Natsu Movelist Discussion and Analysis

since i cant find a rec/play command on training mode can somebosy try A,A6 and 2A+B,6 cancels to see if they give her evade/invisibility or sth?or if anybody knows what they are for? in the move list it gives them as stances.
 
after some re-testing here's what i've found:

- 1K is i15; after AAB on hit (+0) 1K clashes with all other i15 moves.
- 2K is i18; it loses to all other i17 natsu moves
- FC B is i14; after 2A on block (-6), FC B trades with 4A (i20) and loses to 3A (i19)
- 66B is i17; after AAB on hit 66B will trade with 2B, 6K and other i17 moves. it beats 4K though, because 66B is TC.
- FC A+B is indeed i16; after 1K on hit (-2), FC A+B will trade with 2K (i18). also, after 1B on hit (+2), FC A+B will trade with FC B, FC K (i14) and WS K (iffy).

WS K is proving a pain to test. for example, after 2A on block (-6), WS K trades with 3A (i19), which suggests it is i13. however, after 1B on hit (+2), it loses to FC A (i12) and beats FC B and FC K (both i14), suggesting that it is i15. that added with my earlier testing on mitsu means that its frames fluctuate between i13 and i15.

also, B[K] on block is +9, given that PO B (i22) after B[K] on block clashes with taki's K (i13) after.
 
PO A+K+B
and PO 8+A+K+B seems intersting for combo and mixup.

what i try to do is PO close on them > A+K+B cross up then use the BT PO K for the throw, u can try to confuse them with 8+A+K+B, but needs more study.
 
Easier way of doing PO 466B+G..

When entering PO, hold [4], once you see yourself in stance, then just 66B+G.

i.e., 6A+B[4] PO, PO 66B+G.

If you're planning on doing PO 66B+G after a blocked B[K], I would just 66B+G without entering PO since you're at advantage anyway.

-ASZ
 
Unseen Wombat: Speaking of which, while I was online, somebody else used it on my Natsu. Later when I looked up my psn on youtube for SCV, there was a single match up with me in it and it was that very match.


At around 00:50, the other Natsu bounces off the wall and returns with a dive kick. This style is really incredible, you're all over the place, you get a jump and a teleport, and most of the moves are incredible show-offy.
 
yeah I love it. I just did about 40 matches on xbox live today with Natsu, overall she was really super awesome but I lost consistantly to Mitsurugi, Nightmare and Siegfried were also natural enemies but could be handled on even footing.

Mitsurugi though, those guys there know how to cheese! How am I supposed to beat his basic swordsplay? The best I got was countering his moves with a forward A+B, blocking his lows or jumping them with a 8K A, or sometimes teleporting around him with the reverse windmill kick. Man Natsu is so much fun!

She is almost as fun to me now as Talim, just super powered Talim, actually I want to show you guys my CAS but that is off topic.
 
... I lost consistantly to Mitsurugi, Nightmare and Siegfried were also natural enemies but could be handled on even footing.
I have to agree. Those three were the ones handing me my losses online, so far. Everyone else, I win about 75% of the time, but those three? Maybe 50%... MAYBE. Probably closer to 40% against Mitsurugi :(
 
Yeah, I think I can just about confirm that Natsu is overpowered. I'm 42 and 6 with her and I'm no way that good. Unless the people I'm playing are just really bad.

Thanks for the testing taXi, I'll change the frame data. And thanks for the tip Aku, I wanted to use her throw from PO, but I was having a hard time executing it. I'll try this.

Ghost, I don't think PO 8+A+B+K is a move. You probably mean PO A+B+K~8 where she teleports then goes into HOV.
 
Well I am going to say it's just me taking off my training weights - on SC4 I won 55% of the time playing no one but Talim. She was under-powered but that is why I liked her!
 
yes u are right UnseenWombat. soz

btw A,A,6 and A+B,6
seems to make her avoid low hits for a very tiny window(u can even air grab her with natsu) and then puts her at crouch position.

EDIT:
i worked a bit with A,A,6 today.
CH 4B,3B,AA6 has a strange positioning....the good thing is u track your enemy.( i tried to use B+G and various cmds during the air teleport but nothing happened ofc)
 
4 days back, I tried to do combos with the ninja of the wall. One could be a guaranteed combo, it's just that I couldn't figure a way to escape it. *PLEASE call me wrong if it CAN be escaped!*
The other one, people can escape but I'd still like to share with you guys anyway.


For this one, the distance between the opponent and the wall can't be TOO close or else I think that the opponent will be knocked on the wall too early and fall to the floor too soon before your second attack connects:

*8KA, FC3KK, 44KK, FCA+B_1B_4A+B mix-ups.*


This one I know can be escaped:

A6, A6, 3KKK, 44KK, FCA+B_1B_4A+B mix-ups.

Note: After the 3KKK of the combo, you can ukemi to your left to avoid the rest.

Request: Could somebody test the ender to the 'meh-combo' above -- (meaning after 44KK) FCA+B, 4A+B?
But dudes, what about: "..." FCA+B, 6K?
 
AA6 is an amazing string. After you train them with AAB of course. Opens up Natsu's WS series as well as set ups for throws. Heck even AA6 into AA6 is fun. But yah a solid addition.

Getting her JF A:6 combos about 90% of the time now.
 
Watching these videos (and the posts surrounding them) has made me a much better natsu player.

Just knowing to do 2A+B CE PO 66 8B+G has brought her CE from, "I could take it or leave it," to, "showstopping awesomeness." Also, I couldn't figure out how to end PO combos when the opponent was on the ground. NOW, I know that PO B+K kicks ass. You know, really simple stuff like that, stuff that I just wasn't able to see within the training, this thread has illuminated.
 
Can somebody explain how to get the A:6 just frame? First soul calibur game and i have no idea when to time it.
 
Can somebody explain how to get the A:6 just frame? First soul calibur game and i have no idea when to time it.
Basically, press 6 as A hits. Knowing that, you'll be able to identify the exact timing a little better in training.
 
AA6 is an amazing string. After you train them with AAB of course. Opens up Natsu's WS series as well as set ups for throws. Heck even AA6 into AA6 is fun. But yah a solid addition.
AA6 is terrible , after the flash effect u are open to free combo for at least 1milion frames, now if u count the other 1milion frames during the teleport. yea ppl can punish u even without reactions.
(i talk about offline ofc)

the only thing that u can do is AA6B which comes out exactly as AAB but the flash effect and sound plays like AA6 , but nothing else , not even delay of the B strings attack :/
 
Mainly an offline player myself. You are just are not training them properly. Don't get too hung up on frames.
 
LOL, Natsu teleports, then just stands there for almost 5 hours while the opponent goes away, has lunch, runs some errands, then comes back home to punish her.

also, B[K] on block is +9, given that PO B (i22) after B[K] on block clashes with taki's K (i13) after.
One question TaXi, if you did B[K]4 to get into PO, are you sure the shift into PO doesn't add or remove any frames to the B[K]?
 
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