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[09] Warrior
Damn this bitch is fast, so then.....
Natsu's moves/ siegs punish
AAB (2 highs into 3 stabs)- she can kinda whore this out against sieg since he has nothing to punish it besides K and thats only if his back is to the wall to avoid pushback. I dont think natsu players will whore it out too much unless you really like to step or press buttons or both since this leaves her at dis advantage on block and we can start on our offense. If however you feel like being a beast, you could JG the last 3 hits and launch after, not too hard to do in a casual but if we are talking tournament, I`ll leave that up to you.
66K- this move used to be launch punish in 4 but alas all you are getting is a B6 or 6A (I personally like 6A since it pushes back further)unless you have meter then I highly encourage you 66K BE her. If you try 4KK the second will whiff.
66B- B6, 6A whiffs. I dont see natsu's use this too much outside of you being in Red gauge but if they do, punish with B6 but watch for the BE which should be ducked then knock that bitch off her feet.
B,K- duck the kick and punish the kick with a WS B, if she tries for the A she gets countered. She can also do B,B,K so 2 mids into the high.
3KKK- I see natsu's mainly use 3KK but if they go for the third its really no big deal for them unless they abuse it and the sieg knows how to JG. on block its only a K punish.....quite annoying if you ask me, the first 2 are safe and NC.
KK- I only put the 2 Ks cuz the 3rd one sucks and she has a low as a mix up....so not a mix up. If the low is blocked its a WS K, if they try to attack with a WS K after, both WS K and WS B will interrupt. The 2 Ks by itself is a high NC that jails on block.....yay.....
1K- WS K
4 A+B- safe and she can also go into possession. If this hits and she does her air grabs its around 80+ dmg....block this. If you do block....continue blocking since when she goes into possession she can interrupt with POS K unless you predict it and even then WS K will trade.....not really worth it. (see POS K below)
2 A+B- this is her tech trap tool, traps all but back and even that is dependent on the move. Its only 7 damage. Just sit there and take it then hop up to your feet unless you have practically no health and 7 damage can kill you in which case make a prayer to god and hope the back tech will escape.
A+B- oh damn this move......ok by itself its a ranged safe horizontal mid with good speed.....sounds fucked up just typing that but thats what it is. If you do catch her with a B+K it sends her airborne and that will guarantee a SBH B and depending on how close you were when you caught her, you might get a 3B after that.....a whopping 40+ damage that is range dependent and if you predicted her correctly. If she hits this some natsu's will attemp a 2 A+B UB, Back tech will go out of range but she can chase you down with a 66B and if you are in red gauge....well....you know
WS AAA- do not get the last hit confused with A+B, this one is unsafe in the 3B section, if she cancels, still 3B the bitch just dont be too late with it (which is tough but one thing to note, natsu's know the last A is unsafe so look for the cancel....this is really a guessing game rather than reaction)
FC 3 A+B (caltrops)- its safe, not a low though
WS K- safe
66AB- second hit is B6 on block but of course this comes with conditions, if she does the second move, block and punish, she can cancel into POS and interrupt with POS K....annoying. If she tries for the A instead of POS K 3B can tag her
6 B+K BBB- if you block the first move.....please....step....wait til she lands....then 3B
POS- ugh....where do I begin
POS A:6- second hit is high and does not jail. both hits are high. NC (6A+B POS A:6 is also a NC)
POS B- GB, mid, fast, highly steppable in both directions
POS A+B- UB, puts her in TC, highly steppable in both directions. If noticed at the beginning of animation, can take a step back then 4 B+K out of range
POS B+K (low kick)- kind of annoying since WS B doesnt hit grounded. If level headed enough you can stand then 3B or just FC 2B
POS 466 B+G- yes she can throw from POS but only B throw
POS K- finally a move that if blocked we get 3B
Hover- sigh as if there wasnt enough
Hover B- vertical, guarantees alot of damage on hit without the use of meter, very steppable, safe
Hover A- low, if the first hit whiffs and the second hits, causes stun for good damage. can B+K, safe
Hover A+B- GB, mid, highly steppable
Analysis- ok IMO this strictly calls for solid defense and I`m talking about 1970s Steelers. We dont have option selects against this woman from what I gather. Its either G and hope for an unsafe move -.- or pick an option and fly with it. You have to pay attention to your opponent. If they are going for strict lock down there are ways around it (EX K beats out POS A and POS K from 6 A+B but not POS B+K) If you know they like to go in POS, know what you can do against each move whether it could be stepped, ducked, and straight up punished. Pay attention....read your opponent, and always punish when possible and hopefully by doing that you can force them to use moves that they rather not. She can punish 3B at close range, keep that in mind. She is so fast that not one particular move is the real go to move IMO. Poke...poke again....the poke some more then when you start to see her fuck up, unleash on her. OUR REAL SAVING GRACE? Her WS punishment is straight up garbage. against moves like 2A, 22_88 kA:2A, 1K, etc, she gets WS K....14 dmg. Yea I`m going for them ankles. and once she starts ducking then I can start my game. Care against the big lows though, a good natsu could get 6 A+B POS A:6 1K for 47 dmg but even then its worth it because the hey have to work hard for that damage.
When you think natsu, think blocking and ankles.
Natsu's moves/ siegs punish
AAB (2 highs into 3 stabs)- she can kinda whore this out against sieg since he has nothing to punish it besides K and thats only if his back is to the wall to avoid pushback. I dont think natsu players will whore it out too much unless you really like to step or press buttons or both since this leaves her at dis advantage on block and we can start on our offense. If however you feel like being a beast, you could JG the last 3 hits and launch after, not too hard to do in a casual but if we are talking tournament, I`ll leave that up to you.
66K- this move used to be launch punish in 4 but alas all you are getting is a B6 or 6A (I personally like 6A since it pushes back further)unless you have meter then I highly encourage you 66K BE her. If you try 4KK the second will whiff.
66B- B6, 6A whiffs. I dont see natsu's use this too much outside of you being in Red gauge but if they do, punish with B6 but watch for the BE which should be ducked then knock that bitch off her feet.
B,K- duck the kick and punish the kick with a WS B, if she tries for the A she gets countered. She can also do B,B,K so 2 mids into the high.
3KKK- I see natsu's mainly use 3KK but if they go for the third its really no big deal for them unless they abuse it and the sieg knows how to JG. on block its only a K punish.....quite annoying if you ask me, the first 2 are safe and NC.
KK- I only put the 2 Ks cuz the 3rd one sucks and she has a low as a mix up....so not a mix up. If the low is blocked its a WS K, if they try to attack with a WS K after, both WS K and WS B will interrupt. The 2 Ks by itself is a high NC that jails on block.....yay.....
1K- WS K
4 A+B- safe and she can also go into possession. If this hits and she does her air grabs its around 80+ dmg....block this. If you do block....continue blocking since when she goes into possession she can interrupt with POS K unless you predict it and even then WS K will trade.....not really worth it. (see POS K below)
2 A+B- this is her tech trap tool, traps all but back and even that is dependent on the move. Its only 7 damage. Just sit there and take it then hop up to your feet unless you have practically no health and 7 damage can kill you in which case make a prayer to god and hope the back tech will escape.
A+B- oh damn this move......ok by itself its a ranged safe horizontal mid with good speed.....sounds fucked up just typing that but thats what it is. If you do catch her with a B+K it sends her airborne and that will guarantee a SBH B and depending on how close you were when you caught her, you might get a 3B after that.....a whopping 40+ damage that is range dependent and if you predicted her correctly. If she hits this some natsu's will attemp a 2 A+B UB, Back tech will go out of range but she can chase you down with a 66B and if you are in red gauge....well....you know
WS AAA- do not get the last hit confused with A+B, this one is unsafe in the 3B section, if she cancels, still 3B the bitch just dont be too late with it (which is tough but one thing to note, natsu's know the last A is unsafe so look for the cancel....this is really a guessing game rather than reaction)
FC 3 A+B (caltrops)- its safe, not a low though
WS K- safe
66AB- second hit is B6 on block but of course this comes with conditions, if she does the second move, block and punish, she can cancel into POS and interrupt with POS K....annoying. If she tries for the A instead of POS K 3B can tag her
6 B+K BBB- if you block the first move.....please....step....wait til she lands....then 3B
POS- ugh....where do I begin
POS A:6- second hit is high and does not jail. both hits are high. NC (6A+B POS A:6 is also a NC)
POS B- GB, mid, fast, highly steppable in both directions
POS A+B- UB, puts her in TC, highly steppable in both directions. If noticed at the beginning of animation, can take a step back then 4 B+K out of range
POS B+K (low kick)- kind of annoying since WS B doesnt hit grounded. If level headed enough you can stand then 3B or just FC 2B
POS 466 B+G- yes she can throw from POS but only B throw
POS K- finally a move that if blocked we get 3B
Hover- sigh as if there wasnt enough
Hover B- vertical, guarantees alot of damage on hit without the use of meter, very steppable, safe
Hover A- low, if the first hit whiffs and the second hits, causes stun for good damage. can B+K, safe
Hover A+B- GB, mid, highly steppable
Analysis- ok IMO this strictly calls for solid defense and I`m talking about 1970s Steelers. We dont have option selects against this woman from what I gather. Its either G and hope for an unsafe move -.- or pick an option and fly with it. You have to pay attention to your opponent. If they are going for strict lock down there are ways around it (EX K beats out POS A and POS K from 6 A+B but not POS B+K) If you know they like to go in POS, know what you can do against each move whether it could be stepped, ducked, and straight up punished. Pay attention....read your opponent, and always punish when possible and hopefully by doing that you can force them to use moves that they rather not. She can punish 3B at close range, keep that in mind. She is so fast that not one particular move is the real go to move IMO. Poke...poke again....the poke some more then when you start to see her fuck up, unleash on her. OUR REAL SAVING GRACE? Her WS punishment is straight up garbage. against moves like 2A, 22_88 kA:2A, 1K, etc, she gets WS K....14 dmg. Yea I`m going for them ankles. and once she starts ducking then I can start my game. Care against the big lows though, a good natsu could get 6 A+B POS A:6 1K for 47 dmg but even then its worth it because the hey have to work hard for that damage.
When you think natsu, think blocking and ankles.