Cancels into: VT
Nash Medium Kick Hitbox - Normal Move


Medium Kick

  • Decent anti-air move
  • Startup: 7
  • Active: 3
  • Recovery: 16
  • On hit: 2
  • On block: 0
  • Damage: 60
  • Cancels into: VT
Nash Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Good anti-air against jump-ins from far away.
  • Startup: 9
  • Active: 4
  • Recovery: 15
  • On hit: 1
  • On block: -3
  • Damage: 80
  • Cancels into: VT
Nash Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Good for using close to opponent.
  • Good blockstring move.
  • Great for confirming into burst damage combos.
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: SP/CA/VT
Nash Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Good footsie tool.
  • Great combo potential.
  • Good blockstring tool.
  • Can anti-air.
  • One of his best pokes for combos.
  • Startup: 6
  • Active: 3
  • Recovery: 13
  • On hit: 6
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT
Nash Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • One of his farther reaching moves.
  • Startup: 9
  • Active: 2
  • Recovery: 17
  • On hit: 7
  • On block: 3
  • Damage: 80
  • Cancels into: SP/CA/VT
Nash Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Very safe move.
  • Good for pushing opponents back.
  • Can be used as tick grab.
  • Startup: 4
  • Active: 3
  • Recovery: 6
  • On hit: 4
  • On block: 1
  • Damage: 20
  • Cancels into: VT
Nash Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Startup: 8
  • Active: 2
  • Recovery: 15
  • On hit: 0
  • On block: -4
  • Damage: 50
  • Cancels into: VT
Nash Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush Counter properties.
  • Startup: 8
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: -12
  • Damage: 90
  • Cancels into: ~
Nash Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Startup: 3
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Nash Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Startup: 5
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Nash Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Great for punishing opponents on wake-up.
  • Good air-to-air move.
  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Nash Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Startup: 4
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Nash Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Can Cross-up
  • Good air-to-air move.
  • Great hitbox.
  • Good reach.
  • Startup: 6
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Nash Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Good combo extender after V-Trigger.
  • Good air-to-air move.
  • Startup: 9
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Nash Dragon Suplex Hitbox - Throw

(Neutral or Forward)

Dragon Suplex

  • Creates half-screen distance.
  • Great when followed up with mixup.
  • Creates perfect range for mid-range pokes.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 120
  • Cancels into: ~
Nash Target Down Hitbox - Throw


Target Down

  • Good for creating space between you and the opponent.
  • Good throw for defensive players who don’t like to fight up close.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 60*70
  • Cancels into: ~
Nash Air Jack Hitbox - Air Throw

(During Jump)

Air Jack

  • Startup: 5
  • Active: 2
  • Recovery: ~
  • On hit: KD
  • On block: KD
  • Damage: 130
  • Cancels into: ~

Unique Moves

Nash Chopping Assault Hitbox - Unique Move


Chopping Assault

  • No airborne frames.
  • Crush Counter properties.
  • Overhead.
  • Great mix-up tool.
  • Startup: 22
  • Active: 3
  • Recovery: 16
  • On hit: 1
  • On block: -6
  • Damage: 60
  • Cancels into: ~
Nash Spinning Back Knuckle Hitbox - Unique Move


Spinning Back Knuckle

  • Crush Counter properties.
  • Great footsie tool at max range.
  • Startup: 15
  • Active: 3
  • Recovery: 30
  • On hit: -3
  • On block: -13
  • Damage: 90
  • Cancels into: VT
Nash Knee Bazooka Hitbox - Unique Move


Knee Bazooka

  • Fast move.
  • Good for getting in on an opponent.
  • Startup: 7
  • Active: 6
  • Recovery: 18
  • On hit: -1
  • On block: -5
  • Damage: 60
  • Cancels into: ~
Nash Jumping Sobat Hitbox - Unique Move


Jumping Sobat

  • Great footsie tool.
  • Not recommended for combos.
  • Startup: 13
  • Active: 2
  • Recovery: 18
  • On hit: 2
  • On block: -3
  • Damage: 60
  • Cancels into: ~
Nash Step Kick Hitbox - Unique Move


Step Kick

  • Great footsie tool.
  • Great meaty move.
  • Great reach.
  • Startup: 14
  • Active: 4
  • Recovery: 15
  • On hit: 3
  • On block: -3
  • Damage: 90
  • Cancels into: VT
Nash Side Knee Attack Hitbox - Unique Move


Side Knee Attack

  • Forces the opponent to stand up.
  • Poor reach.
  • Startup: 5
  • Active: 4
  • Recovery: 14
  • On hit: 4
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT


Neutral Jump HK

  • Causes KnockDown when hit in air-to-air.
  • Startup: 8
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~

Special Moves


  
Sonic Boom

  • Light version has 45 frame duration on screen.
  • Medium version has 57 frame duration on screen.
  • High version has 66 frame duration on screen.
  • EX Sonic Boom has an EX2, a follow up move with different properties.
  • EX version first projectile has 37 frame duration on screen.
  • EX version second projectile has 38 frame duration on screen.
  • Great for getting close to opponents because of projectile travel speed.
  • Startup: 15/17/22/11
  • Active: ~/~/~/~
  • Recovery: 32/30/23/26
  • On hit: -2/0/4/4
  • On block: -6/-4/-2/2
  • Damage: 50/50/50/60
  • Cancels into: SP/CA/VT
    (EX does not cancel in CA)


 
Sonic Scythe

  • Hard version goes airborne on frame 19.
  • EX version has throw and upper body invincibility frame 1 to 6.
  • EX version goes airborne on frame 11.
  • Great and most used combo ender.
  • Startup: 10/15/17/6
  • Active: 3/3/2(3)2/
    3(3)3(26)7
  • Recovery: 24/22/21/34
  • On hit: KD/KD/KD/KD
  • On block: -7/-10/-15/-19
  • Damage: 80/100/110/30x5
  • Cancels into: ~


 
Tragedy Assault

  • Light version goes airborne on frame 9.
  • Light version reduces opponent EX Gauge by 50.
  • Medium version goes airborne on frame 8.
  • Medium version reduces opponent EX Gauge by 100.
  • Hard version goes airborne on frame 23.
  • Hard version reduces opponent EX Gauge by 150.
  • Hard version has lower body invincibility frame 23 to 33.
  • EX version restores 30 health on hit.
  • Startup: 18/22/34/8
  • Active: 2/2/2/3(17)2
  • Recovery: 23/26/28/48
  • On hit: KD/KD/KD/KD
  • On block: -5/-6/-8/-23
  • Damage: 70*30/90*30/
    120*20/40*50*30
  • Cancels into: EX cancels into VT


 
Moonsault Slash

  • Light version goes airborne on frame 11.
  • Medium version goes airborne on frame 10.
  • Hard version goes airborne on frame 10.
  • EX version goes airborne on frame 11.
  • EX version tracks opponent up to certain distance.
  • Use for pressure strings.
  • Punishable at close range.
  • Good for keeping opponent grounded.
  • Startup: 37/37/37/39
  • Active: 3/3/3/3(6)3(22)3
  • Recovery: 10/12/14/11
  • On hit: 4/4/4/7
  • On block: 1/2/3/1
  • Damage: 60/60/60/120
  • Cancels into: ~

V-Skills

Nash Bullet Clear Hitbox - V-Skill

  
Bullet Clear

  • Absorbs projectiles frame 6 to 13.
  • Active hitbox frame 6 to 9.
  • Can anti-air.
  • Startup: 8
  • Active: 8
  • Recovery: 19
  • On hit: 2
  • On block: -5
  • Damage: 70
  • Cancels into: VT
Nash Sonic Move – Avoid - V-Reversal

(During Guard)

Sonic Move – Avoid

  • Nash disappears on frame 15.
  • Has strike and projectile invincibility frame 1 to 15 and 42 to 45.
  • Nash re-appears on frame 24.
  • Great for getting away under pressure.
  • Reduces own stun counter.
  • Only use when you are in a lot of trouble.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~
Nash Sonic Move – Hide - V-Trigger


Sonic Move – Hide

  • Has full invincibility frame 2 to 14.
  • One time move.
  • Very fast move.
  • Great combo extender.
  • Great for mix-ups.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

   
Judgement Saber

  • Has full invincibility frame 1 to 10.
  • Has projectile invincibility frame 11 to 12.
  • Prevents quick recovery.
  • Versatile move.
  • Only used when you combo into it.
  • Near full-screen dash.
  • Startup: 10
  • Active: 3
  • Recovery: 40
  • On hit: KD
  • On block: -31
  • Damage: 330
  • Cancels into: ~

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